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@ -260,6 +260,10 @@ CachedProgram BuildShader(const Device& device, u64 unique_identifier, ShaderTyp |
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"#extension GL_NV_shader_thread_group : require\n" |
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"#extension GL_NV_shader_thread_shuffle : require\n"; |
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} |
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// This pragma stops Nvidia's driver from over optimizing math (probably using fp16 operations)
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// on places where we don't want to.
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// Thanks to Ryujinx for finding this workaround.
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source += "#pragma optionNV(fastmath off)\n"; |
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if (shader_type == ShaderType::Geometry) { |
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const auto [glsl_topology, max_vertices] = GetPrimitiveDescription(variant.primitive_mode); |
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