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author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-05-28 17:06:22 -0300 |
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committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-05-31 21:33:49 -0300 |
commit | ee21e4ecd372d6a191244dffbc5ac5c7b80150c1 (patch) | |
tree | fe7f77170edfdabfe3bf9dc974f3d8b3672eb45e /src/input_common/analog_from_button.cpp | |
parent | e68ee43a1a99dd62d8f6a6a469764a6737b4e0e8 (diff) |
glsl: Squash constant buffers into a single SSBO when we hit the limit
Avoids compilation errors at the cost of shader build times and runtime
performance when a game hits the limit of uniform buffers we can use.
Diffstat (limited to 'src/input_common/analog_from_button.cpp')
0 files changed, 0 insertions, 0 deletions