Merge pull request #4129 from Morph1984/texture-shadow-lod-workaround
gl_shader_decompiler: Workaround textureLod when GL_EXT_texture_shadow_lod is not available
This commit is contained in:
commit
b66ccaa376
3 changed files with 50 additions and 7 deletions
|
@ -216,6 +216,7 @@ Device::Device()
|
||||||
has_shader_ballot = GLAD_GL_ARB_shader_ballot;
|
has_shader_ballot = GLAD_GL_ARB_shader_ballot;
|
||||||
has_vertex_viewport_layer = GLAD_GL_ARB_shader_viewport_layer_array;
|
has_vertex_viewport_layer = GLAD_GL_ARB_shader_viewport_layer_array;
|
||||||
has_image_load_formatted = HasExtension(extensions, "GL_EXT_shader_image_load_formatted");
|
has_image_load_formatted = HasExtension(extensions, "GL_EXT_shader_image_load_formatted");
|
||||||
|
has_texture_shadow_lod = HasExtension(extensions, "GL_EXT_texture_shadow_lod");
|
||||||
has_astc = IsASTCSupported();
|
has_astc = IsASTCSupported();
|
||||||
has_variable_aoffi = TestVariableAoffi();
|
has_variable_aoffi = TestVariableAoffi();
|
||||||
has_component_indexing_bug = is_amd;
|
has_component_indexing_bug = is_amd;
|
||||||
|
@ -245,6 +246,7 @@ Device::Device(std::nullptr_t) {
|
||||||
has_shader_ballot = true;
|
has_shader_ballot = true;
|
||||||
has_vertex_viewport_layer = true;
|
has_vertex_viewport_layer = true;
|
||||||
has_image_load_formatted = true;
|
has_image_load_formatted = true;
|
||||||
|
has_texture_shadow_lod = true;
|
||||||
has_variable_aoffi = true;
|
has_variable_aoffi = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -68,6 +68,10 @@ public:
|
||||||
return has_image_load_formatted;
|
return has_image_load_formatted;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool HasTextureShadowLod() const {
|
||||||
|
return has_texture_shadow_lod;
|
||||||
|
}
|
||||||
|
|
||||||
bool HasASTC() const {
|
bool HasASTC() const {
|
||||||
return has_astc;
|
return has_astc;
|
||||||
}
|
}
|
||||||
|
@ -110,6 +114,7 @@ private:
|
||||||
bool has_shader_ballot{};
|
bool has_shader_ballot{};
|
||||||
bool has_vertex_viewport_layer{};
|
bool has_vertex_viewport_layer{};
|
||||||
bool has_image_load_formatted{};
|
bool has_image_load_formatted{};
|
||||||
|
bool has_texture_shadow_lod{};
|
||||||
bool has_astc{};
|
bool has_astc{};
|
||||||
bool has_variable_aoffi{};
|
bool has_variable_aoffi{};
|
||||||
bool has_component_indexing_bug{};
|
bool has_component_indexing_bug{};
|
||||||
|
|
|
@ -37,6 +37,7 @@ using Tegra::Shader::IpaMode;
|
||||||
using Tegra::Shader::IpaSampleMode;
|
using Tegra::Shader::IpaSampleMode;
|
||||||
using Tegra::Shader::PixelImap;
|
using Tegra::Shader::PixelImap;
|
||||||
using Tegra::Shader::Register;
|
using Tegra::Shader::Register;
|
||||||
|
using Tegra::Shader::TextureType;
|
||||||
using VideoCommon::Shader::BuildTransformFeedback;
|
using VideoCommon::Shader::BuildTransformFeedback;
|
||||||
using VideoCommon::Shader::Registry;
|
using VideoCommon::Shader::Registry;
|
||||||
|
|
||||||
|
@ -526,6 +527,9 @@ private:
|
||||||
if (device.HasImageLoadFormatted()) {
|
if (device.HasImageLoadFormatted()) {
|
||||||
code.AddLine("#extension GL_EXT_shader_image_load_formatted : require");
|
code.AddLine("#extension GL_EXT_shader_image_load_formatted : require");
|
||||||
}
|
}
|
||||||
|
if (device.HasTextureShadowLod()) {
|
||||||
|
code.AddLine("#extension GL_EXT_texture_shadow_lod : require");
|
||||||
|
}
|
||||||
if (device.HasWarpIntrinsics()) {
|
if (device.HasWarpIntrinsics()) {
|
||||||
code.AddLine("#extension GL_NV_gpu_shader5 : require");
|
code.AddLine("#extension GL_NV_gpu_shader5 : require");
|
||||||
code.AddLine("#extension GL_NV_shader_thread_group : require");
|
code.AddLine("#extension GL_NV_shader_thread_group : require");
|
||||||
|
@ -909,13 +913,13 @@ private:
|
||||||
return "samplerBuffer";
|
return "samplerBuffer";
|
||||||
}
|
}
|
||||||
switch (sampler.type) {
|
switch (sampler.type) {
|
||||||
case Tegra::Shader::TextureType::Texture1D:
|
case TextureType::Texture1D:
|
||||||
return "sampler1D";
|
return "sampler1D";
|
||||||
case Tegra::Shader::TextureType::Texture2D:
|
case TextureType::Texture2D:
|
||||||
return "sampler2D";
|
return "sampler2D";
|
||||||
case Tegra::Shader::TextureType::Texture3D:
|
case TextureType::Texture3D:
|
||||||
return "sampler3D";
|
return "sampler3D";
|
||||||
case Tegra::Shader::TextureType::TextureCube:
|
case TextureType::TextureCube:
|
||||||
return "samplerCube";
|
return "samplerCube";
|
||||||
default:
|
default:
|
||||||
UNREACHABLE();
|
UNREACHABLE();
|
||||||
|
@ -1380,8 +1384,19 @@ private:
|
||||||
const std::size_t count = operation.GetOperandsCount();
|
const std::size_t count = operation.GetOperandsCount();
|
||||||
const bool has_array = meta->sampler.is_array;
|
const bool has_array = meta->sampler.is_array;
|
||||||
const bool has_shadow = meta->sampler.is_shadow;
|
const bool has_shadow = meta->sampler.is_shadow;
|
||||||
|
const bool workaround_lod_array_shadow_as_grad =
|
||||||
|
!device.HasTextureShadowLod() && function_suffix == "Lod" && meta->sampler.is_shadow &&
|
||||||
|
((meta->sampler.type == TextureType::Texture2D && meta->sampler.is_array) ||
|
||||||
|
meta->sampler.type == TextureType::TextureCube);
|
||||||
|
|
||||||
|
std::string expr = "texture";
|
||||||
|
|
||||||
|
if (workaround_lod_array_shadow_as_grad) {
|
||||||
|
expr += "Grad";
|
||||||
|
} else {
|
||||||
|
expr += function_suffix;
|
||||||
|
}
|
||||||
|
|
||||||
std::string expr = "texture" + function_suffix;
|
|
||||||
if (!meta->aoffi.empty()) {
|
if (!meta->aoffi.empty()) {
|
||||||
expr += "Offset";
|
expr += "Offset";
|
||||||
} else if (!meta->ptp.empty()) {
|
} else if (!meta->ptp.empty()) {
|
||||||
|
@ -1415,6 +1430,16 @@ private:
|
||||||
expr += ')';
|
expr += ')';
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (workaround_lod_array_shadow_as_grad) {
|
||||||
|
switch (meta->sampler.type) {
|
||||||
|
case TextureType::Texture2D:
|
||||||
|
return expr + ", vec2(0.0), vec2(0.0))";
|
||||||
|
case TextureType::TextureCube:
|
||||||
|
return expr + ", vec3(0.0), vec3(0.0))";
|
||||||
|
}
|
||||||
|
UNREACHABLE();
|
||||||
|
}
|
||||||
|
|
||||||
for (const auto& variant : extras) {
|
for (const auto& variant : extras) {
|
||||||
if (const auto argument = std::get_if<TextureArgument>(&variant)) {
|
if (const auto argument = std::get_if<TextureArgument>(&variant)) {
|
||||||
expr += GenerateTextureArgument(*argument);
|
expr += GenerateTextureArgument(*argument);
|
||||||
|
@ -2041,8 +2066,19 @@ private:
|
||||||
const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
|
const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
|
||||||
ASSERT(meta);
|
ASSERT(meta);
|
||||||
|
|
||||||
std::string expr = GenerateTexture(
|
std::string expr{};
|
||||||
operation, "Lod", {TextureArgument{Type::Float, meta->lod}, TextureOffset{}});
|
|
||||||
|
if (!device.HasTextureShadowLod() && meta->sampler.is_shadow &&
|
||||||
|
((meta->sampler.type == TextureType::Texture2D && meta->sampler.is_array) ||
|
||||||
|
meta->sampler.type == TextureType::TextureCube)) {
|
||||||
|
LOG_ERROR(Render_OpenGL,
|
||||||
|
"Device lacks GL_EXT_texture_shadow_lod, using textureGrad as a workaround");
|
||||||
|
expr = GenerateTexture(operation, "Lod", {});
|
||||||
|
} else {
|
||||||
|
expr = GenerateTexture(operation, "Lod",
|
||||||
|
{TextureArgument{Type::Float, meta->lod}, TextureOffset{}});
|
||||||
|
}
|
||||||
|
|
||||||
if (meta->sampler.is_shadow) {
|
if (meta->sampler.is_shadow) {
|
||||||
expr = "vec4(" + expr + ')';
|
expr = "vec4(" + expr + ')';
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue