forked from Mirror/Ryujinx
Workaround for Intel FrontFacing built-in variable bug (#2540)
This commit is contained in:
parent
0a80a837cb
commit
c3e2646f9e
13 changed files with 161 additions and 113 deletions
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@ -2,6 +2,9 @@ namespace Ryujinx.Graphics.GAL
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{
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public struct Capabilities
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{
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public bool HasFrontFacingBug { get; }
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public bool HasVectorIndexingBug { get; }
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public bool SupportsAstcCompression { get; }
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public bool SupportsImageLoadFormatted { get; }
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public bool SupportsMismatchingViewFormat { get; }
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@ -14,6 +17,8 @@ namespace Ryujinx.Graphics.GAL
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public int StorageBufferOffsetAlignment { get; }
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public Capabilities(
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bool hasFrontFacingBug,
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bool hasVectorIndexingBug,
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bool supportsAstcCompression,
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bool supportsImageLoadFormatted,
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bool supportsMismatchingViewFormat,
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@ -24,6 +29,8 @@ namespace Ryujinx.Graphics.GAL
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float maximumSupportedAnisotropy,
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int storageBufferOffsetAlignment)
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{
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HasFrontFacingBug = hasFrontFacingBug;
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HasVectorIndexingBug = hasVectorIndexingBug;
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SupportsAstcCompression = supportsAstcCompression;
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SupportsImageLoadFormatted = supportsImageLoadFormatted;
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SupportsMismatchingViewFormat = supportsMismatchingViewFormat;
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@ -9,7 +9,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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class CachedGpuAccessor : TextureDescriptorCapableGpuAccessor, IGpuAccessor
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{
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private readonly GpuContext _context;
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private readonly ReadOnlyMemory<byte> _data;
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private readonly ReadOnlyMemory<byte> _cb1Data;
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private readonly GuestGpuAccessorHeader _header;
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@ -28,9 +27,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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ReadOnlyMemory<byte> data,
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ReadOnlyMemory<byte> cb1Data,
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GuestGpuAccessorHeader header,
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Dictionary<int, GuestTextureDescriptor> guestTextureDescriptors)
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IReadOnlyDictionary<int, GuestTextureDescriptor> guestTextureDescriptors) : base(context)
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{
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_context = context;
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_data = data;
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_cb1Data = cb1Data;
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_header = header;
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@ -136,24 +134,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return _header.PrimitiveTopology;
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}
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/// <summary>
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/// Queries host storage buffer alignment required.
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/// </summary>
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/// <returns>Host storage buffer alignment in bytes</returns>
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public int QueryStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
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/// <summary>
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/// Queries host support for readable images without a explicit format declaration on the shader.
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/// </summary>
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/// <returns>True if formatted image load is supported, false otherwise</returns>
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public bool QuerySupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
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/// <summary>
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/// Queries host GPU non-constant texture offset support.
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/// </summary>
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/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
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public bool QuerySupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
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/// <summary>
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/// Gets the texture descriptor for a given texture on the pool.
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/// </summary>
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@ -7,9 +7,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <summary>
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/// Represents a GPU state and memory accessor.
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/// </summary>
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class GpuAccessor : TextureDescriptorCapableGpuAccessor, IGpuAccessor
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class GpuAccessor : TextureDescriptorCapableGpuAccessor
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{
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private readonly GpuContext _context;
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private readonly GpuChannel _channel;
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private readonly GpuAccessorState _state;
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private readonly int _stageIndex;
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@ -29,9 +28,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <param name="channel">GPU channel</param>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Graphics shader stage index (0 = Vertex, 4 = Fragment)</param>
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public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state, int stageIndex)
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public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state, int stageIndex) : base(context)
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{
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_context = context;
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_channel = channel;
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_state = state;
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_stageIndex = stageIndex;
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@ -56,9 +54,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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int localSizeY,
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int localSizeZ,
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int localMemorySize,
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int sharedMemorySize)
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int sharedMemorySize) : base(context)
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{
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_context = context;
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_channel = channel;
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_state = state;
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_compute = true;
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@ -182,30 +179,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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};
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}
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/// <summary>
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/// Queries host storage buffer alignment required.
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/// </summary>
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/// <returns>Host storage buffer alignment in bytes</returns>
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public int QueryStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
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/// <summary>
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/// Queries host support for readable images without a explicit format declaration on the shader.
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/// </summary>
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/// <returns>True if formatted image load is supported, false otherwise</returns>
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public bool QuerySupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
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/// <summary>
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/// Queries host GPU non-constant texture offset support.
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/// </summary>
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/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
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public bool QuerySupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
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/// <summary>
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/// Queries host GPU texture shadow LOD support.
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/// </summary>
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/// <returns>True if the GPU and driver supports texture shadow LOD, false otherwise</returns>
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public bool QuerySupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;
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/// <summary>
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/// Gets the texture descriptor for a given texture on the pool.
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/// </summary>
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55
Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs
Normal file
55
Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs
Normal file
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@ -0,0 +1,55 @@
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Represents a GPU state and memory accessor.
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/// </summary>
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class GpuAccessorBase
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{
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private readonly GpuContext _context;
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/// <summary>
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/// Creates a new instance of the GPU state accessor.
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/// </summary>
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/// <param name="context">GPU context</param>
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public GpuAccessorBase(GpuContext context)
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{
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_context = context;
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}
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/// <summary>
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/// Queries host about the presence of the FrontFacing built-in variable bug.
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/// </summary>
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/// <returns>True if the bug is present on the host device used, false otherwise</returns>
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public bool QueryHostHasFrontFacingBug() => _context.Capabilities.HasFrontFacingBug;
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/// <summary>
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/// Queries host about the presence of the vector indexing bug.
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/// </summary>
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/// <returns>True if the bug is present on the host device used, false otherwise</returns>
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public bool QueryHostHasVectorIndexingBug() => _context.Capabilities.HasVectorIndexingBug;
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/// <summary>
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/// Queries host storage buffer alignment required.
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/// </summary>
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/// <returns>Host storage buffer alignment in bytes</returns>
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public int QueryHostStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
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/// <summary>
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/// Queries host support for readable images without a explicit format declaration on the shader.
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/// </summary>
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/// <returns>True if formatted image load is supported, false otherwise</returns>
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public bool QueryHostSupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
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/// <summary>
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/// Queries host GPU non-constant texture offset support.
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/// </summary>
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/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
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public bool QueryHostSupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
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/// <summary>
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/// Queries host GPU texture shadow LOD support.
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/// </summary>
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/// <returns>True if the GPU and driver supports texture shadow LOD, false otherwise</returns>
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public bool QueryHostSupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;
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}
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}
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@ -38,7 +38,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <summary>
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/// Version of the codegen (to be changed when codegen or guest format change).
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/// </summary>
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private const ulong ShaderCodeGenVersion = 2538;
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private const ulong ShaderCodeGenVersion = 2540;
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// Progress reporting helpers
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private volatile int _shaderCount;
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@ -4,8 +4,12 @@ using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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abstract class TextureDescriptorCapableGpuAccessor : IGpuAccessor
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abstract class TextureDescriptorCapableGpuAccessor : GpuAccessorBase, IGpuAccessor
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{
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public TextureDescriptorCapableGpuAccessor(GpuContext context) : base(context)
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{
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}
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public abstract T MemoryRead<T>(ulong address) where T : unmanaged;
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public abstract ITextureDescriptor GetTextureDescriptor(int handle, int cbufSlot);
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@ -99,6 +99,8 @@ namespace Ryujinx.Graphics.OpenGL
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public Capabilities GetCapabilities()
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{
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return new Capabilities(
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HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows,
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HwCapabilities.Vendor == HwCapabilities.GpuVendor.AmdWindows,
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HwCapabilities.SupportsAstcCompression,
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HwCapabilities.SupportsImageLoadFormatted,
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HwCapabilities.SupportsMismatchingViewFormat,
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@ -157,15 +157,18 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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offsetExpr = Enclose(offsetExpr, src2, Instruction.ShiftRightS32, isLhs: true);
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var config = context.Config;
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bool indexElement = !config.GpuAccessor.QueryHostHasVectorIndexingBug();
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if (src1 is AstOperand oper && oper.Type == OperandType.Constant)
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{
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bool cbIndexable = context.Config.UsedFeatures.HasFlag(Translation.FeatureFlags.CbIndexing);
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return OperandManager.GetConstantBufferName(oper.Value, offsetExpr, context.Config.Stage, cbIndexable);
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bool cbIndexable = config.UsedFeatures.HasFlag(Translation.FeatureFlags.CbIndexing);
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return OperandManager.GetConstantBufferName(oper.Value, offsetExpr, config.Stage, cbIndexable, indexElement);
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}
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else
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{
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string slotExpr = GetSoureExpr(context, src1, GetSrcVarType(operation.Inst, 0));
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return OperandManager.GetConstantBufferName(slotExpr, offsetExpr, context.Config.Stage);
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return OperandManager.GetConstantBufferName(slotExpr, offsetExpr, config.Stage, indexElement);
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}
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}
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@ -314,7 +317,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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// 2D Array and Cube shadow samplers with LOD level or bias requires an extension.
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// If the extension is not supported, just remove the LOD parameter.
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if (isArray && isShadow && (is2D || isCube) && !context.Config.GpuAccessor.QuerySupportsTextureShadowLod())
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if (isArray && isShadow && (is2D || isCube) && !context.Config.GpuAccessor.QueryHostSupportsTextureShadowLod())
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{
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hasLodBias = false;
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hasLodLevel = false;
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@ -322,7 +325,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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// Cube shadow samplers with LOD level requires an extension.
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// If the extension is not supported, just remove the LOD level parameter.
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if (isShadow && isCube && !context.Config.GpuAccessor.QuerySupportsTextureShadowLod())
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if (isShadow && isCube && !context.Config.GpuAccessor.QueryHostSupportsTextureShadowLod())
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{
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hasLodLevel = false;
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}
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@ -117,8 +117,13 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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return $"{GetUbName(stage, slot, cbIndexable)}[{offset >> 2}].{GetSwizzleMask(offset & 3)}";
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}
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private static string GetVec4Indexed(string vectorName, string indexExpr)
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private static string GetVec4Indexed(string vectorName, string indexExpr, bool indexElement)
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{
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if (indexElement)
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{
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return $"{vectorName}[{indexExpr}]";
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}
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string result = $"{vectorName}.x";
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for (int i = 1; i < 4; i++)
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{
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@ -127,14 +132,14 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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return $"({result})";
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}
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public static string GetConstantBufferName(int slot, string offsetExpr, ShaderStage stage, bool cbIndexable)
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public static string GetConstantBufferName(int slot, string offsetExpr, ShaderStage stage, bool cbIndexable, bool indexElement)
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{
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return GetVec4Indexed(GetUbName(stage, slot, cbIndexable) + $"[{offsetExpr} >> 2]", offsetExpr + " & 3");
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return GetVec4Indexed(GetUbName(stage, slot, cbIndexable) + $"[{offsetExpr} >> 2]", offsetExpr + " & 3", indexElement);
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}
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public static string GetConstantBufferName(string slotExpr, string offsetExpr, ShaderStage stage)
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public static string GetConstantBufferName(string slotExpr, string offsetExpr, ShaderStage stage, bool indexElement)
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{
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return GetVec4Indexed(GetUbName(stage, slotExpr) + $"[{offsetExpr} >> 2]", offsetExpr + " & 3");
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return GetVec4Indexed(GetUbName(stage, slotExpr) + $"[{offsetExpr} >> 2]", offsetExpr + " & 3", indexElement);
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}
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public static string GetOutAttributeName(AstOperand attr, ShaderConfig config)
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@ -198,6 +203,15 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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case AttributeConsts.PositionY: return $"(gl_FragCoord.y / {DefaultNames.SupportBlockRenderScaleName}[0])";
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case AttributeConsts.PositionZ: return "gl_FragCoord.z";
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case AttributeConsts.PositionW: return "gl_FragCoord.w";
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case AttributeConsts.FrontFacing:
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if (config.GpuAccessor.QueryHostHasFrontFacingBug())
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{
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// This is required for Intel on Windows, gl_FrontFacing sometimes returns incorrect
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// (flipped) values. Doing this seems to fix it.
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return "(-floatBitsToInt(float(gl_FrontFacing)) < 0)";
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}
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break;
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}
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}
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@ -49,6 +49,36 @@
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return 0;
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}
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bool QueryHostHasFrontFacingBug()
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{
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return false;
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}
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bool QueryHostHasVectorIndexingBug()
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{
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return false;
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}
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int QueryHostStorageBufferOffsetAlignment()
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{
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return 16;
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}
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bool QueryHostSupportsImageLoadFormatted()
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{
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return true;
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}
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bool QueryHostSupportsNonConstantTextureOffset()
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{
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return true;
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}
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bool QueryHostSupportsTextureShadowLod()
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{
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return true;
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}
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bool QueryIsTextureBuffer(int handle, int cbufSlot = -1)
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{
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return false;
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@ -64,26 +94,6 @@
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return InputTopology.Points;
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}
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int QueryStorageBufferOffsetAlignment()
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{
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return 16;
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}
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bool QuerySupportsImageLoadFormatted()
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{
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return true;
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}
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bool QuerySupportsNonConstantTextureOffset()
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{
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return true;
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}
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bool QuerySupportsTextureShadowLod()
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{
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return true;
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}
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TextureFormat QueryTextureFormat(int handle, int cbufSlot = -1)
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{
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return TextureFormat.R8G8B8A8Unorm;
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@ -71,7 +71,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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Operand baseAddrTrunc = Local();
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Operand alignMask = Const(-config.GpuAccessor.QueryStorageBufferOffsetAlignment());
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Operand alignMask = Const(-config.GpuAccessor.QueryHostStorageBufferOffsetAlignment());
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Operation andOp = new Operation(Instruction.BitwiseAnd, baseAddrTrunc, baseAddrLow, alignMask);
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@ -142,7 +142,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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Operand baseAddrTrunc = Local();
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Operand alignMask = Const(-config.GpuAccessor.QueryStorageBufferOffsetAlignment());
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Operand alignMask = Const(-config.GpuAccessor.QueryHostStorageBufferOffsetAlignment());
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Operation andOp = new Operation(Instruction.BitwiseAnd, baseAddrTrunc, baseAddrLow, alignMask);
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@ -93,7 +93,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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sbSlot = PrependOperation(Instruction.ConditionalSelect, inRange, Const(slot), sbSlot);
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}
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Operand alignMask = Const(-config.GpuAccessor.QueryStorageBufferOffsetAlignment());
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Operand alignMask = Const(-config.GpuAccessor.QueryHostStorageBufferOffsetAlignment());
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Operand baseAddrTrunc = PrependOperation(Instruction.BitwiseAnd, sbBaseAddrLow, alignMask);
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Operand byteOffset = PrependOperation(Instruction.Subtract, addrLow, baseAddrTrunc);
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@ -145,7 +145,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
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bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
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bool hasInvalidOffset = (hasOffset || hasOffsets) && !config.GpuAccessor.QuerySupportsNonConstantTextureOffset();
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bool hasInvalidOffset = (hasOffset || hasOffsets) && !config.GpuAccessor.QueryHostSupportsNonConstantTextureOffset();
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bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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@ -145,7 +145,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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// When the formatted load extension is supported, we don't need to
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// specify a format, we can just declare it without a format and the GPU will handle it.
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if (GpuAccessor.QuerySupportsImageLoadFormatted())
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if (GpuAccessor.QueryHostSupportsImageLoadFormatted())
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{
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return TextureFormat.Unknown;
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}
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