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OpenGL: use shader 420pack if available to staticly bind ubo location
Bindung locations after compiling a shader stalls the driver. So if we manage not to bind anything after compilation, the lag would be reduced much.
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commit
c42f274e22
5 changed files with 8 additions and 4 deletions
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@ -371,6 +371,7 @@ Renderer::Renderer()
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g_Config.backend_info.bSupportsGLSLUBO = !DriverDetails::HasBug(DriverDetails::BUG_ANNIHILATEDUBOS);
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g_Config.backend_info.bSupportsPrimitiveRestart = true;
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g_Config.backend_info.bSupportsEarlyZ = false;
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g_Config.backend_info.bSupportShadingLanguage420pack = false;
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g_ogl_config.bSupportsGLSLCache = true;
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g_ogl_config.bSupportsGLPinnedMemory = false;
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@ -482,6 +483,7 @@ Renderer::Renderer()
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g_Config.backend_info.bSupportsPrimitiveRestart = !DriverDetails::HasBug(DriverDetails::BUG_PRIMITIVERESTART) &&
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(TO_BOOL(GLEW_VERSION_3_1) || TO_BOOL(GLEW_NV_primitive_restart));
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g_Config.backend_info.bSupportsEarlyZ = TO_BOOL(GLEW_ARB_shader_image_load_store);
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g_Config.backend_info.bSupportShadingLanguage420pack = TO_BOOL(GLEW_ARB_shading_language_420pack);
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g_ogl_config.bSupportsGLSLCache = TO_BOOL(GLEW_ARB_get_program_binary);
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g_ogl_config.bSupportsGLPinnedMemory = TO_BOOL(GLEW_AMD_pinned_memory);
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