OGL: Workaround gl_ClipDistance bug on Mesa i965.
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@ -482,9 +482,7 @@ Renderer::Renderer()
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GLExtensions::Supports("GL_ARB_shading_language_420pack");
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// Clip distance support is useless without a method to clamp the depth range
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g_Config.backend_info.bSupportsDepthClamp =
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GLExtensions::Supports("GL_ARB_depth_clamp") &&
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!DriverDetails::HasBug(DriverDetails::BUG_BROKENCLIPDISTANCE);
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g_Config.backend_info.bSupportsDepthClamp = GLExtensions::Supports("GL_ARB_depth_clamp");
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g_ogl_config.bSupportsGLSLCache = GLExtensions::Supports("GL_ARB_get_program_binary");
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g_ogl_config.bSupportsGLPinnedMemory = GLExtensions::Supports("GL_AMD_pinned_memory");
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@ -205,12 +205,13 @@ enum Bug
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// everywhere else.
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BUG_SLOWGETBUFFERSUBDATA,
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// Bug: Broken lines in geometry shaders when writing to gl_ClipDistance
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// Bug: Broken lines in geometry shaders when writing to gl_ClipDistance in the vertex shader
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// Affected Devices: Mesa i965
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// Started Version: -1
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// Ended Version: -1
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// Mesa hasn't tested geometry shaders on i965 with user-defined clipping planes.
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// Causes misrenderings on a large amount of things that draw lines.
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// Writing to gl_ClipDistance in both the vertex shader and the geometry shader will break
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// the geometry shader. Current workaround is to make sure the geometry shader always consumes
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// the gl_ClipDistance inputs from the vertex shader.
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BUG_BROKENCLIPDISTANCE,
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};
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@ -7,6 +7,7 @@
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#include "Common/CommonTypes.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/GeometryShaderGen.h"
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#include "VideoCommon/LightingShaderGen.h"
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#include "VideoCommon/VideoCommon.h"
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@ -211,6 +212,15 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
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{
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out.Write("\tVS_OUTPUT f;\n");
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AssignVSOutputMembers(out, "f", "vs[i]", uid_data->numTexGens, uid_data->pixel_lighting);
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if (g_ActiveConfig.backend_info.bSupportsDepthClamp &&
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DriverDetails::HasBug(DriverDetails::BUG_BROKENCLIPDISTANCE))
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{
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// On certain GPUs we have to consume the clip distance from the vertex shader
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// or else the other vertex shader outputs will get corrupted.
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out.Write("\tf.clipDist0 = gl_in[i].gl_ClipDistance[0];\n");
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out.Write("\tf.clipDist1 = gl_in[i].gl_ClipDistance[1];\n");
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}
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}
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else
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{
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