emit_spirv: Workaround VK_KHR_shader_float_controls on fp16 Nvidia

Fix regression on Fire Emblem: Three Houses when using native fp16.
This commit is contained in:
ReinUsesLisp 2021-06-29 18:42:17 -03:00 committed by ameerj
parent 1b27a2b597
commit 8722668b3c
4 changed files with 12 additions and 5 deletions

View file

@ -206,6 +206,7 @@ ShaderCache::ShaderCache(RasterizerOpenGL& rasterizer_, Core::Frontend::EmuWindo
.has_broken_spirv_clamp = true,
.has_broken_unsigned_image_offsets = true,
.has_broken_signed_operations = true,
.has_broken_fp16_float_controls = false,
.has_gl_component_indexing_bug = device.HasComponentIndexingBug(),
.has_gl_precise_bug = device.HasPreciseBug(),
.ignore_nan_fp_comparisons = true,

View file

@ -315,6 +315,7 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, Tegra::Engines::Maxw
.has_broken_spirv_clamp = driver_id == VK_DRIVER_ID_INTEL_PROPRIETARY_WINDOWS_KHR,
.has_broken_unsigned_image_offsets = false,
.has_broken_signed_operations = false,
.has_broken_fp16_float_controls = driver_id == VK_DRIVER_ID_NVIDIA_PROPRIETARY_KHR,
.ignore_nan_fp_comparisons = false,
};
host_info = Shader::HostTranslateInfo{