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glsl: Use textureGrad fallback when EXT_texture_shadow_lod is unsupported

This commit is contained in:
ameerj 2021-06-04 00:46:46 -04:00
parent d12f2b8ccf
commit 747b8556a4
4 changed files with 42 additions and 8 deletions

View File

@ -282,8 +282,10 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
void EmitContext::SetupExtensions(std::string&) {
// TODO: track this usage
header += "#extension GL_ARB_sparse_texture2 : enable\n"
"#extension GL_EXT_texture_shadow_lod : enable\n"
"#extension GL_EXT_shader_image_load_formatted : enable\n";
if (profile.support_gl_texture_shadow_lod) {
header += "#extension GL_EXT_texture_shadow_lod : enable\n";
}
if (info.uses_int64) {
header += "#extension GL_ARB_gpu_shader_int64 : enable\n";
}

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@ -8,6 +8,7 @@
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/modifiers.h"
#include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h"
namespace Shader::Backend::GLSL {
namespace {
@ -67,14 +68,14 @@ std::string TexelFetchCastToInt(std::string_view value, const IR::TextureInstInf
}
}
std::string ShadowSamplerVecCast(TextureType type) {
bool NeedsShadowLodExt(TextureType type) {
switch (type) {
case TextureType::ColorArray2D:
case TextureType::ColorCube:
case TextureType::ColorArrayCube:
return "vec4";
return true;
default:
return "vec3";
return false;
}
}
@ -221,7 +222,22 @@ void EmitImageSampleDrefImplicitLod([[maybe_unused]] EmitContext& ctx,
}
const auto texture{Texture(ctx, info, index)};
const auto bias{info.has_bias ? fmt::format(",{}", bias_lc) : ""};
const auto cast{ShadowSamplerVecCast(info.type)};
const bool needs_shadow_ext{NeedsShadowLodExt(info.type)};
const auto cast{needs_shadow_ext ? "vec4" : "vec3"};
const bool use_grad{!ctx.profile.support_gl_texture_shadow_lod &&
ctx.stage != Stage::Fragment && needs_shadow_ext};
if (use_grad) {
// LOG_WARNING(..., "Device lacks GL_EXT_texture_shadow_lod. Using textureGrad fallback");
if (info.type == TextureType::ColorArrayCube) {
// LOG_WARNING(..., "textureGrad does not support ColorArrayCube. Stubbing");
ctx.AddF32("{}=0.0f;", inst);
return;
}
const auto d_cast{info.type == TextureType::ColorArray2D ? "vec2" : "vec3"};
ctx.AddF32("{}=textureGrad({},{}({},{}),{}(0),{}(0));", inst, texture, cast, coords, dref,
d_cast, d_cast);
return;
}
if (!offset.IsEmpty()) {
const auto offset_str{GetOffsetVec(ctx, offset)};
if (ctx.stage == Stage::Fragment) {
@ -263,15 +279,29 @@ void EmitImageSampleDrefExplicitLod([[maybe_unused]] EmitContext& ctx,
throw NotImplementedException("EmitImageSampleDrefExplicitLod Lod clamp samples");
}
const auto texture{Texture(ctx, info, index)};
const auto cast{ShadowSamplerVecCast(info.type)};
const bool needs_shadow_ext{NeedsShadowLodExt(info.type)};
const bool use_grad{!ctx.profile.support_gl_texture_shadow_lod && needs_shadow_ext};
const auto cast{needs_shadow_ext ? "vec4" : "vec3"};
if (use_grad) {
// LOG_WARNING(..., "Device lacks GL_EXT_texture_shadow_lod. Using textureGrad fallback");
if (info.type == TextureType::ColorArrayCube) {
// LOG_WARNING(..., "textureGrad does not support ColorArrayCube. Stubbing");
ctx.AddF32("{}=0.0f;", inst);
return;
}
const auto d_cast{info.type == TextureType::ColorArray2D ? "vec2" : "vec3"};
ctx.AddF32("{}=textureGrad({},{}({},{}),{}(0),{}(0));", inst, texture, cast, coords, dref,
d_cast, d_cast);
return;
}
if (!offset.IsEmpty()) {
const auto offset_str{GetOffsetVec(ctx, offset)};
if (info.type == TextureType::ColorArrayCube) {
ctx.AddF32("{}=textureLodOffset({},{},{},{},{});", inst, texture, coords, dref, lod_lc,
offset_str);
} else {
ctx.AddF32("{}=textureLodOffset({},vec3({},{}),{},{});", inst, texture, coords, dref,
lod_lc, offset_str);
ctx.AddF32("{}=textureLodOffset({},{}({},{}),{},{});", inst, texture, cast, coords,
dref, lod_lc, offset_str);
}
} else {
if (info.type == TextureType::ColorArrayCube) {

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@ -86,6 +86,7 @@ struct Profile {
bool support_gl_nv_gpu_shader_5{};
bool support_gl_amd_gpu_shader_half_float{};
bool support_gl_vertex_viewport_layer{};
bool support_gl_texture_shadow_lod{};
bool warp_size_potentially_larger_than_guest{};

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@ -226,6 +226,7 @@ ShaderCache::ShaderCache(RasterizerOpenGL& rasterizer_, Core::Frontend::EmuWindo
.support_gl_nv_gpu_shader_5 = device.HasNvGpuShader5(),
.support_gl_amd_gpu_shader_half_float = device.HasAmdShaderHalfFloat(),
.support_gl_vertex_viewport_layer = device.HasVertexViewportLayer(),
.support_gl_texture_shadow_lod = device.HasTextureShadowLod(),
.warp_size_potentially_larger_than_guest = device.IsWarpSizePotentiallyLargerThanGuest(),