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