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Author SHA1 Message Date
GPUCode
ab2c559a2a shader_unit: Intialize temporaries on shader invocation 2024-01-19 20:55:56 +02:00
3 changed files with 4 additions and 17 deletions

View File

@@ -9,7 +9,10 @@
namespace Pica {
ShaderUnit::ShaderUnit(GeometryEmitter* emitter) : emitter_ptr{emitter} {}
ShaderUnit::ShaderUnit(GeometryEmitter* emitter) : emitter_ptr{emitter} {
const Common::Vec4<f24> temp_vec{f24::Zero(), f24::Zero(), f24::Zero(), f24::One()};
temporary.fill(temp_vec);
}
ShaderUnit::~ShaderUnit() = default;

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@@ -67,16 +67,6 @@ RasterizerCache<T>::RasterizerCache(Memory::MemorySystem& memory_,
.wrap_s = 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>

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@@ -63,13 +63,7 @@ static std::string GetVertexInterfaceDeclaration(bool is_output, bool use_clip_p
if (is_output && separable_shader) {
// gl_PerVertex redeclaration is required for separate shader object
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";
#else
out += " vec4 gl_Position;\n";
#endif
if (use_clip_planes) {
out += " float gl_ClipDistance[2];\n";
}