diff options
| author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-01-21 19:08:08 -0300 | 
|---|---|---|
| committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-01-21 19:08:08 -0300 | 
| commit | 3ce28342a29610da7652247e2ec5b6b9176e5e4f (patch) | |
| tree | d9cc0a37c226077426181f087790a8431e9b344c | |
| parent | 79e0991d9bbe41065978bfcf7cc67523a1f04a9c (diff) | |
gl_shader_cache: Disable fastmath on Nvidia
| -rw-r--r-- | src/video_core/renderer_opengl/gl_shader_cache.cpp | 4 | 
1 files changed, 4 insertions, 0 deletions
| diff --git a/src/video_core/renderer_opengl/gl_shader_cache.cpp b/src/video_core/renderer_opengl/gl_shader_cache.cpp index a4acb3796..3c5bdd377 100644 --- a/src/video_core/renderer_opengl/gl_shader_cache.cpp +++ b/src/video_core/renderer_opengl/gl_shader_cache.cpp @@ -260,6 +260,10 @@ CachedProgram BuildShader(const Device& device, u64 unique_identifier, ShaderTyp                    "#extension GL_NV_shader_thread_group : require\n"                    "#extension GL_NV_shader_thread_shuffle : require\n";      } +    // This pragma stops Nvidia's driver from over optimizing math (probably using fp16 operations) +    // on places where we don't want to. +    // Thanks to Ryujinx for finding this workaround. +    source += "#pragma optionNV(fastmath off)\n";      if (shader_type == ShaderType::Geometry) {          const auto [glsl_topology, max_vertices] = GetPrimitiveDescription(variant.primitive_mode); | 
