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Shader: Bias textureGather instructions on AMD/Intel (#4703)
* Experimental (GLSL, forced) * SPIR-V attempt * Add capability * Fix pCount == 1 on glsl * Fix typo
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@ -103,11 +103,14 @@ namespace Ryujinx.Graphics.OpenGL
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public Capabilities GetCapabilities()
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{
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bool intelWindows = HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows;
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bool amdWindows = HwCapabilities.Vendor == HwCapabilities.GpuVendor.AmdWindows;
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return new Capabilities(
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api: TargetApi.OpenGL,
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vendorName: GpuVendor,
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hasFrontFacingBug: HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows,
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hasVectorIndexingBug: HwCapabilities.Vendor == HwCapabilities.GpuVendor.AmdWindows,
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hasFrontFacingBug: intelWindows,
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hasVectorIndexingBug: amdWindows,
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needsFragmentOutputSpecialization: false,
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reduceShaderPrecision: false,
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supportsAstcCompression: HwCapabilities.SupportsAstcCompression,
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@ -142,7 +145,8 @@ namespace Ryujinx.Graphics.OpenGL
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maximumImagesPerStage: 8,
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maximumComputeSharedMemorySize: HwCapabilities.MaximumComputeSharedMemorySize,
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maximumSupportedAnisotropy: HwCapabilities.MaximumSupportedAnisotropy,
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storageBufferOffsetAlignment: HwCapabilities.StorageBufferOffsetAlignment);
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storageBufferOffsetAlignment: HwCapabilities.StorageBufferOffsetAlignment,
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gatherBiasPrecision: intelWindows || amdWindows ? 8 : 0); // Precision is 8 for these vendors on Vulkan.
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}
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public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
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