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Set PointSize in shader on OpenGL (#6292)
Previously we were only doing it for Vulkan, but it turns out that not setting it when PROGRAM_POINT_SIZE is set is considered UB on OpenGL Core. Signed-off-by: Mary <mary@mary.zone>
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1 changed files with 3 additions and 2 deletions
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@ -80,9 +80,10 @@ namespace Ryujinx.Graphics.Shader.Translation
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return;
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}
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if (TranslatorContext.Definitions.Stage == ShaderStage.Vertex && TranslatorContext.Options.TargetApi == TargetApi.Vulkan)
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// Vulkan requires the point size to be always written on the shader if the primitive topology is points.
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// OpenGL requires the point size to be always written on the shader if PROGRAM_POINT_SIZE is set.
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if (TranslatorContext.Definitions.Stage == ShaderStage.Vertex)
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{
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// Vulkan requires the point size to be always written on the shader if the primitive topology is points.
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this.Store(StorageKind.Output, IoVariable.PointSize, null, ConstF(TranslatorContext.Definitions.PointSize));
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}
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