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https://github.com/Lime3DS/Lime3DS
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gl_rasterizer: only apply AMD hack when the vendor is AMD
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parent
05eb0ccb03
commit
266f2b6242
6 changed files with 34 additions and 18 deletions
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@ -34,11 +34,17 @@ MICROPROFILE_DEFINE(OpenGL_Drawing, "OpenGL", "Drawing", MP_RGB(128, 128, 192));
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MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
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MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
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static bool IsVendorAmd() {
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std::string gpu_vendor{reinterpret_cast<char const*>(glGetString(GL_VENDOR))};
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return gpu_vendor == "ATI Technologies Inc." || gpu_vendor == "Advanced Micro Devices, Inc.";
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}
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RasterizerOpenGL::RasterizerOpenGL()
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: shader_dirty(true), vertex_buffer(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE),
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uniform_buffer(GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE),
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index_buffer(GL_ELEMENT_ARRAY_BUFFER, INDEX_BUFFER_SIZE),
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texture_buffer(GL_TEXTURE_BUFFER, TEXTURE_BUFFER_SIZE) {
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: is_amd(IsVendorAmd()), shader_dirty(true),
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vertex_buffer(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE, is_amd),
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uniform_buffer(GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE, false),
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index_buffer(GL_ELEMENT_ARRAY_BUFFER, INDEX_BUFFER_SIZE, false),
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texture_buffer(GL_TEXTURE_BUFFER, TEXTURE_BUFFER_SIZE, false) {
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allow_shadow = GLAD_GL_ARB_shader_image_load_store && GLAD_GL_ARB_shader_image_size &&
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GLAD_GL_ARB_framebuffer_no_attachments;
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@ -145,7 +151,7 @@ RasterizerOpenGL::RasterizerOpenGL()
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer.GetHandle());
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shader_program_manager =
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std::make_unique<ShaderProgramManager>(GLAD_GL_ARB_separate_shader_objects);
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std::make_unique<ShaderProgramManager>(GLAD_GL_ARB_separate_shader_objects, is_amd);
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glEnable(GL_BLEND);
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@ -243,6 +243,8 @@ private:
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/// Setup geometry shader for AccelerateDrawBatch
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bool SetupGeometryShader();
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bool is_amd;
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OpenGLState state;
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RasterizerCacheOpenGL res_cache;
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@ -216,8 +216,8 @@ using FragmentShaders =
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class ShaderProgramManager::Impl {
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public:
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explicit Impl(bool separable)
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: separable(separable), programmable_vertex_shaders(separable),
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explicit Impl(bool separable, bool is_amd)
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: is_amd(is_amd), separable(separable), programmable_vertex_shaders(separable),
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trivial_vertex_shader(separable), programmable_geometry_shaders(separable),
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fixed_geometry_shaders(separable), fragment_shaders(separable) {
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if (separable)
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@ -248,6 +248,8 @@ public:
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};
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};
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bool is_amd;
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ShaderTuple current;
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ProgrammableVertexShaders programmable_vertex_shaders;
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@ -263,8 +265,8 @@ public:
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OGLPipeline pipeline;
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};
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ShaderProgramManager::ShaderProgramManager(bool separable)
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: impl(std::make_unique<Impl>(separable)) {}
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ShaderProgramManager::ShaderProgramManager(bool separable, bool is_amd)
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: impl(std::make_unique<Impl>(separable, is_amd)) {}
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ShaderProgramManager::~ShaderProgramManager() = default;
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@ -304,11 +306,15 @@ void ShaderProgramManager::UseFragmentShader(const GLShader::PicaFSConfig& confi
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void ShaderProgramManager::ApplyTo(OpenGLState& state) {
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if (impl->separable) {
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// Without this reseting, AMD sometimes freezes when one stage is changed but not for the
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// others
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glUseProgramStages(impl->pipeline.handle,
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GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT | GL_FRAGMENT_SHADER_BIT,
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0);
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if (impl->is_amd) {
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// Without this reseting, AMD sometimes freezes when one stage is changed but not for
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// the others.
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// On the other hand, including this reset seems to introduce memory leak in Intel
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// Graphics.
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glUseProgramStages(
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impl->pipeline.handle,
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GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, 0);
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}
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glUseProgramStages(impl->pipeline.handle, GL_VERTEX_SHADER_BIT, impl->current.vs);
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glUseProgramStages(impl->pipeline.handle, GL_GEOMETRY_SHADER_BIT, impl->current.gs);
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@ -99,7 +99,7 @@ static_assert(sizeof(GSUniformData) < 16384,
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/// A class that manage different shader stages and configures them with given config data.
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class ShaderProgramManager {
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public:
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explicit ShaderProgramManager(bool separable);
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ShaderProgramManager(bool separable, bool is_amd);
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~ShaderProgramManager();
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bool UseProgrammableVertexShader(const GLShader::PicaVSConfig& config,
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@ -9,13 +9,14 @@
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/gl_stream_buffer.h"
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OGLStreamBuffer::OGLStreamBuffer(GLenum target, GLsizeiptr size, bool prefer_coherent)
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OGLStreamBuffer::OGLStreamBuffer(GLenum target, GLsizeiptr size, bool array_buffer_for_amd,
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bool prefer_coherent)
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: gl_target(target), buffer_size(size) {
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gl_buffer.Create();
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glBindBuffer(gl_target, gl_buffer.handle);
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GLsizeiptr allocate_size = size;
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if (target == GL_ARRAY_BUFFER) {
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if (array_buffer_for_amd) {
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// On AMD GPU there is a strange crash in indexed drawing. The crash happens when the buffer
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// read position is near the end and is an out-of-bound access to the vertex buffer. This is
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// probably a bug in the driver and is related to the usage of vec3<byte> attributes in the
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@ -9,7 +9,8 @@
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class OGLStreamBuffer : private NonCopyable {
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public:
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explicit OGLStreamBuffer(GLenum target, GLsizeiptr size, bool prefer_coherent = false);
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explicit OGLStreamBuffer(GLenum target, GLsizeiptr size, bool array_buffer_for_amd,
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bool prefer_coherent = false);
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~OGLStreamBuffer();
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GLuint GetHandle() const;
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