aboutsummaryrefslogtreecommitdiff
path: root/src/video_core/texture_cache/surface_view.cpp
diff options
context:
space:
mode:
authorMorph <39850852+Morph1984@users.noreply.github.com>2020-06-16 01:30:01 -0400
committerMorph <39850852+Morph1984@users.noreply.github.com>2020-06-16 03:03:07 -0400
commit0c9a78da751c8cdc270ebcb766407ffea14992aa (patch)
treed74286e399af31169b35b2bcc558858f88baa95e /src/video_core/texture_cache/surface_view.cpp
parentb70bece9c41b0cf9ea7ee0f46d820dfaf7dd416e (diff)
gl_device: Reserve at least 4 image bindings for fragment stage
Due to the limitation of GL_MAX_IMAGE_UNITS being low (8) on Intel's and Nvidia's proprietary drivers, we have to reserve an appropriate amount of image bindings for each of the stages. So far games have been observed to use 4 image bindings on the fragment stage (Kirby Star Allies) and 1 on the vertex stage (TWD series). No games thus far in my limited testing used more than 4 images concurrently and across all currently active programs. This fixes shader compilation errors on Kirby Star Allies on OpenGL (GLSL/GLASM)
Diffstat (limited to 'src/video_core/texture_cache/surface_view.cpp')
0 files changed, 0 insertions, 0 deletions