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authorStenzek <stenzek@gmail.com>2019-10-02 11:33:20 +1000
committerStenzek <stenzek@gmail.com>2019-10-02 11:33:25 +1000
commite88c269d022ae04c0b5fdaf71f03b44cc145820d (patch)
treefddd5415246eb7f507eca03eb4667d2365568546 /Source/Core/VideoCommon/PostProcessing.cpp
parente6ae204600306edd67ccbdeb32032f061c5128c0 (diff)
PostProcessing: Don't use GS expansion shader for quad buffering w/ OpenGL
OpenGL doesn't render to a 2-layer backbuffer like D3D/Vulkan for quad-buffered stereo, instead drawing twice with the eye selected by glDrawBuffer() (see OGL::Renderer::RenderXFBToScreen).
Diffstat (limited to 'Source/Core/VideoCommon/PostProcessing.cpp')
-rw-r--r--Source/Core/VideoCommon/PostProcessing.cpp10
1 files changed, 7 insertions, 3 deletions
diff --git a/Source/Core/VideoCommon/PostProcessing.cpp b/Source/Core/VideoCommon/PostProcessing.cpp
index 859715542b..d8666c1cee 100644
--- a/Source/Core/VideoCommon/PostProcessing.cpp
+++ b/Source/Core/VideoCommon/PostProcessing.cpp
@@ -714,11 +714,15 @@ 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 = g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer ?
- g_shader_cache->GetTexcoordGeometryShader() :
- nullptr;
+ config.geometry_shader =
+ use_quad_buffer_gs ? g_shader_cache->GetTexcoordGeometryShader() : nullptr;
config.pixel_shader = m_pixel_shader.get();
config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
config.depth_state = RenderState::GetNoDepthTestingDepthState();