OGL: Workaround gl_ClipDistance bug on Mesa i965.

This commit is contained in:
Jules Blok 2016-08-17 20:12:44 +02:00
parent 7078216b61
commit e86d7cbc99
3 changed files with 15 additions and 6 deletions

View File

@ -482,9 +482,7 @@ Renderer::Renderer()
GLExtensions::Supports("GL_ARB_shading_language_420pack");
// Clip distance support is useless without a method to clamp the depth range
g_Config.backend_info.bSupportsDepthClamp =
GLExtensions::Supports("GL_ARB_depth_clamp") &&
!DriverDetails::HasBug(DriverDetails::BUG_BROKENCLIPDISTANCE);
g_Config.backend_info.bSupportsDepthClamp = GLExtensions::Supports("GL_ARB_depth_clamp");
g_ogl_config.bSupportsGLSLCache = GLExtensions::Supports("GL_ARB_get_program_binary");
g_ogl_config.bSupportsGLPinnedMemory = GLExtensions::Supports("GL_AMD_pinned_memory");

View File

@ -205,12 +205,13 @@ enum Bug
// everywhere else.
BUG_SLOWGETBUFFERSUBDATA,
// Bug: Broken lines in geometry shaders when writing to gl_ClipDistance
// Bug: Broken lines in geometry shaders when writing to gl_ClipDistance in the vertex shader
// Affected Devices: Mesa i965
// Started Version: -1
// Ended Version: -1
// Mesa hasn't tested geometry shaders on i965 with user-defined clipping planes.
// Causes misrenderings on a large amount of things that draw lines.
// Writing to gl_ClipDistance in both the vertex shader and the geometry shader will break
// the geometry shader. Current workaround is to make sure the geometry shader always consumes
// the gl_ClipDistance inputs from the vertex shader.
BUG_BROKENCLIPDISTANCE,
};

View File

@ -7,6 +7,7 @@
#include "Common/CommonTypes.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/LightingShaderGen.h"
#include "VideoCommon/VideoCommon.h"
@ -211,6 +212,15 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
{
out.Write("\tVS_OUTPUT f;\n");
AssignVSOutputMembers(out, "f", "vs[i]", uid_data->numTexGens, uid_data->pixel_lighting);
if (g_ActiveConfig.backend_info.bSupportsDepthClamp &&
DriverDetails::HasBug(DriverDetails::BUG_BROKENCLIPDISTANCE))
{
// On certain GPUs we have to consume the clip distance from the vertex shader
// or else the other vertex shader outputs will get corrupted.
out.Write("\tf.clipDist0 = gl_in[i].gl_ClipDistance[0];\n");
out.Write("\tf.clipDist1 = gl_in[i].gl_ClipDistance[1];\n");
}
}
else
{