[Android] Work around Qualcomm's broken garbage in their v53 drivers. This doesn't fix the issue, just a work around. This is the stupidest issue coming from Qualcomm. Now Dolphin Mobile won't crash immediately, but there are new SPS issues.
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@ -592,6 +592,9 @@ void ProgramShaderCache::CreateHeader ( void )
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"#define frac fract\n"
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"#define lerp mix\n"
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// Terrible hack, look at DriverDetails.h
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"%s\n"
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, v==GLSLES3 ? "#version 300 es" : v==GLSL_130 ? "#version 130" : v==GLSL_140 ? "#version 140" : "#version 150"
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, g_ActiveConfig.backend_info.bSupportsGLSLUBO && v<GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
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, g_ActiveConfig.backend_info.bSupportsEarlyZ ? "#extension GL_ARB_shader_image_load_store : enable" : ""
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@ -600,6 +603,7 @@ void ProgramShaderCache::CreateHeader ( void )
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, DriverDetails::HasBug(DriverDetails::BUG_BROKENCENTROID) ? "in" : "centroid in"
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, DriverDetails::HasBug(DriverDetails::BUG_BROKENCENTROID) ? "out" : "centroid out"
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, DriverDetails::HasBug(DriverDetails::BUG_BROKENTEXTURESIZE) ? "#define textureSize(x, y) ivec2(1, 1)" : ""
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);
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}
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@ -44,6 +44,7 @@ namespace DriverDetails
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{OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM_3XX, BUG_ANNIHILATEDUBOS, 41.0, 46.0, true},
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{OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM_3XX, BUG_BROKENSWAP, -1.0, 46.0, true},
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{OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM_3XX, BUG_BROKENBUFFERSTREAM, -1.0, -1.0, true},
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{OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM_3XX, BUG_BROKENTEXTURESIZE, -1.0, -1.0, true},
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{OS_ALL, VENDOR_ARM, DRIVER_ARM_T6XX, BUG_BROKENBUFFERSTREAM, -1.0, -1.0, true},
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{OS_ALL, VENDOR_MESA, DRIVER_NOUVEAU, BUG_BROKENUBO, 900, 916, true},
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{OS_ALL, VENDOR_MESA, DRIVER_R600, BUG_BROKENUBO, 900, 913, true},
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@ -135,6 +135,12 @@ namespace DriverDetails
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// The driver stalls in each instance no matter what you do
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// Apparently Mali and Adreno share code in this regard since it was wrote by the same person.
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BUG_BROKENBUFFERSTREAM,
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// Bug: GLSL ES 3.0 textureSize causes abort
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// Affected devices: Adreno a3xx
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// Started Version: v53
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// Ended Version: -1
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// If a shader includes a textureSize function call then the shader compiler will call abort()
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BUG_BROKENTEXTURESIZE,
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};
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// Initializes our internal vendor, device family, and driver version
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