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Depal shader compile error on ATI #11588
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The strange thing is that this only happens in the GenerateDepalShaderFloat path which I wouldn't expect to be used in a GL3 core context on desktop. But yes, to be safe we should definitely use the right version there anyway.. ATI btw? It's been a while since they were merged into AMD. |
Ah, the reports all specifically had ATI as the vendor, so I assumed they were older ATI cards. But looking closer it seems to affect both AMD and ATI: Devices affected:
GL versions range from 3.3 to 4.4. It's weird that 4.4 is affected, maybe there's a bug causing it to use the float path by mistake? -[Unknown] |
All affected devices are sending back a slightly wrong GL_VERSION:
I wonder if we're ever getting misled by the final number there? I tried one of the version strings and we correctly parse it. Hm. Maybe somehow It affects only Windows 32 and Windows 64. -[Unknown] |
Attempt to fix glsl depal error reported in #11588 (ATI/AMD)
Should prevent more of hrydgard#11588 on vertex shaders, and may help Apple devices some too.
Hm, this is likely fixed now, right? |
It's not happening anymore, I'll close. That said, I still don't really understand how it was getting into this code path on GL3. Presumably it means GPU_SUPPORTS_32BIT_INT_FSHADER is not set, but that should definitely be set on 4.x... -[Unknown] |
Seeing this error:
https://report.ppsspp.org/logs/kind/970
ppsspp/GPU/Common/DepalettizeShaderCommon.cpp
Line 255 in 7f88688
I think this is a GL3 core context. We probably need to use this:
ppsspp/ext/native/gfx_es2/gpu_features.cpp
Line 79 in f8e946d
This appears to be new in 1.7.x, though I'm not sure why. It could just be we weren't reporting it before, but I'm marking as a regression for now.
-[Unknown]
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