emit_spirv: Workaround VK_KHR_shader_float_controls on fp16 Nvidia
Fix regression on Fire Emblem: Three Houses when using native fp16.
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1b27a2b597
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8722668b3c
4 changed files with 12 additions and 5 deletions
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@ -206,6 +206,7 @@ ShaderCache::ShaderCache(RasterizerOpenGL& rasterizer_, Core::Frontend::EmuWindo
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.has_broken_spirv_clamp = true,
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.has_broken_unsigned_image_offsets = true,
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.has_broken_signed_operations = true,
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.has_broken_fp16_float_controls = false,
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.has_gl_component_indexing_bug = device.HasComponentIndexingBug(),
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.has_gl_precise_bug = device.HasPreciseBug(),
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.ignore_nan_fp_comparisons = true,
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@ -315,6 +315,7 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, Tegra::Engines::Maxw
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.has_broken_spirv_clamp = driver_id == VK_DRIVER_ID_INTEL_PROPRIETARY_WINDOWS_KHR,
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.has_broken_unsigned_image_offsets = false,
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.has_broken_signed_operations = false,
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.has_broken_fp16_float_controls = driver_id == VK_DRIVER_ID_NVIDIA_PROPRIETARY_KHR,
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.ignore_nan_fp_comparisons = false,
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};
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host_info = Shader::HostTranslateInfo{
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