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GPU/OpenGL: Also check number of fragment storage blocks
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@ -337,12 +337,18 @@ void GPU_HW_OpenGL::SetCapabilities(HostDisplay* host_display)
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if (!m_supports_texture_buffer || m_max_texture_buffer_size < VRAM_WIDTH * VRAM_HEIGHT)
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{
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// Try SSBOs.
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GLint max_fragment_storage_blocks = 0;
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GLint64 max_ssbo_size = 0;
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if (GLAD_GL_VERSION_4_3 || GLAD_GL_ES_VERSION_3_1 || GLAD_GL_ARB_shader_storage_buffer_object)
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{
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glGetIntegerv(GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, &max_fragment_storage_blocks);
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glGetInteger64v(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_ssbo_size);
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}
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Log_InfoPrintf("Max fragment shader storage blocks: %d", max_fragment_storage_blocks);
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Log_InfoPrintf("Max shader storage buffer size: %" PRId64, max_ssbo_size);
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m_use_ssbo_for_vram_writes = (max_ssbo_size >= static_cast<GLint64>(VRAM_WIDTH * VRAM_HEIGHT * sizeof(u16)));
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m_use_ssbo_for_vram_writes = (max_fragment_storage_blocks > 0 &&
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max_ssbo_size >= static_cast<GLint64>(VRAM_WIDTH * VRAM_HEIGHT * sizeof(u16)));
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if (m_use_ssbo_for_vram_writes)
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{
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Log_InfoPrintf("Using shader storage buffers for VRAM writes.");
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