This commit is contained in:
lizzie 2026-06-24 08:47:41 +00:00 committed by crueter
parent 8444e10303
commit 3cadd41a5e

View file

@ -244,16 +244,27 @@ ShaderCache::ShaderCache(Tegra::MaxwellDeviceMemoryManager& device_memory_,
.max_user_clip_distances =
std::min<u32>(device.GetMaxUserClipDistances(), Maxwell::Regs::NumClipDistances),
},
// TODO: proper limits?
host_info{
.support_float64 = true,
.support_float16 = false,
.support_int64 = device.HasShaderInt64(),
.needs_demote_reorder = device.IsAmd(),
.support_snorm_render_buffer = false,
.support_viewport_index_layer = device.HasVertexViewportLayer(),
.min_ssbo_alignment = static_cast<u32>(device.GetShaderStorageBufferAlignment()),
.support_geometry_shader_passthrough = device.HasGeometryShaderPassthrough(),
.support_conditional_barrier = device.SupportsConditionalBarriers(),
.min_ssbo_alignment = static_cast<u32>(device.GetShaderStorageBufferAlignment()),
.max_per_stage_descriptor_sampled_images = 1024,//device.GetMaxPerStageDescriptorSampledImages(),
.max_per_stage_resources = 1024,//device.GetMaxPerStageResources(),
.max_descriptor_set_samplers = 1024,//device.GetMaxDescriptorSetSamplers(),
.max_descriptor_set_uniform_buffers = 1024,//device.GetMaxDescriptorSetUniformBuffers(),
.max_descriptor_set_uniform_buffers_dynamic = 1024,//device.GetMaxDescriptorSetUniformBuffersDynamic(),
.max_descriptor_set_storage_buffers = 1024,//device.GetMaxDescriptorSetStorageBuffers(),
.max_descriptor_set_storage_buffers_dynamic = 1024,//device.GetMaxDescriptorSetStorageBuffersDynamic(),
.max_descriptor_set_sampled_images = 1024,//device.GetMaxDescriptorSetSampledImages(),
.max_descriptor_set_storage_images = 1024,//device.GetMaxDescriptorSetStorageImages(),
.max_descriptor_set_input_attachements = 1024,//device.GetMaxDescriptorSetInputAttachments(),
.support_float64 = true,
.support_float16 = false,
.support_int64 = device.HasShaderInt64(),
.needs_demote_reorder = device.IsAmd(),
.support_snorm_render_buffer = false,
.support_viewport_index_layer = device.HasVertexViewportLayer(),
.support_geometry_shader_passthrough = device.HasGeometryShaderPassthrough(),
.support_conditional_barrier = device.SupportsConditionalBarriers(),
} {
if (use_asynchronous_shaders) {
workers = CreateWorkers();