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:
Jonathan Hamilton 2017-11-09 17:39:09 -08:00
parent 29a9ed043b
commit 8d68adcaf3
2 changed files with 10 additions and 4 deletions

View File

@ -890,7 +890,7 @@ void ProgramShaderCache::CreateHeader()
{ {
case ES_FB_FETCH_TYPE::FB_FETCH_EXT: case ES_FB_FETCH_TYPE::FB_FETCH_EXT:
framebuffer_fetch_string = "#extension GL_EXT_shader_framebuffer_fetch: enable\n" 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"; "#define FRAGMENT_INOUT inout";
break; break;
case ES_FB_FETCH_TYPE::FB_FETCH_ARM: case ES_FB_FETCH_TYPE::FB_FETCH_ARM:

View File

@ -556,13 +556,17 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
} }
else if (use_shader_blend) 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)) 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 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 else
@ -609,6 +613,8 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
{ {
// Store off a copy of the initial fb value for blending // Store off a copy of the initial fb value for blending
out.Write("\tfloat4 initial_ocol0 = FB_FETCH_VALUE;\n"); out.Write("\tfloat4 initial_ocol0 = FB_FETCH_VALUE;\n");
out.Write("\tfloat4 ocol0;\n");
out.Write("\tfloat4 ocol1;\n");
} }
} }
else // D3D 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("\tfloat4 blend_result = ocol0;\n");
} }
out.Write("\tocol0 = blend_result;\n"); out.Write("\treal_ocol0 = blend_result;\n");
} }