summaryrefslogtreecommitdiff
path: root/src/common/zstd_compression.cpp
diff options
context:
space:
mode:
authorReinUsesLisp <reinuseslisp@airmail.cc>2020-03-02 18:55:39 -0300
committerReinUsesLisp <reinuseslisp@airmail.cc>2020-03-13 18:33:04 -0300
commit4d711dface5dfc76d5ae0d62c635ec9ba6bd4293 (patch)
treed17ce1cda84d67e53e3ced539a2de94c5ad7c24d /src/common/zstd_compression.cpp
parent3dcaa84ba442ac173c8b5241049296d8fe8a3fd7 (diff)
gl_shader_decompiler: Decorate output attributes with XFB layout
We sometimes have to slice attributes in different parts. This is needed for example in instances where the game feedbacks 3 components but writes 4 from the shader (something that is possible with GL_NV_transform_feedback).
Diffstat (limited to 'src/common/zstd_compression.cpp')
0 files changed, 0 insertions, 0 deletions