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authorYuri Kunde Schlesner <yuriks@yuriks.net>2014-12-28 18:20:33 -0200
committerYuri Kunde Schlesner <yuriks@yuriks.net>2014-12-29 02:08:09 -0200
commitd151d797b1c281d5813ca705722f43b4be20ca6d (patch)
treedddce524fe7d6a1325af881a39b87c8a26a23275 /src
parent487a80f9f70f5972aaf53fd855e17c07deb4819f (diff)
Vertex Shader: Zero OutputVertex to avoid denormals
Unused OutputVertex attributes were being left un-initialized. The leftover garbage sometimes decoded as floating-point denormalized values, causing fallbacks to microcode and massive slowdowns in the rest of the rasterization pipeline even though the results were unused. By zeroing the structure we ensure these attributes only contain harmless zeros.
Diffstat (limited to 'src')
-rw-r--r--src/video_core/vertex_shader.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp
index e31bc3bc7..bed5081a0 100644
--- a/src/video_core/vertex_shader.cpp
+++ b/src/video_core/vertex_shader.cpp
@@ -469,6 +469,10 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes)
// Setup output register table
OutputVertex ret;
+ // Zero output so that attributes which aren't output won't have denormals in them, which will
+ // slow us down later.
+ memset(&ret, 0, sizeof(ret));
+
for (int i = 0; i < 7; ++i) {
const auto& output_register_map = registers.vs_output_attributes[i];