Make ubershaders visible and add re-spirv.
This commit is contained in:
parent
d782d3dcb9
commit
d5894f1e6c
2
lib/rt64
2
lib/rt64
|
@ -1 +1 @@
|
||||||
Subproject commit 8747507cf96a4921efe83ea492dd0afbac1481f5
|
Subproject commit 1f98d76667a013b56b3d00b5bf2d46823db195fa
|
|
@ -266,6 +266,9 @@ zelda64::renderer::RT64Context::RT64Context(uint8_t* rdram, ultramodern::rendere
|
||||||
// Set the application's fullscreen state.
|
// Set the application's fullscreen state.
|
||||||
app->setFullScreen(cur_config.wm_option == ultramodern::renderer::WindowMode::Fullscreen);
|
app->setFullScreen(cur_config.wm_option == ultramodern::renderer::WindowMode::Fullscreen);
|
||||||
|
|
||||||
|
// Default to ubershaders being visible to visualize the shader compilation time.
|
||||||
|
app->workloadQueue->ubershadersVisible = true;
|
||||||
|
|
||||||
// Check if the selected device actually supports MSAA sample positions and MSAA for for the formats that will be used
|
// Check if the selected device actually supports MSAA sample positions and MSAA for for the formats that will be used
|
||||||
// and downgrade the configuration accordingly.
|
// and downgrade the configuration accordingly.
|
||||||
if (app->device->getCapabilities().sampleLocations) {
|
if (app->device->getCapabilities().sampleLocations) {
|
||||||
|
|
Loading…
Reference in New Issue