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ShaderGen: Try disabling GLSL ES 3.2 on PowerVR
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@ -36,6 +36,7 @@ void ShaderGen::DefineMacro(std::stringstream& ss, const char* name, bool enable
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void ShaderGen::SetGLSLVersionString()
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void ShaderGen::SetGLSLVersionString()
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{
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{
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const char* glsl_version = reinterpret_cast<const char*>(glGetString(GL_SHADING_LANGUAGE_VERSION));
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const char* glsl_version = reinterpret_cast<const char*>(glGetString(GL_SHADING_LANGUAGE_VERSION));
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const char* gl_renderer = reinterpret_cast<const char*>(glGetString(GL_RENDERER));
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const bool glsl_es = (m_render_api == HostDisplay::RenderAPI::OpenGLES);
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const bool glsl_es = (m_render_api == HostDisplay::RenderAPI::OpenGLES);
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Assert(glsl_version != nullptr);
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Assert(glsl_version != nullptr);
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@ -58,6 +59,10 @@ void ShaderGen::SetGLSLVersionString()
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major_version = 3;
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major_version = 3;
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minor_version = 20;
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minor_version = 20;
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}
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}
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// Special cases - PowerVR's GLES 3.2 driver seems to choke on our shaders.
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if (glsl_es && std::strstr(gl_renderer, "PowerVR Rogue") && major_version >= 3)
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minor_version = std::min(minor_version, 10);
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}
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}
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else
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else
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{
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{
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