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