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rsx: Always enable ROP output rounding if shader precision is higher than low
- Hardware behavior is inconsistent so let's just emulate this when possible
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@ -197,7 +197,7 @@ void GLFragmentDecompilerThread::insertGlobalFunctions(std::stringstream &OS)
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m_shader_props.low_precision_tests = ::gl::get_driver_caps().vendor_NVIDIA && !(m_prog.ctrl & RSX_SHADER_CONTROL_ATTRIBUTE_INTERPOLATION);
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m_shader_props.disable_early_discard = !::gl::get_driver_caps().vendor_NVIDIA;
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m_shader_props.supports_native_fp16 = device_props.has_native_half_support;
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m_shader_props.ROP_output_rounding = ::gl::get_driver_caps().vendor_NVIDIA;
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m_shader_props.ROP_output_rounding = g_cfg.video.shader_precision != gpu_preset_level::low;
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m_shader_props.require_tex1D_ops = properties.has_tex1D;
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m_shader_props.require_tex2D_ops = properties.has_tex2D;
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m_shader_props.require_tex3D_ops = properties.has_tex3D;
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@ -249,7 +249,7 @@ void VKFragmentDecompilerThread::insertGlobalFunctions(std::stringstream &OS)
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m_shader_props.low_precision_tests = device_props.has_low_precision_rounding && !(m_prog.ctrl & RSX_SHADER_CONTROL_ATTRIBUTE_INTERPOLATION);
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m_shader_props.disable_early_discard = vk::get_driver_vendor() != vk::driver_vendor::NVIDIA;
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m_shader_props.supports_native_fp16 = device_props.has_native_half_support;
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m_shader_props.ROP_output_rounding = vk::get_driver_vendor() == vk::driver_vendor::NVIDIA;
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m_shader_props.ROP_output_rounding = g_cfg.video.shader_precision != gpu_preset_level::low;
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m_shader_props.require_tex1D_ops = properties.has_tex1D;
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m_shader_props.require_tex2D_ops = properties.has_tex2D;
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m_shader_props.require_tex3D_ops = properties.has_tex3D;
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