glsl_shader_gen: Remove invariant qualifier (#7376)

* glsl_shader_gen: Remove invariant qualifier

* Causes visual regressions in Pokemon with RADV

* rasterizer_cache: Clear null surface to transparent
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GPUCode 2024-01-21 13:39:35 +02:00 committed by GitHub
parent 228f26d1e4
commit 8d82adb3d3
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GPG key ID: B5690EEEBB952194
2 changed files with 16 additions and 0 deletions

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@ -67,6 +67,16 @@ RasterizerCache<T>::RasterizerCache(Memory::MemorySystem& memory_,
.wrap_s = TextureConfig::WrapMode::ClampToBorder, .wrap_s = TextureConfig::WrapMode::ClampToBorder,
.wrap_t = TextureConfig::WrapMode::ClampToBorder, .wrap_t = TextureConfig::WrapMode::ClampToBorder,
})); }));
auto& null_surface = slot_surfaces[NULL_SURFACE_ID];
runtime.ClearTexture(null_surface, {
.texture_level = 0,
.texture_rect = null_surface.GetScaledRect(),
.value =
{
.color = {0.f, 0.f, 0.f, 0.f},
},
});
} }
template <class T> template <class T>

View file

@ -76,7 +76,13 @@ static std::string GetVertexInterfaceDeclaration(bool is_output, bool use_clip_p
if (is_output && separable_shader) { if (is_output && separable_shader) {
// gl_PerVertex redeclaration is required for separate shader object // gl_PerVertex redeclaration is required for separate shader object
out += "out gl_PerVertex {\n"; out += "out gl_PerVertex {\n";
// Apple Silicon GPU drivers optimize more aggressively, which can create
// too much variance and cause visual artifacting in games like Pokemon.
#ifdef __APPLE__
out += " invariant vec4 gl_Position;\n"; out += " invariant vec4 gl_Position;\n";
#else
out += " vec4 gl_Position;\n";
#endif
if (use_clip_planes) { if (use_clip_planes) {
out += " float gl_ClipDistance[2];\n"; out += " float gl_ClipDistance[2];\n";
} }