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- implemented GPU vendor string assingment in Vulkan backend
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addcad8ac0
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4 changed files with 11 additions and 4 deletions
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@ -126,7 +126,7 @@ void OpenGLFrameBuffer::InitializeState()
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glslversion = gl.glslversion;
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uniformblockalignment = gl.uniformblockalignment;
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maxuniformblock = gl.maxuniformblock;
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gl_vendorstring = gl.vendorstring;
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vendorstring = gl.vendorstring;
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if (first)
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{
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@ -44,7 +44,7 @@ FLightBuffer::FLightBuffer()
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// Hack alert: On Intel's GL driver SSBO's perform quite worse than UBOs.
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// We only want to disable using SSBOs for lights but not disable the feature entirely.
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// Note that using an uniform buffer here will limit the number of lights per surface so it isn't done for NVidia and AMD.
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if (screen->IsVulkan() || ((screen->hwcaps & RFL_SHADER_STORAGE_BUFFER) && !strstr(screen->gl_vendorstring, "Intel")))
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if (screen->IsVulkan() || ((screen->hwcaps & RFL_SHADER_STORAGE_BUFFER) && !strstr(screen->vendorstring, "Intel")))
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{
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mBufferType = true;
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mBlockAlign = 0;
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@ -128,7 +128,14 @@ void VulkanFrameBuffer::InitializeState()
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first = false;
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}
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gl_vendorstring = "Vulkan";
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switch (device->PhysicalDevice.Properties.vendorID)
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{
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case 0x1002: vendorstring = "AMD"; break;
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case 0x10DE: vendorstring = "NVIDIA"; break;
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case 0x8086: vendorstring = "Intel"; break;
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default: vendorstring = "Unknown"; break;
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}
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hwcaps = RFL_SHADER_STORAGE_BUFFER | RFL_BUFFER_STORAGE;
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glslversion = 4.50f;
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uniformblockalignment = (unsigned int)device->PhysicalDevice.Properties.limits.minUniformBufferOffsetAlignment;
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@ -375,7 +375,7 @@ public:
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int stencilValue = 0; // Global stencil test value
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unsigned int uniformblockalignment = 256; // Hardware dependent uniform buffer alignment.
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unsigned int maxuniformblock = 65536;
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const char *gl_vendorstring; // On OpenGL (not Vulkan) we have to account for some issues with Intel.
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const char *vendorstring; // We have to account for some issues with particular vendors.
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FPortalSceneState *mPortalState; // global portal state.
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FSkyVertexBuffer *mSkyData = nullptr; // the sky vertex buffer
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FFlatVertexBuffer *mVertexData = nullptr; // Global vertex data
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