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Merge pull request #5230 from B3n30/circumvent_apple_intel_hw_shader_issue

Add flag to disable seperable shaders for osx Intel GPUs.
This commit is contained in:
Ben 2020-05-09 12:34:21 +02:00 committed by GitHub
commit 007fb63e47
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10 changed files with 54 additions and 14 deletions

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@ -110,13 +110,13 @@ void Config::ReadValues() {
// Renderer
Settings::values.use_gles = sdl2_config->GetBoolean("Renderer", "use_gles", false);
Settings::values.use_hw_renderer = sdl2_config->GetBoolean("Renderer", "use_hw_renderer", true);
Settings::values.use_hw_shader = sdl2_config->GetBoolean("Renderer", "use_hw_shader", true);
#ifdef __APPLE__
// Hardware shader is broken on macos thanks to poor drivers.
// Separable shader is broken on macos with Intel GPU thanks to poor drivers.
// We still want to provide this option for test/development purposes, but disable it by
// default.
Settings::values.use_hw_shader = sdl2_config->GetBoolean("Renderer", "use_hw_shader", false);
#else
Settings::values.use_hw_shader = sdl2_config->GetBoolean("Renderer", "use_hw_shader", true);
Settings::values.separable_shader =
sdl2_config->GetBoolean("Renderer", "separable_shader", false);
#endif
Settings::values.shaders_accurate_mul =
sdl2_config->GetBoolean("Renderer", "shaders_accurate_mul", false);

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@ -110,6 +110,10 @@ use_hw_renderer =
# 0: Software, 1 (default): Hardware
use_hw_shader =
# Whether to use separable shaders to emulate 3DS shaders (macOS only)
# 0: Off (Default), 1 : On
separable_shader =
# Whether to use accurate multiplication in hardware shaders
# 0: Off (Default. Faster, but causes issues in some games) 1: On (Slower, but correct)
shaders_accurate_mul =

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@ -431,13 +431,13 @@ void Config::ReadRendererValues() {
Settings::values.use_hw_renderer =
ReadSetting(QStringLiteral("use_hw_renderer"), true).toBool();
Settings::values.use_hw_shader = ReadSetting(QStringLiteral("use_hw_shader"), true).toBool();
#ifdef __APPLE__
// Hardware shader is broken on macos thanks to poor drivers.
// Hardware shader is broken on macos with Intel GPUs thanks to poor drivers.
// We still want to provide this option for test/development purposes, but disable it by
// default.
Settings::values.use_hw_shader = ReadSetting(QStringLiteral("use_hw_shader"), false).toBool();
#else
Settings::values.use_hw_shader = ReadSetting(QStringLiteral("use_hw_shader"), true).toBool();
Settings::values.separable_shader =
ReadSetting(QStringLiteral("separable_shader"), false).toBool();
#endif
Settings::values.shaders_accurate_mul =
ReadSetting(QStringLiteral("shaders_accurate_mul"), false).toBool();
@ -916,13 +916,11 @@ void Config::SaveRendererValues() {
qt_config->beginGroup(QStringLiteral("Renderer"));
WriteSetting(QStringLiteral("use_hw_renderer"), Settings::values.use_hw_renderer, true);
WriteSetting(QStringLiteral("use_hw_shader"), Settings::values.use_hw_shader, true);
#ifdef __APPLE__
// Hardware shader is broken on macos thanks to poor drivers.
// We still want to provide this option for test/development purposes, but disable it by
// default.
WriteSetting(QStringLiteral("use_hw_shader"), Settings::values.use_hw_shader, false);
#else
WriteSetting(QStringLiteral("use_hw_shader"), Settings::values.use_hw_shader, true);
// TODO: enable this for none Intel GPUs
WriteSetting(QStringLiteral("use_separable_shader"), Settings::values.separable_shader, false);
#endif
WriteSetting(QStringLiteral("shaders_accurate_mul"), Settings::values.shaders_accurate_mul,
false);

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@ -29,15 +29,24 @@ ConfigureGraphics::ConfigureGraphics(QWidget* parent)
connect(ui->toggle_hw_shader, &QCheckBox::toggled, ui->hw_shader_group, &QWidget::setEnabled);
#ifdef __APPLE__
connect(ui->toggle_hw_shader, &QCheckBox::stateChanged, this, [this](int state) {
if (state == Qt::Checked) {
ui->toggle_separable_shader->setEnabled(true);
}
});
connect(ui->toggle_separable_shader, &QCheckBox::stateChanged, this, [this](int state) {
if (state == Qt::Checked) {
QMessageBox::warning(
this, tr("Hardware Shader Warning"),
tr("Hardware Shader support is broken on macOS, and will cause graphical issues "
tr("Separable Shader support is broken on macOS with Intel GPUs, and will cause "
"graphical issues "
"like showing a black screen.<br><br>The option is only there for "
"test/development purposes. If you experience graphical issues with Hardware "
"Shader, please turn it off."));
}
});
#else
// TODO(B3N30): Hide this for macs with none Intel GPUs, too.
ui->toggle_separable_shader->setVisible(false);
#endif
}
@ -46,6 +55,7 @@ ConfigureGraphics::~ConfigureGraphics() = default;
void ConfigureGraphics::SetConfiguration() {
ui->toggle_hw_renderer->setChecked(Settings::values.use_hw_renderer);
ui->toggle_hw_shader->setChecked(Settings::values.use_hw_shader);
ui->toggle_separable_shader->setChecked(Settings::values.separable_shader);
ui->toggle_accurate_mul->setChecked(Settings::values.shaders_accurate_mul);
ui->toggle_shader_jit->setChecked(Settings::values.use_shader_jit);
ui->toggle_vsync_new->setChecked(Settings::values.use_vsync_new);
@ -54,6 +64,7 @@ void ConfigureGraphics::SetConfiguration() {
void ConfigureGraphics::ApplyConfiguration() {
Settings::values.use_hw_renderer = ui->toggle_hw_renderer->isChecked();
Settings::values.use_hw_shader = ui->toggle_hw_shader->isChecked();
Settings::values.separable_shader = ui->toggle_separable_shader->isChecked();
Settings::values.shaders_accurate_mul = ui->toggle_accurate_mul->isChecked();
Settings::values.use_shader_jit = ui->toggle_shader_jit->isChecked();
Settings::values.use_vsync_new = ui->toggle_vsync_new->isChecked();

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@ -76,6 +76,13 @@
<property name="bottomMargin">
<number>0</number>
</property>
<item>
<widget class="QCheckBox" name="toggle_separable_shader">
<property name="text">
<string>Separable Shader (Intel GPUs only)</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="toggle_accurate_mul">
<property name="toolTip">

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@ -27,6 +27,7 @@ void Apply() {
VideoCore::g_hw_renderer_enabled = values.use_hw_renderer;
VideoCore::g_shader_jit_enabled = values.use_shader_jit;
VideoCore::g_hw_shader_enabled = values.use_hw_shader;
VideoCore::g_separable_shader_enabled = values.separable_shader;
VideoCore::g_hw_shader_accurate_mul = values.shaders_accurate_mul;
VideoCore::g_use_disk_shader_cache = values.use_disk_shader_cache;
@ -78,6 +79,7 @@ void LogSettings() {
LogSetting("Renderer_UseGLES", Settings::values.use_gles);
LogSetting("Renderer_UseHwRenderer", Settings::values.use_hw_renderer);
LogSetting("Renderer_UseHwShader", Settings::values.use_hw_shader);
LogSetting("Renderer_SeparableShader", Settings::values.separable_shader);
LogSetting("Renderer_ShadersAccurateMul", Settings::values.shaders_accurate_mul);
LogSetting("Renderer_UseShaderJit", Settings::values.use_shader_jit);
LogSetting("Renderer_UseResolutionFactor", Settings::values.resolution_factor);

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@ -142,6 +142,7 @@ struct Values {
bool use_gles;
bool use_hw_renderer;
bool use_hw_shader;
bool separable_shader;
bool use_disk_shader_cache;
bool shaders_accurate_mul;
bool use_shader_jit;

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@ -43,6 +43,10 @@ static bool IsVendorAmd() {
const std::string_view gpu_vendor{reinterpret_cast<char const*>(glGetString(GL_VENDOR))};
return gpu_vendor == "ATI Technologies Inc." || gpu_vendor == "Advanced Micro Devices, Inc.";
}
static bool IsVendorIntel() {
std::string gpu_vendor{reinterpret_cast<char const*>(glGetString(GL_VENDOR))};
return gpu_vendor == "Intel Inc.";
}
RasterizerOpenGL::RasterizerOpenGL()
: is_amd(IsVendorAmd()), vertex_buffer(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE, is_amd),
@ -160,8 +164,19 @@ RasterizerOpenGL::RasterizerOpenGL()
state.Apply();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer.GetHandle());
#ifdef __APPLE__
if (IsVendorIntel()) {
shader_program_manager = std::make_unique<ShaderProgramManager>(
VideoCore::g_separable_shader_enabled ? GLAD_GL_ARB_separate_shader_objects : false,
is_amd);
} else {
shader_program_manager =
std::make_unique<ShaderProgramManager>(GLAD_GL_ARB_separate_shader_objects, is_amd);
}
#else
shader_program_manager =
std::make_unique<ShaderProgramManager>(GLAD_GL_ARB_separate_shader_objects, is_amd);
#endif
glEnable(GL_BLEND);

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@ -23,6 +23,7 @@ std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin
std::atomic<bool> g_hw_renderer_enabled;
std::atomic<bool> g_shader_jit_enabled;
std::atomic<bool> g_hw_shader_enabled;
std::atomic<bool> g_separable_shader_enabled;
std::atomic<bool> g_hw_shader_accurate_mul;
std::atomic<bool> g_use_disk_shader_cache;
std::atomic<bool> g_renderer_bg_color_update_requested;

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@ -31,6 +31,7 @@ extern std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin
extern std::atomic<bool> g_hw_renderer_enabled;
extern std::atomic<bool> g_shader_jit_enabled;
extern std::atomic<bool> g_hw_shader_enabled;
extern std::atomic<bool> g_separable_shader_enabled;
extern std::atomic<bool> g_hw_shader_accurate_mul;
extern std::atomic<bool> g_use_disk_shader_cache;
extern std::atomic<bool> g_renderer_bg_color_update_requested;