GPU/Vulkan: Possible workaround for Adreno GS shader compiler bug

This commit is contained in:
Connor McLaughlin
2020-07-25 15:17:29 +10:00
parent d711baaa31
commit caf9943418
5 changed files with 29 additions and 16 deletions

View File

@ -273,7 +273,7 @@ bool GPU_HW_D3D11::CreateBatchInputLayout()
GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color, m_scaled_dithering,
m_texture_filtering, m_supports_dual_source_blend);
ComPtr<ID3DBlob> vs_bytecode =
m_shader_cache.GetShaderBlob(D3D11::ShaderCompiler::Type::Vertex, shadergen.GenerateBatchVertexShader(true));
m_shader_cache.GetShaderBlob(D3D11::ShaderCompiler::Type::Vertex, shadergen.GenerateBatchVertexShader(true, false));
if (!vs_bytecode)
return false;
@ -379,7 +379,7 @@ bool GPU_HW_D3D11::CompileShaders()
for (u8 textured = 0; textured < 2; textured++)
{
const std::string vs = shadergen.GenerateBatchVertexShader(ConvertToBoolUnchecked(textured));
const std::string vs = shadergen.GenerateBatchVertexShader(ConvertToBoolUnchecked(textured), false);
m_batch_vertex_shaders[textured] = m_shader_cache.GetVertexShader(m_device.Get(), vs);
if (!m_batch_vertex_shaders[textured])
return false;