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VideoCommon: Don't pass structs between shaders, use the interface blocks instead.
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5 changed files with 74 additions and 44 deletions
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@ -462,8 +462,7 @@ Renderer::Renderer()
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g_Config.backend_info.bSupportsEarlyZ = GLExtensions::Supports("GL_ARB_shader_image_load_store");
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g_Config.backend_info.bSupportsBBox = GLExtensions::Supports("GL_ARB_shader_storage_buffer_object");
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g_Config.backend_info.bSupportsGSInstancing = GLExtensions::Supports("GL_ARB_gpu_shader5");
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g_Config.backend_info.bSupportsGeometryShaders = (GLExtensions::Version() >= 320) &&
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!DriverDetails::HasBug(DriverDetails::BUG_INTELBROKENSTRUCTS);
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g_Config.backend_info.bSupportsGeometryShaders = GLExtensions::Version() >= 320;
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// Desktop OpenGL supports the binding layout if it supports 420pack
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// OpenGL ES 3.1 supports it implicitly without an extension
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