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gl_rasterizer: Use 32 texture units instead of 3.

This commit is contained in:
bunnei 2018-03-24 04:06:26 -04:00
parent 0162a2d5cb
commit 0ee38e1363
3 changed files with 3 additions and 2 deletions

View file

@ -22,6 +22,7 @@
#include "video_core/renderer_opengl/gl_shader_gen.h"
#include "video_core/renderer_opengl/renderer_opengl.h"
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
using PixelFormat = SurfaceParams::PixelFormat;
using SurfaceType = SurfaceParams::SurfaceType;

View file

@ -139,7 +139,7 @@ private:
OGLVertexArray hw_vao;
std::array<bool, 16> hw_vao_enabled_attributes;
std::array<SamplerInfo, 3> texture_samplers;
std::array<SamplerInfo, 32> texture_samplers;
static constexpr size_t VERTEX_BUFFER_SIZE = 128 * 1024 * 1024;
std::unique_ptr<OGLStreamBuffer> vertex_buffer;
OGLBuffer uniform_buffer;

View file

@ -85,7 +85,7 @@ public:
struct {
GLuint texture_2d; // GL_TEXTURE_BINDING_2D
GLuint sampler; // GL_SAMPLER_BINDING
} texture_units[3];
} texture_units[32];
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER