gl_compute_pipeline: Add downscale factor to shader uniforms
This commit is contained in:
parent
9bc7b04ca5
commit
b6060873ce
@ -143,10 +143,19 @@ void ComputePipeline::Configure() {
|
||||
}
|
||||
texture_cache.FillComputeImageViews(std::span(views.data(), views.size()));
|
||||
|
||||
const bool is_rescaling{texture_cache.IsRescaling()};
|
||||
const f32 config_down_factor{Settings::values.resolution_info.down_factor};
|
||||
const f32 down_factor{is_rescaling ? config_down_factor : 1.0f};
|
||||
if (assembly_program.handle != 0) {
|
||||
program_manager.BindComputeAssemblyProgram(assembly_program.handle);
|
||||
if (info.uses_rescaling_uniform) {
|
||||
glProgramEnvParameter4fARB(GL_COMPUTE_PROGRAM_NV, 0, down_factor, 0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
} else {
|
||||
program_manager.BindComputeProgram(source_program.handle);
|
||||
if (info.uses_rescaling_uniform) {
|
||||
glProgramUniform1f(source_program.handle, 0, down_factor);
|
||||
}
|
||||
}
|
||||
buffer_cache.UnbindComputeTextureBuffers();
|
||||
size_t texbuf_index{};
|
||||
|
Loading…
Reference in New Issue
Block a user