diff options
| author | Jonathan Hamilton <jtrhamilton@gmail.com> | 2017-11-09 17:39:09 -0800 |
|---|---|---|
| committer | Jonathan Hamilton <jtrhamilton@gmail.com> | 2018-01-05 09:56:46 -0800 |
| commit | 8d68adcaf3442122fff5bb0988c2f06b0128f021 (patch) | |
| tree | 2919afee5b82ebbd80fd8e2663000ad244b582db /Source/Core/VideoCommon/PixelShaderGen.cpp | |
| parent | 29a9ed043bd0946497edf7c4d392ce46041b9817 (diff) | |
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
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/PixelShaderGen.cpp | 12 |
1 files changed, 9 insertions, 3 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index 1a427b70d0..f8c79af91e 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -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"); } |
