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  1. Jun 26, 2020
  2. Jun 18, 2020
  3. Jun 17, 2020
  4. Jun 16, 2020
    • Morph's avatar
      gl_device: Reserve at least 4 image bindings for fragment stage · e2f5d165
      Morph authored
      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)
      e2f5d165
  5. Jun 15, 2020
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