GPU/ShaderGen: Use smaller position epsilon on PowerVR

This commit is contained in:
Connor McLaughlin 2021-05-25 18:42:21 +10:00
parent df3427bb41
commit eaab0cc033
2 changed files with 11 additions and 10 deletions

View file

@ -91,7 +91,7 @@ std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured)
// OpenGL seems to be off by one pixel in the Y direction due to lower-left origin, but only on
// Intel and NVIDIA drivers. AMD is fine. V3D requires coordinates to be slightly offset even further.
#if API_OPENGL || API_OPENGL_ES
#ifdef DRIVER_V3D
#ifdef DRIVER_HACK_POS_EPSILON
CONSTANT float POS_EPSILON = 0.0001;
#else
CONSTANT float POS_EPSILON = 0.00001;

View file

@ -102,10 +102,11 @@ void ShaderGen::WriteHeader(std::stringstream& ss)
ss << "#extension GL_ARB_blend_func_extended : require\n";
// Test for V3D driver - we have to fudge coordinates slightly.
if (std::strstr(reinterpret_cast<const char*>(glGetString(GL_VENDOR)), "Broadcom") &&
std::strstr(reinterpret_cast<const char*>(glGetString(GL_RENDERER)), "V3D"))
if ((std::strstr(reinterpret_cast<const char*>(glGetString(GL_VENDOR)), "Broadcom") &&
std::strstr(reinterpret_cast<const char*>(glGetString(GL_RENDERER)), "V3D")) ||
std::strstr(reinterpret_cast<const char*>(glGetString(GL_RENDERER)), "PowerVR"))
{
ss << "#define DRIVER_V3D 1\n";
ss << "#define DRIVER_HACK_POS_EPSILON 1\n";
}
}
else if (m_render_api == HostDisplay::RenderAPI::OpenGL)
@ -349,7 +350,7 @@ void ShaderGen::DeclareVertexEntryPoint(
for (u32 i = 0; i < num_texcoord_outputs; i++)
ss << " " << qualifier << "float2 v_tex" << i << ";\n";
for (const auto &[qualifiers, name] : additional_outputs)
for (const auto& [qualifiers, name] : additional_outputs)
{
const char* qualifier_to_use = (std::strlen(qualifiers) > 0) ? qualifiers : qualifier;
ss << " " << qualifier_to_use << " " << name << ";\n";
@ -366,7 +367,7 @@ void ShaderGen::DeclareVertexEntryPoint(
for (u32 i = 0; i < num_texcoord_outputs; i++)
ss << qualifier << "out float2 v_tex" << i << ";\n";
for (const auto &[qualifiers, name] : additional_outputs)
for (const auto& [qualifiers, name] : additional_outputs)
{
const char* qualifier_to_use = (std::strlen(qualifiers) > 0) ? qualifiers : qualifier;
ss << qualifier_to_use << " out " << name << ";\n";
@ -408,7 +409,7 @@ void ShaderGen::DeclareVertexEntryPoint(
ss << " " << qualifier << "out float2 v_tex" << i << " : TEXCOORD" << i << ",\n";
u32 additional_counter = num_texcoord_outputs;
for (const auto &[qualifiers, name] : additional_outputs)
for (const auto& [qualifiers, name] : additional_outputs)
{
const char* qualifier_to_use = (std::strlen(qualifiers) > 0) ? qualifiers : qualifier;
ss << " " << qualifier_to_use << " out " << name << " : TEXCOORD" << additional_counter << ",\n";
@ -442,7 +443,7 @@ void ShaderGen::DeclareFragmentEntryPoint(
for (u32 i = 0; i < num_texcoord_inputs; i++)
ss << " " << qualifier << "float2 v_tex" << i << ";\n";
for (const auto &[qualifiers, name] : additional_inputs)
for (const auto& [qualifiers, name] : additional_inputs)
{
const char* qualifier_to_use = (std::strlen(qualifiers) > 0) ? qualifiers : qualifier;
ss << " " << qualifier_to_use << " " << name << ";\n";
@ -459,7 +460,7 @@ void ShaderGen::DeclareFragmentEntryPoint(
for (u32 i = 0; i < num_texcoord_inputs; i++)
ss << qualifier << "in float2 v_tex" << i << ";\n";
for (const auto &[qualifiers, name] : additional_inputs)
for (const auto& [qualifiers, name] : additional_inputs)
{
const char* qualifier_to_use = (std::strlen(qualifiers) > 0) ? qualifiers : qualifier;
ss << qualifier_to_use << " in " << name << ";\n";
@ -512,7 +513,7 @@ void ShaderGen::DeclareFragmentEntryPoint(
ss << " " << qualifier << "in float2 v_tex" << i << " : TEXCOORD" << i << ",\n";
u32 additional_counter = num_texcoord_inputs;
for (const auto &[qualifiers, name] : additional_inputs)
for (const auto& [qualifiers, name] : additional_inputs)
{
const char* qualifier_to_use = (std::strlen(qualifiers) > 0) ? qualifiers : qualifier;
ss << " " << qualifier_to_use << " in " << name << " : TEXCOORD" << additional_counter << ",\n";