video_core: Enable GL SPIR-V shaders
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1152d66ddd
commit
fb9b1787f8
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@ -5,6 +5,7 @@
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#include <cstring>
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#include "common/cityhash.h"
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#include "common/settings.h" // for enum class Settings::ShaderBackend
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#include "video_core/renderer_opengl/gl_compute_pipeline.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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@ -40,15 +41,23 @@ ComputePipeline::ComputePipeline(const Device& device, TextureCache& texture_cac
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BufferCache& buffer_cache_, Tegra::MemoryManager& gpu_memory_,
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Tegra::Engines::KeplerCompute& kepler_compute_,
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ProgramManager& program_manager_, const Shader::Info& info_,
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std::string code)
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std::string code, std::vector<u32> code_v)
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: texture_cache{texture_cache_}, buffer_cache{buffer_cache_}, gpu_memory{gpu_memory_},
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kepler_compute{kepler_compute_}, program_manager{program_manager_}, info{info_} {
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if (device.UseAssemblyShaders()) {
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assembly_program = CompileProgram(code, GL_COMPUTE_PROGRAM_NV);
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} else {
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switch (device.GetShaderBackend()) {
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case Settings::ShaderBackend::GLSL:
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source_program.handle = glCreateProgram();
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AttachShader(GL_COMPUTE_SHADER, source_program.handle, code);
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LinkProgram(source_program.handle);
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break;
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case Settings::ShaderBackend::GLASM:
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assembly_program = CompileProgram(code, GL_COMPUTE_PROGRAM_NV);
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break;
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case Settings::ShaderBackend::SPIRV:
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source_program.handle = glCreateProgram();
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AttachShader(GL_COMPUTE_SHADER, source_program.handle, code_v);
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LinkProgram(source_program.handle);
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break;
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}
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std::copy_n(info.constant_buffer_used_sizes.begin(), uniform_buffer_sizes.size(),
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uniform_buffer_sizes.begin());
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@ -54,7 +54,7 @@ public:
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BufferCache& buffer_cache_, Tegra::MemoryManager& gpu_memory_,
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Tegra::Engines::KeplerCompute& kepler_compute_,
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ProgramManager& program_manager_, const Shader::Info& info_,
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std::string code);
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std::string code, std::vector<u32> code_v);
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void Configure();
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@ -177,6 +177,11 @@ Device::Device() {
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GLAD_GL_NV_gpu_program5 && GLAD_GL_NV_compute_program5 && GLAD_GL_NV_transform_feedback &&
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GLAD_GL_NV_transform_feedback2;
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shader_backend = (Settings::values.shader_backend.GetValue() ==
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Settings::ShaderBackend::GLASM) == use_assembly_shaders
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? Settings::values.shader_backend.GetValue()
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: Settings::ShaderBackend::GLSL;
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// Blocks AMD and Intel OpenGL drivers on Windows from using asynchronous shader compilation.
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use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue() &&
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!(is_amd || (is_intel && !is_linux));
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@ -188,8 +193,7 @@ Device::Device() {
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LOG_INFO(Render_OpenGL, "Renderer_BrokenTextureViewFormats: {}",
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has_broken_texture_view_formats);
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if (Settings::values.shader_backend.GetValue() == Settings::ShaderBackend::GLASM &&
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!use_assembly_shaders) {
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if (shader_backend == Settings::ShaderBackend::GLASM && !use_assembly_shaders) {
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LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported");
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}
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@ -8,6 +8,10 @@
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#include "common/common_types.h"
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#include "shader_recompiler/stage.h"
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namespace Settings {
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enum class ShaderBackend : u32;
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};
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namespace OpenGL {
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class Device {
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@ -148,6 +152,10 @@ public:
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return need_fastmath_off;
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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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private:
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static bool TestVariableAoffi();
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static bool TestPreciseBug();
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@ -159,6 +167,9 @@ private:
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u32 max_varyings{};
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u32 max_compute_shared_memory_size{};
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u32 max_glasm_storage_buffer_blocks{};
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Settings::ShaderBackend shader_backend{};
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bool has_warp_intrinsics{};
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bool has_shader_ballot{};
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bool has_vertex_viewport_layer{};
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@ -3,7 +3,11 @@
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <array>
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#include <string>
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#include <vector>
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#include "common/settings.h" // for enum class Settings::ShaderBackend
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#include "common/thread_worker.h"
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#include "shader_recompiler/shader_info.h"
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#include "video_core/renderer_opengl/gl_graphics_pipeline.h"
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@ -179,7 +183,8 @@ GraphicsPipeline::GraphicsPipeline(
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Tegra::MemoryManager& gpu_memory_, Tegra::Engines::Maxwell3D& maxwell3d_,
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ProgramManager& program_manager_, StateTracker& state_tracker_, ShaderWorker* thread_worker,
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VideoCore::ShaderNotify* shader_notify, std::array<std::string, 5> sources,
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const std::array<const Shader::Info*, 5>& infos, const GraphicsPipelineKey& key_)
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std::array<std::vector<u32>, 5> sources_spirv, const std::array<const Shader::Info*, 5>& infos,
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const GraphicsPipelineKey& key_)
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: texture_cache{texture_cache_}, buffer_cache{buffer_cache_},
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gpu_memory{gpu_memory_}, maxwell3d{maxwell3d_}, program_manager{program_manager_},
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state_tracker{state_tracker_}, key{key_} {
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@ -232,19 +237,34 @@ GraphicsPipeline::GraphicsPipeline(
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if (key.xfb_enabled && device.UseAssemblyShaders()) {
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GenerateTransformFeedbackState();
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}
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auto func{[this, device, sources, shader_notify](ShaderContext::Context*) mutable {
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auto func{
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[this, device, sources, sources_spirv, shader_notify](ShaderContext::Context*) mutable {
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if (!device.UseAssemblyShaders()) {
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program.handle = glCreateProgram();
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}
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for (size_t stage = 0; stage < 5; ++stage) {
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switch (device.GetShaderBackend()) {
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case Settings::ShaderBackend::GLSL: {
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const auto code{sources[stage]};
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if (code.empty()) {
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continue;
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}
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if (device.UseAssemblyShaders()) {
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assembly_programs[stage] = CompileProgram(code, AssemblyStage(stage));
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} else {
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AttachShader(Stage(stage), program.handle, code);
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} break;
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case Settings::ShaderBackend::GLASM: {
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const auto code{sources[stage]};
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if (code.empty()) {
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continue;
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}
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assembly_programs[stage] = CompileProgram(code, AssemblyStage(stage));
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} break;
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case Settings::ShaderBackend::SPIRV: {
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const auto code{sources_spirv[stage]};
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if (code.empty()) {
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continue;
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}
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AttachShader(Stage(stage), program.handle, code);
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} break;
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}
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}
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if (!device.UseAssemblyShaders()) {
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@ -78,6 +78,7 @@ public:
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ProgramManager& program_manager_, StateTracker& state_tracker_,
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ShaderWorker* thread_worker, VideoCore::ShaderNotify* shader_notify,
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std::array<std::string, 5> sources,
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std::array<std::vector<u32>, 5> sources_spirv,
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const std::array<const Shader::Info*, 5>& infos,
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const GraphicsPipelineKey& key_);
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@ -15,6 +15,7 @@
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#include "common/fs/path_util.h"
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#include "common/logging/log.h"
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#include "common/scope_exit.h"
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#include "common/settings.h"
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#include "common/thread_worker.h"
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#include "core/core.h"
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#include "shader_recompiler/backend/glasm/emit_glasm.h"
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@ -415,6 +416,7 @@ std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline(
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OGLProgram source_program;
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std::array<std::string, 5> sources;
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std::array<std::vector<u32>, 5> sources_spirv;
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Shader::Backend::Bindings binding;
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Shader::IR::Program* previous_program{};
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const bool use_glasm{device.UseAssemblyShaders()};
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@ -431,17 +433,23 @@ std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline(
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const auto runtime_info{
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MakeRuntimeInfo(key, program, previous_program, glasm_use_storage_buffers, use_glasm)};
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if (use_glasm) {
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sources[stage_index] = EmitGLASM(profile, runtime_info, program, binding);
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} else {
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switch (device.GetShaderBackend()) {
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case Settings::ShaderBackend::GLSL:
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sources[stage_index] = EmitGLSL(profile, runtime_info, program, binding);
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break;
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case Settings::ShaderBackend::GLASM:
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sources[stage_index] = EmitGLASM(profile, runtime_info, program, binding);
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break;
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case Settings::ShaderBackend::SPIRV:
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sources_spirv[stage_index] = EmitSPIRV(profile, runtime_info, program, binding);
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break;
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}
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previous_program = &program;
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}
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auto* const thread_worker{build_in_parallel ? workers.get() : nullptr};
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return std::make_unique<GraphicsPipeline>(device, texture_cache, buffer_cache, gpu_memory,
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maxwell3d, program_manager, state_tracker,
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thread_worker, &shader_notify, sources, infos, key);
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return std::make_unique<GraphicsPipeline>(
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device, texture_cache, buffer_cache, gpu_memory, maxwell3d, program_manager, state_tracker,
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thread_worker, &shader_notify, sources, sources_spirv, infos, key);
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} catch (Shader::Exception& exception) {
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LOG_ERROR(Render_OpenGL, "{}", exception.what());
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@ -478,10 +486,24 @@ std::unique_ptr<ComputePipeline> ShaderCache::CreateComputePipeline(
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}
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Shader::RuntimeInfo info;
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info.glasm_use_storage_buffers = num_storage_buffers <= device.GetMaxGLASMStorageBufferBlocks();
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const std::string code{device.UseAssemblyShaders() ? EmitGLASM(profile, info, program)
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: EmitGLSL(profile, program)};
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std::string code{};
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std::vector<u32> code_spirv;
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switch (device.GetShaderBackend()) {
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case Settings::ShaderBackend::GLSL:
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code = EmitGLSL(profile, program);
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break;
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case Settings::ShaderBackend::GLASM:
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code = EmitGLASM(profile, info, program);
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break;
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case Settings::ShaderBackend::SPIRV:
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code_spirv = EmitSPIRV(profile, program);
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break;
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}
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return std::make_unique<ComputePipeline>(device, texture_cache, buffer_cache, gpu_memory,
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kepler_compute, program_manager, program.info, code);
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kepler_compute, program_manager, program.info, code,
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code_spirv);
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} catch (Shader::Exception& exception) {
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LOG_ERROR(Render_OpenGL, "{}", exception.what());
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return nullptr;
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