From b6d321bfb176b8296d9b128d3bb23da5b1a9124c Mon Sep 17 00:00:00 2001 From: iwubcode Date: Tue, 19 Sep 2023 19:29:38 -0500 Subject: VideoBackends / VideoCommon: add new uniform buffer object for custom shader materials (slot 3, geometry shader buffer moves to slot 4 if available) --- Source/Core/VideoCommon/UberShaderVertex.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'Source/Core/VideoCommon/UberShaderVertex.cpp') diff --git a/Source/Core/VideoCommon/UberShaderVertex.cpp b/Source/Core/VideoCommon/UberShaderVertex.cpp index 6e663a1d02..71fc974ced 100644 --- a/Source/Core/VideoCommon/UberShaderVertex.cpp +++ b/Source/Core/VideoCommon/UberShaderVertex.cpp @@ -52,7 +52,7 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config if (vertex_loader) { - out.Write("UBO_BINDING(std140, 3) uniform GSBlock {{\n"); + out.Write("UBO_BINDING(std140, 4) uniform GSBlock {{\n"); out.Write("{}", s_geometry_shader_uniforms); out.Write("}};\n"); } @@ -84,7 +84,7 @@ SSBO_BINDING(1) readonly restrict buffer Vertices {{ // D3D12 uses a root constant for this uniform, since it changes with every draw. // D3D11 doesn't currently support dynamic vertex loader, and we'll have to figure something // out for it if we want to support it in the future. - out.Write("UBO_BINDING(std140, 4) uniform DX_Constants {{\n" + out.Write("UBO_BINDING(std140, 5) uniform DX_Constants {{\n" " uint base_vertex;\n" "}};\n\n" "uint GetVertexBaseOffset(uint vertex_id) {{\n" -- cgit v1.2.3