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authorLioncash <mathew1800@gmail.com>2019-03-27 18:10:40 +0100
committerLioncash <mathew1800@gmail.com>2019-03-27 18:10:43 +0100
commitd68716efdcd399b23feed502fbf7767b4d31cc05 (patch)
tree7dfd668b0be9cac24e521b11844713514f52ab4a
parentMerge pull request #2285 from lioncash/unused-struct (diff)
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-rw-r--r--src/video_core/renderer_opengl/gl_shader_manager.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_manager.h b/src/video_core/renderer_opengl/gl_shader_manager.h
index 4970aafed..d0e0ab95b 100644
--- a/src/video_core/renderer_opengl/gl_shader_manager.h
+++ b/src/video_core/renderer_opengl/gl_shader_manager.h
@@ -15,9 +15,9 @@ namespace OpenGL::GLShader {
using Tegra::Engines::Maxwell3D;
/// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
-// NOTE: Always keep a vec4 at the end. The GL spec is not clear whether the alignment at
-// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
-// Not following that rule will cause problems on some AMD drivers.
+/// @note Always keep a vec4 at the end. The GL spec is not clear whether the alignment at
+/// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
+/// Not following that rule will cause problems on some AMD drivers.
struct MaxwellUniformData {
void SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage);
alignas(16) GLvec4 viewport_flip;