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authorStenzek <stenzek@gmail.com>2019-10-02 12:19:47 +1000
committerStenzek <stenzek@gmail.com>2019-10-02 12:19:47 +1000
commitc98a5f7dfd6d5f779c4f18735656becc4fd9f365 (patch)
tree2fba2f65c90b7ecc8315a0f76441c12f36e539bd /Source/Core/VideoCommon/PostProcessing.cpp
parentb44a0980eb310b221feb84a195db63b89276a053 (diff)
Renderer: Draw ImGui interface to both eyes
Diffstat (limited to 'Source/Core/VideoCommon/PostProcessing.cpp')
-rw-r--r--Source/Core/VideoCommon/PostProcessing.cpp7
1 files changed, 1 insertions, 6 deletions
diff --git a/Source/Core/VideoCommon/PostProcessing.cpp b/Source/Core/VideoCommon/PostProcessing.cpp
index 0212793f98..8329b74e79 100644
--- a/Source/Core/VideoCommon/PostProcessing.cpp
+++ b/Source/Core/VideoCommon/PostProcessing.cpp
@@ -719,15 +719,10 @@ bool PostProcessing::CompilePixelShader()
bool PostProcessing::CompilePipeline()
{
- // OpenGL doesn't render to a 2-layer backbuffer like D3D/Vulkan for quad-buffered stereo, instead
- // drawing twice and the eye selected by glDrawBuffer() (see OGL::Renderer::RenderXFBToScreen).
- const bool use_quad_buffer_gs = g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer &&
- g_ActiveConfig.backend_info.api_type != APIType::OpenGL;
-
AbstractPipelineConfig config = {};
config.vertex_shader = m_vertex_shader.get();
config.geometry_shader =
- use_quad_buffer_gs ? g_shader_cache->GetTexcoordGeometryShader() : nullptr;
+ g_renderer->UseGeometryShaderForUI() ? g_shader_cache->GetTexcoordGeometryShader() : nullptr;
config.pixel_shader = m_pixel_shader.get();
config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
config.depth_state = RenderState::GetNoDepthTestingDepthState();