vk/gl/dx12: Dynamic cb flush for vulkan; fix glsl/hlsl vertex shader generation for some games; dx12: ignore fbo textures during flip if no surface target is set (#1766)

* gl/vk/dx12: Fix vertex shader code generation for buggy games

dx12: revert vsh attribute changes

* vk: dynamically flush command buffers if we exceed available resources

* dx12: do not prepare flip texture if it has not been initialized
This commit is contained in:
kd-11 2016-06-11 16:24:27 +03:00 committed by Ivan
parent 35ab3b0cd8
commit 3956b21cb7
6 changed files with 45 additions and 21 deletions

View file

@ -173,7 +173,7 @@ void add_input(std::stringstream & OS, const ParamItem &PI, const std::vector<rs
return;
}
OS << " vec4 " << PI.name << " = vec4(0., 0., 0., 1.);" << std::endl;
OS << " vec4 " << PI.name << "= texelFetch(" << PI.name << "_buffer, gl_VertexID).rgba;" << std::endl;
}
void GLVertexDecompilerThread::insertMainStart(std::stringstream & OS)