video_core: Fix fragment shader interlock usage on OpenGL. (#7144)

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Steveice10 2023-11-10 13:14:52 -08:00 committed by GitHub
parent 13d02c14e0
commit d4f31bc617
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8 changed files with 69 additions and 14 deletions

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@ -3,3 +3,9 @@ These files were generated by the [glad](https://github.com/Dav1dde/glad) OpenGL
``` ```
python -m glad --profile core --out-path glad/ --api "gl=4.3,gles2=3.2" --generator=c python -m glad --profile core --out-path glad/ --api "gl=4.3,gles2=3.2" --generator=c
``` ```
You can also generate the source using [this site](https://glad.dav1d.de/):
1. Select '4.3' for GL, '3.2' for GLES2, and 'Core' for Profile.
2. Input the currently supported extensions from [here](https://github.com/citra-emu/citra/blob/master/externals/glad/include/glad/glad.h#L9), plus any new required extensions.
3. Click Generate and download the generated source zip.
4. Unzip the new source over the current glad source files.

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@ -1,6 +1,6 @@
/* /*
OpenGL, OpenGL ES loader generated by glad 0.1.34 on Sat Aug 26 18:38:43 2023. OpenGL, OpenGL ES loader generated by glad 0.1.36 on Fri Nov 10 04:24:01 2023.
Language/Generator: C/C++ Language/Generator: C/C++
Specification: gl Specification: gl
@ -10,6 +10,7 @@
GL_AMD_blend_minmax_factor, GL_AMD_blend_minmax_factor,
GL_ARB_buffer_storage, GL_ARB_buffer_storage,
GL_ARB_clear_texture, GL_ARB_clear_texture,
GL_ARB_fragment_shader_interlock,
GL_ARB_get_texture_sub_image, GL_ARB_get_texture_sub_image,
GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_bptc,
GL_ARM_shader_framebuffer_fetch, GL_ARM_shader_framebuffer_fetch,
@ -17,16 +18,18 @@
GL_EXT_clip_cull_distance, GL_EXT_clip_cull_distance,
GL_EXT_shader_framebuffer_fetch, GL_EXT_shader_framebuffer_fetch,
GL_EXT_texture_compression_s3tc, GL_EXT_texture_compression_s3tc,
GL_NV_blend_minmax_factor GL_INTEL_fragment_shader_ordering,
GL_NV_blend_minmax_factor,
GL_NV_fragment_shader_interlock
Loader: True Loader: True
Local files: False Local files: False
Omit khrplatform: False Omit khrplatform: False
Reproducible: False Reproducible: False
Commandline: Commandline:
--profile="core" --api="gl=4.3,gles2=3.2" --generator="c" --spec="gl" --extensions="GL_AMD_blend_minmax_factor,GL_ARB_buffer_storage,GL_ARB_clear_texture,GL_ARB_get_texture_sub_image,GL_ARB_texture_compression_bptc,GL_ARM_shader_framebuffer_fetch,GL_EXT_buffer_storage,GL_EXT_clip_cull_distance,GL_EXT_shader_framebuffer_fetch,GL_EXT_texture_compression_s3tc,GL_NV_blend_minmax_factor" --profile="core" --api="gl=4.3,gles2=3.2" --generator="c" --spec="gl" --extensions="GL_AMD_blend_minmax_factor,GL_ARB_buffer_storage,GL_ARB_clear_texture,GL_ARB_fragment_shader_interlock,GL_ARB_get_texture_sub_image,GL_ARB_texture_compression_bptc,GL_ARM_shader_framebuffer_fetch,GL_EXT_buffer_storage,GL_EXT_clip_cull_distance,GL_EXT_shader_framebuffer_fetch,GL_EXT_texture_compression_s3tc,GL_INTEL_fragment_shader_ordering,GL_NV_blend_minmax_factor,GL_NV_fragment_shader_interlock"
Online: Online:
https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D4.3&api=gles2%3D3.2&extensions=GL_AMD_blend_minmax_factor&extensions=GL_ARB_buffer_storage&extensions=GL_ARB_clear_texture&extensions=GL_ARB_get_texture_sub_image&extensions=GL_ARB_texture_compression_bptc&extensions=GL_ARM_shader_framebuffer_fetch&extensions=GL_EXT_buffer_storage&extensions=GL_EXT_clip_cull_distance&extensions=GL_EXT_shader_framebuffer_fetch&extensions=GL_EXT_texture_compression_s3tc&extensions=GL_NV_blend_minmax_factor https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D4.3&api=gles2%3D3.2&extensions=GL_AMD_blend_minmax_factor&extensions=GL_ARB_buffer_storage&extensions=GL_ARB_clear_texture&extensions=GL_ARB_fragment_shader_interlock&extensions=GL_ARB_get_texture_sub_image&extensions=GL_ARB_texture_compression_bptc&extensions=GL_ARM_shader_framebuffer_fetch&extensions=GL_EXT_buffer_storage&extensions=GL_EXT_clip_cull_distance&extensions=GL_EXT_shader_framebuffer_fetch&extensions=GL_EXT_texture_compression_s3tc&extensions=GL_INTEL_fragment_shader_ordering&extensions=GL_NV_blend_minmax_factor&extensions=GL_NV_fragment_shader_interlock
*/ */
@ -3384,6 +3387,10 @@ typedef void (APIENTRYP PFNGLCLEARTEXSUBIMAGEPROC)(GLuint texture, GLint level,
GLAPI PFNGLCLEARTEXSUBIMAGEPROC glad_glClearTexSubImage; GLAPI PFNGLCLEARTEXSUBIMAGEPROC glad_glClearTexSubImage;
#define glClearTexSubImage glad_glClearTexSubImage #define glClearTexSubImage glad_glClearTexSubImage
#endif #endif
#ifndef GL_ARB_fragment_shader_interlock
#define GL_ARB_fragment_shader_interlock 1
GLAPI int GLAD_GL_ARB_fragment_shader_interlock;
#endif
#ifndef GL_ARB_get_texture_sub_image #ifndef GL_ARB_get_texture_sub_image
#define GL_ARB_get_texture_sub_image 1 #define GL_ARB_get_texture_sub_image 1
GLAPI int GLAD_GL_ARB_get_texture_sub_image; GLAPI int GLAD_GL_ARB_get_texture_sub_image;
@ -3406,10 +3413,18 @@ GLAPI int GLAD_GL_EXT_shader_framebuffer_fetch;
#define GL_EXT_texture_compression_s3tc 1 #define GL_EXT_texture_compression_s3tc 1
GLAPI int GLAD_GL_EXT_texture_compression_s3tc; GLAPI int GLAD_GL_EXT_texture_compression_s3tc;
#endif #endif
#ifndef GL_INTEL_fragment_shader_ordering
#define GL_INTEL_fragment_shader_ordering 1
GLAPI int GLAD_GL_INTEL_fragment_shader_ordering;
#endif
#ifndef GL_NV_blend_minmax_factor #ifndef GL_NV_blend_minmax_factor
#define GL_NV_blend_minmax_factor 1 #define GL_NV_blend_minmax_factor 1
GLAPI int GLAD_GL_NV_blend_minmax_factor; GLAPI int GLAD_GL_NV_blend_minmax_factor;
#endif #endif
#ifndef GL_NV_fragment_shader_interlock
#define GL_NV_fragment_shader_interlock 1
GLAPI int GLAD_GL_NV_fragment_shader_interlock;
#endif
#ifndef GL_ARM_shader_framebuffer_fetch #ifndef GL_ARM_shader_framebuffer_fetch
#define GL_ARM_shader_framebuffer_fetch 1 #define GL_ARM_shader_framebuffer_fetch 1
GLAPI int GLAD_GL_ARM_shader_framebuffer_fetch; GLAPI int GLAD_GL_ARM_shader_framebuffer_fetch;
@ -3437,6 +3452,10 @@ GLAPI int GLAD_GL_EXT_texture_compression_s3tc;
#define GL_NV_blend_minmax_factor 1 #define GL_NV_blend_minmax_factor 1
GLAPI int GLAD_GL_NV_blend_minmax_factor; GLAPI int GLAD_GL_NV_blend_minmax_factor;
#endif #endif
#ifndef GL_NV_fragment_shader_interlock
#define GL_NV_fragment_shader_interlock 1
GLAPI int GLAD_GL_NV_fragment_shader_interlock;
#endif
#ifdef __cplusplus #ifdef __cplusplus
} }

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@ -1,6 +1,6 @@
/* /*
OpenGL, OpenGL ES loader generated by glad 0.1.34 on Sat Aug 26 18:38:43 2023. OpenGL, OpenGL ES loader generated by glad 0.1.36 on Fri Nov 10 04:24:01 2023.
Language/Generator: C/C++ Language/Generator: C/C++
Specification: gl Specification: gl
@ -10,6 +10,7 @@
GL_AMD_blend_minmax_factor, GL_AMD_blend_minmax_factor,
GL_ARB_buffer_storage, GL_ARB_buffer_storage,
GL_ARB_clear_texture, GL_ARB_clear_texture,
GL_ARB_fragment_shader_interlock,
GL_ARB_get_texture_sub_image, GL_ARB_get_texture_sub_image,
GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_bptc,
GL_ARM_shader_framebuffer_fetch, GL_ARM_shader_framebuffer_fetch,
@ -17,16 +18,18 @@
GL_EXT_clip_cull_distance, GL_EXT_clip_cull_distance,
GL_EXT_shader_framebuffer_fetch, GL_EXT_shader_framebuffer_fetch,
GL_EXT_texture_compression_s3tc, GL_EXT_texture_compression_s3tc,
GL_NV_blend_minmax_factor GL_INTEL_fragment_shader_ordering,
GL_NV_blend_minmax_factor,
GL_NV_fragment_shader_interlock
Loader: True Loader: True
Local files: False Local files: False
Omit khrplatform: False Omit khrplatform: False
Reproducible: False Reproducible: False
Commandline: Commandline:
--profile="core" --api="gl=4.3,gles2=3.2" --generator="c" --spec="gl" --extensions="GL_AMD_blend_minmax_factor,GL_ARB_buffer_storage,GL_ARB_clear_texture,GL_ARB_get_texture_sub_image,GL_ARB_texture_compression_bptc,GL_ARM_shader_framebuffer_fetch,GL_EXT_buffer_storage,GL_EXT_clip_cull_distance,GL_EXT_shader_framebuffer_fetch,GL_EXT_texture_compression_s3tc,GL_NV_blend_minmax_factor" --profile="core" --api="gl=4.3,gles2=3.2" --generator="c" --spec="gl" --extensions="GL_AMD_blend_minmax_factor,GL_ARB_buffer_storage,GL_ARB_clear_texture,GL_ARB_fragment_shader_interlock,GL_ARB_get_texture_sub_image,GL_ARB_texture_compression_bptc,GL_ARM_shader_framebuffer_fetch,GL_EXT_buffer_storage,GL_EXT_clip_cull_distance,GL_EXT_shader_framebuffer_fetch,GL_EXT_texture_compression_s3tc,GL_INTEL_fragment_shader_ordering,GL_NV_blend_minmax_factor,GL_NV_fragment_shader_interlock"
Online: Online:
https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D4.3&api=gles2%3D3.2&extensions=GL_AMD_blend_minmax_factor&extensions=GL_ARB_buffer_storage&extensions=GL_ARB_clear_texture&extensions=GL_ARB_get_texture_sub_image&extensions=GL_ARB_texture_compression_bptc&extensions=GL_ARM_shader_framebuffer_fetch&extensions=GL_EXT_buffer_storage&extensions=GL_EXT_clip_cull_distance&extensions=GL_EXT_shader_framebuffer_fetch&extensions=GL_EXT_texture_compression_s3tc&extensions=GL_NV_blend_minmax_factor https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D4.3&api=gles2%3D3.2&extensions=GL_AMD_blend_minmax_factor&extensions=GL_ARB_buffer_storage&extensions=GL_ARB_clear_texture&extensions=GL_ARB_fragment_shader_interlock&extensions=GL_ARB_get_texture_sub_image&extensions=GL_ARB_texture_compression_bptc&extensions=GL_ARM_shader_framebuffer_fetch&extensions=GL_EXT_buffer_storage&extensions=GL_EXT_clip_cull_distance&extensions=GL_EXT_shader_framebuffer_fetch&extensions=GL_EXT_texture_compression_s3tc&extensions=GL_INTEL_fragment_shader_ordering&extensions=GL_NV_blend_minmax_factor&extensions=GL_NV_fragment_shader_interlock
*/ */
#include <stdio.h> #include <stdio.h>
@ -860,6 +863,7 @@ PFNGLWAITSYNCPROC glad_glWaitSync = NULL;
int GLAD_GL_AMD_blend_minmax_factor = 0; int GLAD_GL_AMD_blend_minmax_factor = 0;
int GLAD_GL_ARB_buffer_storage = 0; int GLAD_GL_ARB_buffer_storage = 0;
int GLAD_GL_ARB_clear_texture = 0; int GLAD_GL_ARB_clear_texture = 0;
int GLAD_GL_ARB_fragment_shader_interlock = 0;
int GLAD_GL_ARB_get_texture_sub_image = 0; int GLAD_GL_ARB_get_texture_sub_image = 0;
int GLAD_GL_ARB_texture_compression_bptc = 0; int GLAD_GL_ARB_texture_compression_bptc = 0;
int GLAD_GL_ARM_shader_framebuffer_fetch = 0; int GLAD_GL_ARM_shader_framebuffer_fetch = 0;
@ -867,7 +871,9 @@ int GLAD_GL_EXT_buffer_storage = 0;
int GLAD_GL_EXT_clip_cull_distance = 0; int GLAD_GL_EXT_clip_cull_distance = 0;
int GLAD_GL_EXT_shader_framebuffer_fetch = 0; int GLAD_GL_EXT_shader_framebuffer_fetch = 0;
int GLAD_GL_EXT_texture_compression_s3tc = 0; int GLAD_GL_EXT_texture_compression_s3tc = 0;
int GLAD_GL_INTEL_fragment_shader_ordering = 0;
int GLAD_GL_NV_blend_minmax_factor = 0; int GLAD_GL_NV_blend_minmax_factor = 0;
int GLAD_GL_NV_fragment_shader_interlock = 0;
PFNGLBUFFERSTORAGEPROC glad_glBufferStorage = NULL; PFNGLBUFFERSTORAGEPROC glad_glBufferStorage = NULL;
PFNGLCLEARTEXIMAGEPROC glad_glClearTexImage = NULL; PFNGLCLEARTEXIMAGEPROC glad_glClearTexImage = NULL;
PFNGLCLEARTEXSUBIMAGEPROC glad_glClearTexSubImage = NULL; PFNGLCLEARTEXSUBIMAGEPROC glad_glClearTexSubImage = NULL;
@ -1509,11 +1515,14 @@ static int find_extensionsGL(void) {
GLAD_GL_AMD_blend_minmax_factor = has_ext("GL_AMD_blend_minmax_factor"); GLAD_GL_AMD_blend_minmax_factor = has_ext("GL_AMD_blend_minmax_factor");
GLAD_GL_ARB_buffer_storage = has_ext("GL_ARB_buffer_storage"); GLAD_GL_ARB_buffer_storage = has_ext("GL_ARB_buffer_storage");
GLAD_GL_ARB_clear_texture = has_ext("GL_ARB_clear_texture"); GLAD_GL_ARB_clear_texture = has_ext("GL_ARB_clear_texture");
GLAD_GL_ARB_fragment_shader_interlock = has_ext("GL_ARB_fragment_shader_interlock");
GLAD_GL_ARB_get_texture_sub_image = has_ext("GL_ARB_get_texture_sub_image"); GLAD_GL_ARB_get_texture_sub_image = has_ext("GL_ARB_get_texture_sub_image");
GLAD_GL_ARB_texture_compression_bptc = has_ext("GL_ARB_texture_compression_bptc"); GLAD_GL_ARB_texture_compression_bptc = has_ext("GL_ARB_texture_compression_bptc");
GLAD_GL_EXT_shader_framebuffer_fetch = has_ext("GL_EXT_shader_framebuffer_fetch"); GLAD_GL_EXT_shader_framebuffer_fetch = has_ext("GL_EXT_shader_framebuffer_fetch");
GLAD_GL_EXT_texture_compression_s3tc = has_ext("GL_EXT_texture_compression_s3tc"); GLAD_GL_EXT_texture_compression_s3tc = has_ext("GL_EXT_texture_compression_s3tc");
GLAD_GL_INTEL_fragment_shader_ordering = has_ext("GL_INTEL_fragment_shader_ordering");
GLAD_GL_NV_blend_minmax_factor = has_ext("GL_NV_blend_minmax_factor"); GLAD_GL_NV_blend_minmax_factor = has_ext("GL_NV_blend_minmax_factor");
GLAD_GL_NV_fragment_shader_interlock = has_ext("GL_NV_fragment_shader_interlock");
free_exts(); free_exts();
return 1; return 1;
} }
@ -1988,6 +1997,7 @@ static int find_extensionsGLES2(void) {
GLAD_GL_EXT_shader_framebuffer_fetch = has_ext("GL_EXT_shader_framebuffer_fetch"); GLAD_GL_EXT_shader_framebuffer_fetch = has_ext("GL_EXT_shader_framebuffer_fetch");
GLAD_GL_EXT_texture_compression_s3tc = has_ext("GL_EXT_texture_compression_s3tc"); GLAD_GL_EXT_texture_compression_s3tc = has_ext("GL_EXT_texture_compression_s3tc");
GLAD_GL_NV_blend_minmax_factor = has_ext("GL_NV_blend_minmax_factor"); GLAD_GL_NV_blend_minmax_factor = has_ext("GL_NV_blend_minmax_factor");
GLAD_GL_NV_fragment_shader_interlock = has_ext("GL_NV_fragment_shader_interlock");
free_exts(); free_exts();
return 1; return 1;
} }

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@ -181,6 +181,9 @@ void Driver::CheckExtensionSupport() {
ext_texture_compression_s3tc = GLAD_GL_EXT_texture_compression_s3tc; ext_texture_compression_s3tc = GLAD_GL_EXT_texture_compression_s3tc;
ext_shader_framebuffer_fetch = GLAD_GL_EXT_shader_framebuffer_fetch; ext_shader_framebuffer_fetch = GLAD_GL_EXT_shader_framebuffer_fetch;
arm_shader_framebuffer_fetch = GLAD_GL_ARM_shader_framebuffer_fetch; arm_shader_framebuffer_fetch = GLAD_GL_ARM_shader_framebuffer_fetch;
arb_fragment_shader_interlock = GLAD_GL_ARB_fragment_shader_interlock;
nv_fragment_shader_interlock = GLAD_GL_NV_fragment_shader_interlock;
intel_fragment_shader_ordering = GLAD_GL_INTEL_fragment_shader_ordering;
blend_minmax_factor = GLAD_GL_AMD_blend_minmax_factor || GLAD_GL_NV_blend_minmax_factor; blend_minmax_factor = GLAD_GL_AMD_blend_minmax_factor || GLAD_GL_NV_blend_minmax_factor;
is_suitable = GLAD_GL_VERSION_4_3 || GLAD_GL_ES_VERSION_3_1; is_suitable = GLAD_GL_VERSION_4_3 || GLAD_GL_ES_VERSION_3_1;
} }

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@ -118,6 +118,18 @@ public:
return arm_shader_framebuffer_fetch; return arm_shader_framebuffer_fetch;
} }
bool HasArbFragmentShaderInterlock() const {
return arb_fragment_shader_interlock;
}
bool HasNvFragmentShaderInterlock() const {
return nv_fragment_shader_interlock;
}
bool HasIntelFragmentShaderOrdering() const {
return intel_fragment_shader_ordering;
}
/// Returns true if the implementation supports (NV/AMD)_blend_minmax_factor /// Returns true if the implementation supports (NV/AMD)_blend_minmax_factor
bool HasBlendMinMaxFactor() const { bool HasBlendMinMaxFactor() const {
return blend_minmax_factor; return blend_minmax_factor;
@ -146,6 +158,9 @@ private:
bool arb_texture_compression_bptc{}; bool arb_texture_compression_bptc{};
bool arm_shader_framebuffer_fetch{}; bool arm_shader_framebuffer_fetch{};
bool ext_shader_framebuffer_fetch{}; bool ext_shader_framebuffer_fetch{};
bool arb_fragment_shader_interlock{};
bool nv_fragment_shader_interlock{};
bool intel_fragment_shader_ordering{};
bool blend_minmax_factor{}; bool blend_minmax_factor{};
std::string_view gl_version{}; std::string_view gl_version{};

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@ -269,15 +269,16 @@ public:
.has_clip_planes = driver.HasClipCullDistance(), .has_clip_planes = driver.HasClipCullDistance(),
.has_geometry_shader = true, .has_geometry_shader = true,
.has_custom_border_color = true, .has_custom_border_color = true,
.has_fragment_shader_interlock = false, .has_fragment_shader_interlock = driver.HasArbFragmentShaderInterlock(),
// TODO: This extension requires GLSL 450 / OpenGL 4.5 context.
.has_fragment_shader_barycentric = false, .has_fragment_shader_barycentric = false,
.has_blend_minmax_factor = driver.HasBlendMinMaxFactor(), .has_blend_minmax_factor = driver.HasBlendMinMaxFactor(),
.has_minus_one_to_one_range = true, .has_minus_one_to_one_range = true,
.has_logic_op = !driver.IsOpenGLES(), .has_logic_op = !driver.IsOpenGLES(),
.has_gl_ext_framebuffer_fetch = driver.HasExtFramebufferFetch(), .has_gl_ext_framebuffer_fetch = driver.HasExtFramebufferFetch(),
.has_gl_arm_framebuffer_fetch = driver.HasArmShaderFramebufferFetch(), .has_gl_arm_framebuffer_fetch = driver.HasArmShaderFramebufferFetch(),
.has_gl_nv_fragment_shader_interlock = driver.GetVendor() == Vendor::Nvidia, .has_gl_nv_fragment_shader_interlock = driver.HasNvFragmentShaderInterlock(),
.has_gl_intel_fragment_shader_interlock = driver.GetVendor() == Vendor::Intel, .has_gl_intel_fragment_shader_ordering = driver.HasIntelFragmentShaderOrdering(),
// TODO: This extension requires GLSL 450 / OpenGL 4.5 context. // TODO: This extension requires GLSL 450 / OpenGL 4.5 context.
.has_gl_nv_fragment_shader_barycentric = false, .has_gl_nv_fragment_shader_barycentric = false,
.is_vulkan = false, .is_vulkan = false,

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@ -1234,10 +1234,11 @@ void FragmentModule::DefineExtensions() {
out += "#extension GL_NV_fragment_shader_interlock : enable\n"; out += "#extension GL_NV_fragment_shader_interlock : enable\n";
out += "#define beginInvocationInterlock beginInvocationInterlockNV\n"; out += "#define beginInvocationInterlock beginInvocationInterlockNV\n";
out += "#define endInvocationInterlock endInvocationInterlockNV\n"; out += "#define endInvocationInterlock endInvocationInterlockNV\n";
} else if (profile.has_gl_intel_fragment_shader_interlock) { } else if (profile.has_gl_intel_fragment_shader_ordering) {
// NOTE: Intel does not have an end function for this.
out += "#extension GL_INTEL_fragment_shader_ordering : enable\n"; out += "#extension GL_INTEL_fragment_shader_ordering : enable\n";
out += "#define beginInvocationInterlock beginFragmentShaderOrderingINTEL\n"; out += "#define beginInvocationInterlock beginFragmentShaderOrderingINTEL\n";
out += "#define endInvocationInterlock\n"; out += "#define endInvocationInterlock()\n";
} else { } else {
use_fragment_shader_interlock = false; use_fragment_shader_interlock = false;
} }

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@ -19,7 +19,7 @@ struct Profile {
bool has_gl_ext_framebuffer_fetch{}; bool has_gl_ext_framebuffer_fetch{};
bool has_gl_arm_framebuffer_fetch{}; bool has_gl_arm_framebuffer_fetch{};
bool has_gl_nv_fragment_shader_interlock{}; bool has_gl_nv_fragment_shader_interlock{};
bool has_gl_intel_fragment_shader_interlock{}; bool has_gl_intel_fragment_shader_ordering{};
bool has_gl_nv_fragment_shader_barycentric{}; bool has_gl_nv_fragment_shader_barycentric{};
bool is_vulkan{}; bool is_vulkan{};
}; };