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@ -220,7 +220,8 @@ GraphicsPipeline::GraphicsPipeline(const Device& device, TextureCache& texture_c
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ASSERT(num_textures <= MAX_TEXTURES);
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ASSERT(num_textures <= MAX_TEXTURES);
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ASSERT(num_images <= MAX_IMAGES);
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ASSERT(num_images <= MAX_IMAGES);
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const bool assembly_shaders{assembly_programs[0].handle != 0};
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const auto backend = device.GetShaderBackend();
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const bool assembly_shaders{backend == Settings::ShaderBackend::Glasm};
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use_storage_buffers =
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use_storage_buffers =
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!assembly_shaders || num_storage_buffers <= device.GetMaxGLASMStorageBufferBlocks();
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!assembly_shaders || num_storage_buffers <= device.GetMaxGLASMStorageBufferBlocks();
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writes_global_memory &= !use_storage_buffers;
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writes_global_memory &= !use_storage_buffers;
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@ -230,7 +231,6 @@ GraphicsPipeline::GraphicsPipeline(const Device& device, TextureCache& texture_c
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GenerateTransformFeedbackState();
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GenerateTransformFeedbackState();
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}
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}
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const bool in_parallel = thread_worker != nullptr;
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const bool in_parallel = thread_worker != nullptr;
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const auto backend = device.GetShaderBackend();
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auto func{[this, sources_ = std::move(sources), sources_spirv_ = std::move(sources_spirv),
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auto func{[this, sources_ = std::move(sources), sources_spirv_ = std::move(sources_spirv),
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shader_notify, backend, in_parallel,
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shader_notify, backend, in_parallel,
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force_context_flush](ShaderContext::Context*) mutable {
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force_context_flush](ShaderContext::Context*) mutable {
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