gl_device: Disable precise in fragment shaders on bugged drivers
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03276e7490
commit
9cf52d027d
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@ -14,12 +14,22 @@
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namespace OpenGL {
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namespace {
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template <typename T>
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T GetInteger(GLenum pname) {
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GLint temporary;
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glGetIntegerv(pname, &temporary);
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return static_cast<T>(temporary);
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}
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bool TestProgram(const GLchar* glsl) {
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const GLuint shader{glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &glsl)};
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GLint link_status;
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glGetProgramiv(shader, GL_LINK_STATUS, &link_status);
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glDeleteProgram(shader);
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return link_status == GL_TRUE;
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}
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} // Anonymous namespace
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Device::Device() {
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@ -32,6 +42,11 @@ Device::Device() {
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has_vertex_viewport_layer = GLAD_GL_ARB_shader_viewport_layer_array;
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has_variable_aoffi = TestVariableAoffi();
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has_component_indexing_bug = TestComponentIndexingBug();
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has_precise_bug = TestPreciseBug();
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LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);
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LOG_INFO(Render_OpenGL, "Renderer_ComponentIndexingBug: {}", has_component_indexing_bug);
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LOG_INFO(Render_OpenGL, "Renderer_PreciseBug: {}", has_precise_bug);
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}
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Device::Device(std::nullptr_t) {
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@ -42,30 +57,21 @@ Device::Device(std::nullptr_t) {
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has_vertex_viewport_layer = true;
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has_variable_aoffi = true;
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has_component_indexing_bug = false;
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has_precise_bug = false;
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}
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bool Device::TestVariableAoffi() {
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const GLchar* AOFFI_TEST = R"(#version 430 core
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return TestProgram(R"(#version 430 core
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// This is a unit test, please ignore me on apitrace bug reports.
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uniform sampler2D tex;
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uniform ivec2 variable_offset;
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out vec4 output_attribute;
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void main() {
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output_attribute = textureOffset(tex, vec2(0), variable_offset);
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}
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)";
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const GLuint shader{glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &AOFFI_TEST)};
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GLint link_status{};
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glGetProgramiv(shader, GL_LINK_STATUS, &link_status);
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glDeleteProgram(shader);
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const bool supported{link_status == GL_TRUE};
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LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", supported);
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return supported;
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})");
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}
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bool Device::TestComponentIndexingBug() {
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constexpr char log_message[] = "Renderer_ComponentIndexingBug: {}";
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const GLchar* COMPONENT_TEST = R"(#version 430 core
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layout (std430, binding = 0) buffer OutputBuffer {
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uint output_value;
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@ -105,12 +111,21 @@ void main() {
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GLuint result;
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glGetNamedBufferSubData(ssbo.handle, 0, sizeof(result), &result);
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if (result != values.at(index)) {
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LOG_INFO(Render_OpenGL, log_message, true);
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return true;
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}
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}
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LOG_INFO(Render_OpenGL, log_message, false);
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return false;
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}
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bool Device::TestPreciseBug() {
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return !TestProgram(R"(#version 430 core
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in vec3 coords;
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out float out_value;
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uniform sampler2DShadow tex;
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void main() {
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precise float tmp_value = vec4(texture(tex, coords)).x;
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out_value = tmp_value;
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})");
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}
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} // namespace OpenGL
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@ -46,9 +46,14 @@ public:
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return has_component_indexing_bug;
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}
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bool HasPreciseBug() const {
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return has_precise_bug;
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}
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private:
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static bool TestVariableAoffi();
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static bool TestComponentIndexingBug();
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static bool TestPreciseBug();
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std::size_t uniform_buffer_alignment{};
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std::size_t shader_storage_alignment{};
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@ -58,6 +63,7 @@ private:
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bool has_vertex_viewport_layer{};
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bool has_variable_aoffi{};
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bool has_component_indexing_bug{};
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bool has_precise_bug{};
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};
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} // namespace OpenGL
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@ -957,8 +957,15 @@ private:
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if (!IsPrecise(operation)) {
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return {std::move(value), type};
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}
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// Old Nvidia drivers have a bug with precise and texture sampling. These are more likely to
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// be found in fragment shaders, so we disable precise there. There are vertex shaders that
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// also fail to build but nobody seems to care about those.
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// Note: Only bugged drivers will skip precise.
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const bool disable_precise = device.HasPreciseBug() && stage == ProgramType::Fragment;
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std::string temporary = code.GenerateTemporary();
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code.AddLine("precise {} {} = {};", GetTypeString(type), temporary, value);
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code.AddLine("{}{} {} = {};", disable_precise ? "" : "precise ", GetTypeString(type),
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temporary, value);
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return {std::move(temporary), type};
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}
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