Fix texture sampling with depth compare and LOD level or bias (#2404)

* Fix texture sampling with depth compare and LOD level or bias

* Shader cache version bump

* nit: Sorting
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gdkchan 2021-06-24 19:54:50 -03:00 committed by GitHub
parent eac659e37b
commit ed2f5ede0f
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8 changed files with 55 additions and 25 deletions

View file

@ -4,8 +4,9 @@ namespace Ryujinx.Graphics.GAL
{
public bool SupportsAstcCompression { get; }
public bool SupportsImageLoadFormatted { get; }
public bool SupportsNonConstantTextureOffset { get; }
public bool SupportsMismatchingViewFormat { get; }
public bool SupportsNonConstantTextureOffset { get; }
public bool SupportsTextureShadowLod { get; }
public bool SupportsViewportSwizzle { get; }
public int MaximumComputeSharedMemorySize { get; }
@ -15,8 +16,9 @@ namespace Ryujinx.Graphics.GAL
public Capabilities(
bool supportsAstcCompression,
bool supportsImageLoadFormatted,
bool supportsNonConstantTextureOffset,
bool supportsMismatchingViewFormat,
bool supportsNonConstantTextureOffset,
bool supportsTextureShadowLod,
bool supportsViewportSwizzle,
int maximumComputeSharedMemorySize,
float maximumSupportedAnisotropy,
@ -24,8 +26,9 @@ namespace Ryujinx.Graphics.GAL
{
SupportsAstcCompression = supportsAstcCompression;
SupportsImageLoadFormatted = supportsImageLoadFormatted;
SupportsNonConstantTextureOffset = supportsNonConstantTextureOffset;
SupportsMismatchingViewFormat = supportsMismatchingViewFormat;
SupportsNonConstantTextureOffset = supportsNonConstantTextureOffset;
SupportsTextureShadowLod = supportsTextureShadowLod;
SupportsViewportSwizzle = supportsViewportSwizzle;
MaximumComputeSharedMemorySize = maximumComputeSharedMemorySize;
MaximumSupportedAnisotropy = maximumSupportedAnisotropy;

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@ -180,6 +180,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
public bool QuerySupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
/// <summary>
/// Queries host GPU texture shadow LOD support.
/// </summary>
/// <returns>True if the GPU and driver supports texture shadow LOD, false otherwise</returns>
public bool QuerySupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;
/// <summary>
/// Gets the texture descriptor for a given texture on the pool.
/// </summary>

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@ -36,7 +36,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <summary>
/// Version of the codegen (to be changed when codegen or guest format change).
/// </summary>
private const ulong ShaderCodeGenVersion = 2397;
private const ulong ShaderCodeGenVersion = 2404;
// Progress reporting helpers
private volatile int _shaderCount;

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@ -7,11 +7,12 @@ namespace Ryujinx.Graphics.OpenGL
{
private static readonly Lazy<bool> _supportsAstcCompression = new Lazy<bool>(() => HasExtension("GL_KHR_texture_compression_astc_ldr"));
private static readonly Lazy<bool> _supportsImageLoadFormatted = new Lazy<bool>(() => HasExtension("GL_EXT_shader_image_load_formatted"));
private static readonly Lazy<bool> _supportsPolygonOffsetClamp = new Lazy<bool>(() => HasExtension("GL_EXT_polygon_offset_clamp"));
private static readonly Lazy<bool> _supportsViewportSwizzle = new Lazy<bool>(() => HasExtension("GL_NV_viewport_swizzle"));
private static readonly Lazy<bool> _supportsSeamlessCubemapPerTexture = new Lazy<bool>(() => HasExtension("GL_ARB_seamless_cubemap_per_texture"));
private static readonly Lazy<bool> _supportsParallelShaderCompile = new Lazy<bool>(() => HasExtension("GL_ARB_parallel_shader_compile"));
private static readonly Lazy<bool> _supportsPolygonOffsetClamp = new Lazy<bool>(() => HasExtension("GL_EXT_polygon_offset_clamp"));
private static readonly Lazy<bool> _supportsQuads = new Lazy<bool>(SupportsQuadsCheck);
private static readonly Lazy<bool> _supportsSeamlessCubemapPerTexture = new Lazy<bool>(() => HasExtension("GL_ARB_seamless_cubemap_per_texture"));
private static readonly Lazy<bool> _supportsTextureShadowLod = new Lazy<bool>(() => HasExtension("GL_EXT_texture_shadow_lod"));
private static readonly Lazy<bool> _supportsViewportSwizzle = new Lazy<bool>(() => HasExtension("GL_NV_viewport_swizzle"));
private static readonly Lazy<int> _maximumComputeSharedMemorySize = new Lazy<int>(() => GetLimit(All.MaxComputeSharedMemorySize));
private static readonly Lazy<int> _storageBufferOffsetAlignment = new Lazy<int>(() => GetLimit(All.ShaderStorageBufferOffsetAlignment));
@ -33,14 +34,16 @@ namespace Ryujinx.Graphics.OpenGL
public static bool SupportsAstcCompression => _supportsAstcCompression.Value;
public static bool SupportsImageLoadFormatted => _supportsImageLoadFormatted.Value;
public static bool SupportsPolygonOffsetClamp => _supportsPolygonOffsetClamp.Value;
public static bool SupportsViewportSwizzle => _supportsViewportSwizzle.Value;
public static bool SupportsSeamlessCubemapPerTexture => _supportsSeamlessCubemapPerTexture.Value;
public static bool SupportsParallelShaderCompile => _supportsParallelShaderCompile.Value;
public static bool SupportsPolygonOffsetClamp => _supportsPolygonOffsetClamp.Value;
public static bool SupportsQuads => _supportsQuads.Value;
public static bool SupportsSeamlessCubemapPerTexture => _supportsSeamlessCubemapPerTexture.Value;
public static bool SupportsTextureShadowLod => _supportsTextureShadowLod.Value;
public static bool SupportsViewportSwizzle => _supportsViewportSwizzle.Value;
public static bool SupportsMismatchingViewFormat => _gpuVendor.Value != GpuVendor.Amd && _gpuVendor.Value != GpuVendor.IntelWindows;
public static bool SupportsNonConstantTextureOffset => _gpuVendor.Value == GpuVendor.Nvidia;
public static bool RequiresSyncFlush => _gpuVendor.Value == GpuVendor.Amd || _gpuVendor.Value == GpuVendor.IntelWindows || _gpuVendor.Value == GpuVendor.IntelUnix;
public static bool SupportsMismatchingViewFormat => _gpuVendor.Value != GpuVendor.Amd && _gpuVendor.Value != GpuVendor.IntelWindows;
public static int MaximumComputeSharedMemorySize => _maximumComputeSharedMemorySize.Value;
public static int StorageBufferOffsetAlignment => _storageBufferOffsetAlignment.Value;

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@ -1,4 +1,4 @@
using OpenTK.Graphics;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using Ryujinx.Common.Configuration;
using Ryujinx.Common.Logging;
@ -96,8 +96,9 @@ namespace Ryujinx.Graphics.OpenGL
return new Capabilities(
HwCapabilities.SupportsAstcCompression,
HwCapabilities.SupportsImageLoadFormatted,
HwCapabilities.SupportsNonConstantTextureOffset,
HwCapabilities.SupportsMismatchingViewFormat,
HwCapabilities.SupportsNonConstantTextureOffset,
HwCapabilities.SupportsTextureShadowLod,
HwCapabilities.SupportsViewportSwizzle,
HwCapabilities.MaximumComputeSharedMemorySize,
HwCapabilities.MaximumSupportedAnisotropy,

View file

@ -20,6 +20,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
context.AppendLine("#extension GL_ARB_shader_ballot : enable");
context.AppendLine("#extension GL_ARB_shader_group_vote : enable");
context.AppendLine("#extension GL_EXT_shader_image_load_formatted : enable");
context.AppendLine("#extension GL_EXT_texture_shadow_lod : enable");
if (context.Config.Stage == ShaderStage.Compute)
{
@ -32,7 +33,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
}
context.AppendLine("#pragma optionNV(fastmath off)");
context.AppendLine();
context.AppendLine($"const int {DefaultNames.UndefinedName} = 0;");

View file

@ -309,20 +309,32 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
bool isMultisample = (texOp.Type & SamplerType.Multisample) != 0;
bool isShadow = (texOp.Type & SamplerType.Shadow) != 0;
SamplerType type = texOp.Type & SamplerType.Mask;
bool is2D = type == SamplerType.Texture2D;
bool isCube = type == SamplerType.TextureCube;
// 2D Array and Cube shadow samplers with LOD level or bias requires an extension.
// If the extension is not supported, just remove the LOD parameter.
if (isArray && isShadow && (is2D || isCube) && !context.Config.GpuAccessor.QuerySupportsTextureShadowLod())
{
hasLodBias = false;
hasLodLevel = false;
}
// Cube shadow samplers with LOD level requires an extension.
// If the extension is not supported, just remove the LOD level parameter.
if (isShadow && isCube && !context.Config.GpuAccessor.QuerySupportsTextureShadowLod())
{
hasLodLevel = false;
}
// TODO: Bindless texture support. For now we just return 0.
if (isBindless)
{
return NumberFormatter.FormatFloat(0);
}
// This combination is valid, but not available on GLSL.
// For now, ignore the LOD level and do a normal sample.
// TODO: How to implement it properly?
if (hasLodLevel && isArray && isShadow)
{
hasLodLevel = false;
}
string texCall = intCoords ? "texelFetch" : "texture";
if (isGather)

View file

@ -74,6 +74,11 @@
return true;
}
bool QuerySupportsTextureShadowLod()
{
return true;
}
TextureFormat QueryTextureFormat(int handle, int cbufSlot = -1)
{
return TextureFormat.R8G8B8A8Unorm;