Use vector transform feedback outputs with fragment shaders (#4708)
* Use vector transform feedback outputs with fragment shaders * Shader cache version bump * Fix missing outputs when vector transform feedback outputs are used
This commit is contained in:
parent
3f98369a17
commit
4dd77316f7
9 changed files with 38 additions and 33 deletions
|
@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
|
|||
private const ushort FileFormatVersionMajor = 1;
|
||||
private const ushort FileFormatVersionMinor = 2;
|
||||
private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
|
||||
private const uint CodeGenVersion = 4703;
|
||||
private const uint CodeGenVersion = 4707;
|
||||
|
||||
private const string SharedTocFileName = "shared.toc";
|
||||
private const string SharedDataFileName = "shared.data";
|
||||
|
|
|
@ -449,7 +449,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
if (translatorContexts[i] != null)
|
||||
{
|
||||
translatorContexts[i].SetGeometryShaderLayerInputAttribute(info.GpLayerInputAttribute);
|
||||
translatorContexts[i].SetLastInVertexPipeline(translatorContexts[5] != null);
|
||||
translatorContexts[i].SetLastInVertexPipeline();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue