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GPU/Vulkan: Possible workaround for Adreno GS shader compiler bug
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@ -348,7 +348,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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for (u8 interlacing = 0; interlacing < 2; interlacing++)
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{
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const bool textured = (static_cast<TextureMode>(texture_mode) != TextureMode::Disabled);
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const std::string batch_vs = shadergen.GenerateBatchVertexShader(textured);
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const std::string batch_vs = shadergen.GenerateBatchVertexShader(textured, false);
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const std::string fs = shadergen.GenerateBatchFragmentShader(
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static_cast<BatchRenderMode>(render_mode), static_cast<TextureMode>(texture_mode),
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ConvertToBoolUnchecked(dithering), ConvertToBoolUnchecked(interlacing));
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@ -397,9 +397,10 @@ bool GPU_HW_OpenGL::CompilePrograms()
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if (!textured && m_supports_geometry_shaders)
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{
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const std::string line_expand_vs = shadergen.GenerateBatchVertexShader(textured, true);
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const std::string line_expand_gs = shadergen.GenerateBatchLineExpandGeometryShader();
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prog = m_shader_cache.GetProgram(batch_vs, line_expand_gs, fs, link_callback);
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prog = m_shader_cache.GetProgram(line_expand_vs, line_expand_gs, fs, link_callback);
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if (!prog)
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return false;
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