Fix texture sampling with depth compare and LOD level or bias (#2404)
* Fix texture sampling with depth compare and LOD level or bias * Shader cache version bump * nit: Sorting
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@ -4,8 +4,9 @@ namespace Ryujinx.Graphics.GAL
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{
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public bool SupportsAstcCompression { get; }
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public bool SupportsImageLoadFormatted { get; }
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public bool SupportsNonConstantTextureOffset { get; }
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public bool SupportsMismatchingViewFormat { get; }
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public bool SupportsNonConstantTextureOffset { get; }
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public bool SupportsTextureShadowLod { get; }
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public bool SupportsViewportSwizzle { get; }
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public int MaximumComputeSharedMemorySize { get; }
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@ -15,8 +16,9 @@ namespace Ryujinx.Graphics.GAL
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public Capabilities(
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bool supportsAstcCompression,
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bool supportsImageLoadFormatted,
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bool supportsNonConstantTextureOffset,
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bool supportsMismatchingViewFormat,
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bool supportsNonConstantTextureOffset,
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bool supportsTextureShadowLod,
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bool supportsViewportSwizzle,
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int maximumComputeSharedMemorySize,
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float maximumSupportedAnisotropy,
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@ -24,8 +26,9 @@ namespace Ryujinx.Graphics.GAL
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{
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SupportsAstcCompression = supportsAstcCompression;
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SupportsImageLoadFormatted = supportsImageLoadFormatted;
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SupportsNonConstantTextureOffset = supportsNonConstantTextureOffset;
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SupportsMismatchingViewFormat = supportsMismatchingViewFormat;
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SupportsNonConstantTextureOffset = supportsNonConstantTextureOffset;
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SupportsTextureShadowLod = supportsTextureShadowLod;
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SupportsViewportSwizzle = supportsViewportSwizzle;
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MaximumComputeSharedMemorySize = maximumComputeSharedMemorySize;
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MaximumSupportedAnisotropy = maximumSupportedAnisotropy;
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@ -180,6 +180,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
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public bool QuerySupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
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/// <summary>
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/// Queries host GPU texture shadow LOD support.
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/// </summary>
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/// <returns>True if the GPU and driver supports texture shadow LOD, false otherwise</returns>
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public bool QuerySupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;
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/// <summary>
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/// Gets the texture descriptor for a given texture on the pool.
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/// </summary>
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@ -36,7 +36,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <summary>
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/// Version of the codegen (to be changed when codegen or guest format change).
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/// </summary>
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private const ulong ShaderCodeGenVersion = 2397;
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private const ulong ShaderCodeGenVersion = 2404;
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// Progress reporting helpers
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private volatile int _shaderCount;
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@ -7,11 +7,12 @@ namespace Ryujinx.Graphics.OpenGL
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{
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private static readonly Lazy<bool> _supportsAstcCompression = new Lazy<bool>(() => HasExtension("GL_KHR_texture_compression_astc_ldr"));
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private static readonly Lazy<bool> _supportsImageLoadFormatted = new Lazy<bool>(() => HasExtension("GL_EXT_shader_image_load_formatted"));
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private static readonly Lazy<bool> _supportsPolygonOffsetClamp = new Lazy<bool>(() => HasExtension("GL_EXT_polygon_offset_clamp"));
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private static readonly Lazy<bool> _supportsViewportSwizzle = new Lazy<bool>(() => HasExtension("GL_NV_viewport_swizzle"));
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private static readonly Lazy<bool> _supportsSeamlessCubemapPerTexture = new Lazy<bool>(() => HasExtension("GL_ARB_seamless_cubemap_per_texture"));
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private static readonly Lazy<bool> _supportsParallelShaderCompile = new Lazy<bool>(() => HasExtension("GL_ARB_parallel_shader_compile"));
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private static readonly Lazy<bool> _supportsPolygonOffsetClamp = new Lazy<bool>(() => HasExtension("GL_EXT_polygon_offset_clamp"));
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private static readonly Lazy<bool> _supportsQuads = new Lazy<bool>(SupportsQuadsCheck);
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private static readonly Lazy<bool> _supportsSeamlessCubemapPerTexture = new Lazy<bool>(() => HasExtension("GL_ARB_seamless_cubemap_per_texture"));
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private static readonly Lazy<bool> _supportsTextureShadowLod = new Lazy<bool>(() => HasExtension("GL_EXT_texture_shadow_lod"));
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private static readonly Lazy<bool> _supportsViewportSwizzle = new Lazy<bool>(() => HasExtension("GL_NV_viewport_swizzle"));
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private static readonly Lazy<int> _maximumComputeSharedMemorySize = new Lazy<int>(() => GetLimit(All.MaxComputeSharedMemorySize));
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private static readonly Lazy<int> _storageBufferOffsetAlignment = new Lazy<int>(() => GetLimit(All.ShaderStorageBufferOffsetAlignment));
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@ -33,14 +34,16 @@ namespace Ryujinx.Graphics.OpenGL
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public static bool SupportsAstcCompression => _supportsAstcCompression.Value;
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public static bool SupportsImageLoadFormatted => _supportsImageLoadFormatted.Value;
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public static bool SupportsPolygonOffsetClamp => _supportsPolygonOffsetClamp.Value;
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public static bool SupportsViewportSwizzle => _supportsViewportSwizzle.Value;
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public static bool SupportsSeamlessCubemapPerTexture => _supportsSeamlessCubemapPerTexture.Value;
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public static bool SupportsParallelShaderCompile => _supportsParallelShaderCompile.Value;
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public static bool SupportsPolygonOffsetClamp => _supportsPolygonOffsetClamp.Value;
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public static bool SupportsQuads => _supportsQuads.Value;
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public static bool SupportsSeamlessCubemapPerTexture => _supportsSeamlessCubemapPerTexture.Value;
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public static bool SupportsTextureShadowLod => _supportsTextureShadowLod.Value;
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public static bool SupportsViewportSwizzle => _supportsViewportSwizzle.Value;
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public static bool SupportsMismatchingViewFormat => _gpuVendor.Value != GpuVendor.Amd && _gpuVendor.Value != GpuVendor.IntelWindows;
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public static bool SupportsNonConstantTextureOffset => _gpuVendor.Value == GpuVendor.Nvidia;
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public static bool RequiresSyncFlush => _gpuVendor.Value == GpuVendor.Amd || _gpuVendor.Value == GpuVendor.IntelWindows || _gpuVendor.Value == GpuVendor.IntelUnix;
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public static bool SupportsMismatchingViewFormat => _gpuVendor.Value != GpuVendor.Amd && _gpuVendor.Value != GpuVendor.IntelWindows;
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public static int MaximumComputeSharedMemorySize => _maximumComputeSharedMemorySize.Value;
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public static int StorageBufferOffsetAlignment => _storageBufferOffsetAlignment.Value;
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@ -1,4 +1,4 @@
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using OpenTK.Graphics;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Configuration;
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using Ryujinx.Common.Logging;
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@ -96,8 +96,9 @@ namespace Ryujinx.Graphics.OpenGL
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return new Capabilities(
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HwCapabilities.SupportsAstcCompression,
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HwCapabilities.SupportsImageLoadFormatted,
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HwCapabilities.SupportsNonConstantTextureOffset,
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HwCapabilities.SupportsMismatchingViewFormat,
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HwCapabilities.SupportsNonConstantTextureOffset,
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HwCapabilities.SupportsTextureShadowLod,
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HwCapabilities.SupportsViewportSwizzle,
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HwCapabilities.MaximumComputeSharedMemorySize,
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HwCapabilities.MaximumSupportedAnisotropy,
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@ -20,6 +20,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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context.AppendLine("#extension GL_ARB_shader_ballot : enable");
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context.AppendLine("#extension GL_ARB_shader_group_vote : enable");
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context.AppendLine("#extension GL_EXT_shader_image_load_formatted : enable");
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context.AppendLine("#extension GL_EXT_texture_shadow_lod : enable");
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if (context.Config.Stage == ShaderStage.Compute)
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{
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@ -32,7 +33,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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}
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context.AppendLine("#pragma optionNV(fastmath off)");
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context.AppendLine();
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context.AppendLine($"const int {DefaultNames.UndefinedName} = 0;");
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@ -309,20 +309,32 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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bool isMultisample = (texOp.Type & SamplerType.Multisample) != 0;
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bool isShadow = (texOp.Type & SamplerType.Shadow) != 0;
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SamplerType type = texOp.Type & SamplerType.Mask;
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bool is2D = type == SamplerType.Texture2D;
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bool isCube = type == SamplerType.TextureCube;
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// 2D Array and Cube shadow samplers with LOD level or bias requires an extension.
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// If the extension is not supported, just remove the LOD parameter.
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if (isArray && isShadow && (is2D || isCube) && !context.Config.GpuAccessor.QuerySupportsTextureShadowLod())
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{
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hasLodBias = false;
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hasLodLevel = false;
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}
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// Cube shadow samplers with LOD level requires an extension.
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// If the extension is not supported, just remove the LOD level parameter.
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if (isShadow && isCube && !context.Config.GpuAccessor.QuerySupportsTextureShadowLod())
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{
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hasLodLevel = false;
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}
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// TODO: Bindless texture support. For now we just return 0.
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if (isBindless)
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{
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return NumberFormatter.FormatFloat(0);
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}
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// This combination is valid, but not available on GLSL.
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// For now, ignore the LOD level and do a normal sample.
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// TODO: How to implement it properly?
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if (hasLodLevel && isArray && isShadow)
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{
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hasLodLevel = false;
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}
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string texCall = intCoords ? "texelFetch" : "texture";
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if (isGather)
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@ -74,6 +74,11 @@
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return true;
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}
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bool QuerySupportsTextureShadowLod()
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{
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return true;
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}
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TextureFormat QueryTextureFormat(int handle, int cbufSlot = -1)
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{
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return TextureFormat.R8G8B8A8Unorm;
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