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Vulkan: Work around indexed fragment output bug on AMD drivers
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@ -84,6 +84,8 @@ static BugInfo m_known_bugs[] = {
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-1.0, true},
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{API_OPENGL, OS_ALL, VENDOR_MESA, DRIVER_I965, Family::UNKNOWN, BUG_BROKENCLIPDISTANCE, -1.0,
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-1.0, true},
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{API_VULKAN, OS_ALL, VENDOR_ATI, DRIVER_ATI, Family::UNKNOWN,
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BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION, -1.0, -1.0, true},
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};
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static std::map<Bug, BugInfo> m_bugs;
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@ -222,6 +222,14 @@ enum Bug
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// the geometry shader. Current workaround is to make sure the geometry shader always consumes
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// the gl_ClipDistance inputs from the vertex shader.
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BUG_BROKENCLIPDISTANCE,
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// Bug: Dual-source outputs from fragment shaders are broken on AMD Vulkan drivers
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// Started Version: -1
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// Ended Version: -1
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// Fragment shaders that specify dual-source outputs, via layout(location = 0, index = ...) cause
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// the driver to fail to create graphics pipelines. The workaround for this is to specify the
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// index as a MRT location instead, or omit the binding completely.
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BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION,
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};
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// Initializes our internal vendor, device family, and driver version
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@ -517,8 +517,16 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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{
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if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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{
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out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
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out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
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{
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out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
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out.Write("FRAGMENT_OUTPUT_LOCATION(1) out vec4 ocol1;\n");
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}
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else
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{
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out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
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out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
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}
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}
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else
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{
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