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author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-01-21 19:08:08 -0300 |
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committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-01-21 19:08:08 -0300 |
commit | 3ce28342a29610da7652247e2ec5b6b9176e5e4f (patch) | |
tree | d9cc0a37c226077426181f087790a8431e9b344c /src | |
parent | 79e0991d9bbe41065978bfcf7cc67523a1f04a9c (diff) |
gl_shader_cache: Disable fastmath on Nvidia
Diffstat (limited to 'src')
-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 a4acb3796f..3c5bdd377c 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); |