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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>
Mary Guillemard vor 2 Jahren
Ursprung
Commit
e59dba42ef
1 geänderte Dateien mit 3 neuen und 2 gelöschten Zeilen
  1. 3 2
      src/Ryujinx.Graphics.Shader/Translation/EmitterContext.cs

+ 3 - 2
src/Ryujinx.Graphics.Shader/Translation/EmitterContext.cs

@@ -80,9 +80,10 @@ namespace Ryujinx.Graphics.Shader.Translation
                 return;
             }
 
-            if (TranslatorContext.Definitions.Stage == ShaderStage.Vertex && TranslatorContext.Options.TargetApi == TargetApi.Vulkan)
+            // Vulkan requires the point size to be always written on the shader if the primitive topology is points.
+            // OpenGL requires the point size to be always written on the shader if PROGRAM_POINT_SIZE is set.
+            if (TranslatorContext.Definitions.Stage == ShaderStage.Vertex)
             {
-                // Vulkan requires the point size to be always written on the shader if the primitive topology is points.
                 this.Store(StorageKind.Output, IoVariable.PointSize, null, ConstF(TranslatorContext.Definitions.PointSize));
             }