DriverDetails: Remove Intel Structs bug since it doesn't affect us anymore.

This commit is contained in:
Jules Blok 2014-12-22 02:47:31 +01:00
parent 7eb353b3bd
commit 3f763e6999
3 changed files with 2 additions and 11 deletions

View file

@ -59,7 +59,6 @@ namespace DriverDetails
{OS_WINDOWS,VENDOR_NVIDIA, DRIVER_NVIDIA, -1, BUG_BROKENUNSYNCMAPPING, -1.0, -1.0, true},
{OS_LINUX, VENDOR_NVIDIA, DRIVER_NVIDIA, -1, BUG_BROKENUNSYNCMAPPING, -1.0, -1.0, true},
{OS_WINDOWS,VENDOR_INTEL, DRIVER_INTEL, -1, BUG_INTELBROKENBUFFERSTORAGE, 101810.3907, 101810.3960, true},
{OS_WINDOWS,VENDOR_INTEL, DRIVER_INTEL, -1, BUG_INTELBROKENSTRUCTS, -1.0, -1.0, true},
};
static std::map<Bug, BugInfo> m_bugs;

View file

@ -200,14 +200,6 @@ namespace DriverDetails
// Broken on Windows Intel
// if (cond == false)
BUG_BROKENNEGATEDBOOLEAN,
// Bug: Intel's Windows driver can't pass structs between shader stages.
// Affected devices: Intel (Windows)
// Started Version: -1
// Ended Version: -1
// We need structs to make assignment easier in the geometry shader stage. However Intel's
// Windows drivers don't seem to be able handle passing them between shader stages.
// TODO: Find affected versions.
BUG_INTELBROKENSTRUCTS,
};

View file

@ -388,8 +388,8 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
{
if (!g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
// TODO: Pass structs between shader stages even if geometry shaders
// are not supported, however that will break GL 3.0 and 3.1 support.
// TODO: Pass interface blocks between shader stages even if geometry shaders
// are not supported, however that will require at least OpenGL 3.2 support.
for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
out.Write("uv%d.xyz = o.tex%d;\n", i, i);
out.Write("clipPos = o.clipPos;\n");