mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-14 21:37:52 -07:00
Workaround qualcomm driver bug
It seems it doesn't like modifying inout variables in place - so instead use a temporary for ocol0/ocol1 and only write them once at the end of the shader
This commit is contained in:
parent
29a9ed043b
commit
8d68adcaf3
@ -890,7 +890,7 @@ void ProgramShaderCache::CreateHeader()
|
||||
{
|
||||
case ES_FB_FETCH_TYPE::FB_FETCH_EXT:
|
||||
framebuffer_fetch_string = "#extension GL_EXT_shader_framebuffer_fetch: enable\n"
|
||||
"#define FB_FETCH_VALUE ocol0\n"
|
||||
"#define FB_FETCH_VALUE real_ocol0\n"
|
||||
"#define FRAGMENT_INOUT inout";
|
||||
break;
|
||||
case ES_FB_FETCH_TYPE::FB_FETCH_ARM:
|
||||
|
@ -556,13 +556,17 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
|
||||
}
|
||||
else if (use_shader_blend)
|
||||
{
|
||||
// QComm's Adreno driver doesn't seem to like using the framebuffer_fetch value as an
|
||||
// intermediate value with multiple reads & modifications, so pull out the "real" output value
|
||||
// and use a temporary for calculations, then set the output value once at the end of the
|
||||
// shader
|
||||
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION(0) FRAGMENT_INOUT vec4 ocol0;\n");
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION(0) FRAGMENT_INOUT vec4 real_ocol0;\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) FRAGMENT_INOUT vec4 ocol0;\n");
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) FRAGMENT_INOUT vec4 real_ocol0;\n");
|
||||
}
|
||||
}
|
||||
else
|
||||
@ -609,6 +613,8 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
|
||||
{
|
||||
// Store off a copy of the initial fb value for blending
|
||||
out.Write("\tfloat4 initial_ocol0 = FB_FETCH_VALUE;\n");
|
||||
out.Write("\tfloat4 ocol0;\n");
|
||||
out.Write("\tfloat4 ocol1;\n");
|
||||
}
|
||||
}
|
||||
else // D3D
|
||||
@ -1472,5 +1478,5 @@ static void WriteBlend(ShaderCode& out, const pixel_shader_uid_data* uid_data)
|
||||
out.Write("\tfloat4 blend_result = ocol0;\n");
|
||||
}
|
||||
|
||||
out.Write("\tocol0 = blend_result;\n");
|
||||
out.Write("\treal_ocol0 = blend_result;\n");
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user