GPU/ShaderGen: Use smaller position epsilon on PowerVR
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@ -91,7 +91,7 @@ std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured)
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// OpenGL seems to be off by one pixel in the Y direction due to lower-left origin, but only on
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// Intel and NVIDIA drivers. AMD is fine. V3D requires coordinates to be slightly offset even further.
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#if API_OPENGL || API_OPENGL_ES
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#ifdef DRIVER_V3D
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#ifdef DRIVER_HACK_POS_EPSILON
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CONSTANT float POS_EPSILON = 0.0001;
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#else
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CONSTANT float POS_EPSILON = 0.00001;
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@ -102,10 +102,11 @@ void ShaderGen::WriteHeader(std::stringstream& ss)
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ss << "#extension GL_ARB_blend_func_extended : require\n";
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// Test for V3D driver - we have to fudge coordinates slightly.
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if (std::strstr(reinterpret_cast<const char*>(glGetString(GL_VENDOR)), "Broadcom") &&
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std::strstr(reinterpret_cast<const char*>(glGetString(GL_RENDERER)), "V3D"))
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if ((std::strstr(reinterpret_cast<const char*>(glGetString(GL_VENDOR)), "Broadcom") &&
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std::strstr(reinterpret_cast<const char*>(glGetString(GL_RENDERER)), "V3D")) ||
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std::strstr(reinterpret_cast<const char*>(glGetString(GL_RENDERER)), "PowerVR"))
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{
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ss << "#define DRIVER_V3D 1\n";
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ss << "#define DRIVER_HACK_POS_EPSILON 1\n";
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}
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}
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else if (m_render_api == HostDisplay::RenderAPI::OpenGL)
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