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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
commite2f5d165407ebb998cc24005bc30476ba29d5bcd (patch)
treed74286e399af31169b35b2bcc558858f88baa95e /src/common/spin_lock.cpp
parented2cd9d8f3b9c82eb6013cf389c06ab783499d83 (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)
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