glsl: Add boolean reference workaround
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@ -7,6 +7,7 @@
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/profile.h"
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namespace Shader::Backend::GLSL {
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namespace {
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@ -30,8 +31,9 @@ void EmitConditionRef(EmitContext& ctx, IR::Inst& inst, const IR::Value& value)
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inst.DestructiveAddUsage(1);
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const auto ret{ctx.var_alloc.Define(inst, GlslVarType::U1)};
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const auto input{ctx.var_alloc.Consume(value)};
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const auto suffix{ctx.profile.has_gl_bool_ref_bug ? "?true:false" : ""};
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if (ret != input) {
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ctx.Add("{}={};", ret, input);
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ctx.Add("{}={}{};", ret, input, suffix);
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}
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}
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@ -90,7 +90,9 @@ void EmitPhiMove(EmitContext& ctx, const IR::Value& phi_value, const IR::Value&
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if (phi_reg == val_reg) {
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return;
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}
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ctx.Add("{}={};", phi_reg, val_reg);
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const bool needs_workaround{ctx.profile.has_gl_bool_ref_bug && phi_type == IR::Type::U1};
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const auto suffix{needs_workaround ? "?true:false" : ""};
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ctx.Add("{}={}{};", phi_reg, val_reg, suffix);
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}
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void EmitPrologue(EmitContext& ctx) {
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@ -67,6 +67,8 @@ struct Profile {
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bool has_gl_precise_bug{};
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/// Some drivers do not properly support floatBitsToUint when used on cbufs
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bool has_gl_cbuf_ftou_bug{};
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/// Some drivers poorly optimize boolean variable references
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bool has_gl_bool_ref_bug{};
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/// Ignores SPIR-V ordered vs unordered using GLSL semantics
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bool ignore_nan_fp_comparisons{};
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@ -188,6 +188,7 @@ Device::Device() {
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std::atoi(driver_version.substr(0, driver_version.find(".")).data());
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if (version_major >= 495) {
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has_cbuf_ftou_bug = true;
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has_bool_ref_bug = true;
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}
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}
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@ -156,6 +156,10 @@ public:
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return has_cbuf_ftou_bug;
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}
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bool HasBoolRefBug() const {
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return has_bool_ref_bug;
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}
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Settings::ShaderBackend GetShaderBackend() const {
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return shader_backend;
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}
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@ -205,6 +209,7 @@ private:
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bool warp_size_potentially_larger_than_guest{};
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bool need_fastmath_off{};
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bool has_cbuf_ftou_bug{};
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bool has_bool_ref_bug{};
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std::string vendor_name;
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};
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@ -215,6 +215,7 @@ ShaderCache::ShaderCache(RasterizerOpenGL& rasterizer_, Core::Frontend::EmuWindo
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.has_gl_component_indexing_bug = device.HasComponentIndexingBug(),
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.has_gl_precise_bug = device.HasPreciseBug(),
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.has_gl_cbuf_ftou_bug = device.HasCbufFtouBug(),
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.has_gl_bool_ref_bug = device.HasBoolRefBug(),
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.ignore_nan_fp_comparisons = true,
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.gl_max_compute_smem_size = device.GetMaxComputeSharedMemorySize(),
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},
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