Vulkan, OpenGL: Hook up geometry shader passthrough emulation
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@ -237,6 +237,7 @@ ShaderCache::ShaderCache(RasterizerOpenGL& rasterizer_, Core::Frontend::EmuWindo
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.support_snorm_render_buffer = false,
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.support_viewport_index_layer = device.HasVertexViewportLayer(),
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.min_ssbo_alignment = static_cast<u32>(device.GetShaderStorageBufferAlignment()),
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.support_geometry_shader_passthrough = device.HasGeometryShaderPassthrough(),
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} {
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if (use_asynchronous_shaders) {
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workers = CreateWorkers();
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@ -345,6 +345,7 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, const Device& device
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.support_snorm_render_buffer = true,
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.support_viewport_index_layer = device.IsExtShaderViewportIndexLayerSupported(),
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.min_ssbo_alignment = static_cast<u32>(device.GetStorageBufferAlignment()),
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.support_geometry_shader_passthrough = device.IsNvGeometryShaderPassthroughSupported(),
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};
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if (device.GetMaxVertexInputAttributes() < Maxwell::NumVertexAttributes) {
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