GPU/OpenGL: Work around rasterization/interplation issue on V3D/Pi4
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@ -91,6 +91,13 @@ void ShaderGen::WriteHeader(std::stringstream& ss)
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ss << "#extension GL_EXT_blend_func_extended : require\n";
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if (GLAD_GL_ARB_blend_func_extended)
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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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{
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ss << "#define DRIVER_V3D 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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{
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