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glsl: Use textureGrad fallback when EXT_texture_shadow_lod is unsupported
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4 changed files with 42 additions and 8 deletions
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@ -282,8 +282,10 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
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void EmitContext::SetupExtensions(std::string&) {
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// TODO: track this usage
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header += "#extension GL_ARB_sparse_texture2 : enable\n"
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"#extension GL_EXT_texture_shadow_lod : enable\n"
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"#extension GL_EXT_shader_image_load_formatted : enable\n";
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if (profile.support_gl_texture_shadow_lod) {
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header += "#extension GL_EXT_texture_shadow_lod : enable\n";
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}
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if (info.uses_int64) {
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header += "#extension GL_ARB_gpu_shader_int64 : enable\n";
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}
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@ -8,6 +8,7 @@
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/frontend/ir/modifiers.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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@ -67,14 +68,14 @@ std::string TexelFetchCastToInt(std::string_view value, const IR::TextureInstInf
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}
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}
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std::string ShadowSamplerVecCast(TextureType type) {
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bool NeedsShadowLodExt(TextureType type) {
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switch (type) {
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case TextureType::ColorArray2D:
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case TextureType::ColorCube:
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case TextureType::ColorArrayCube:
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return "vec4";
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return true;
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default:
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return "vec3";
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return false;
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}
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}
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@ -221,7 +222,22 @@ void EmitImageSampleDrefImplicitLod([[maybe_unused]] EmitContext& ctx,
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}
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const auto texture{Texture(ctx, info, index)};
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const auto bias{info.has_bias ? fmt::format(",{}", bias_lc) : ""};
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const auto cast{ShadowSamplerVecCast(info.type)};
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const bool needs_shadow_ext{NeedsShadowLodExt(info.type)};
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const auto cast{needs_shadow_ext ? "vec4" : "vec3"};
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const bool use_grad{!ctx.profile.support_gl_texture_shadow_lod &&
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ctx.stage != Stage::Fragment && needs_shadow_ext};
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if (use_grad) {
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// LOG_WARNING(..., "Device lacks GL_EXT_texture_shadow_lod. Using textureGrad fallback");
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if (info.type == TextureType::ColorArrayCube) {
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// LOG_WARNING(..., "textureGrad does not support ColorArrayCube. Stubbing");
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ctx.AddF32("{}=0.0f;", inst);
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return;
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}
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const auto d_cast{info.type == TextureType::ColorArray2D ? "vec2" : "vec3"};
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ctx.AddF32("{}=textureGrad({},{}({},{}),{}(0),{}(0));", inst, texture, cast, coords, dref,
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d_cast, d_cast);
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return;
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}
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if (!offset.IsEmpty()) {
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const auto offset_str{GetOffsetVec(ctx, offset)};
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if (ctx.stage == Stage::Fragment) {
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@ -263,15 +279,29 @@ void EmitImageSampleDrefExplicitLod([[maybe_unused]] EmitContext& ctx,
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throw NotImplementedException("EmitImageSampleDrefExplicitLod Lod clamp samples");
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}
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const auto texture{Texture(ctx, info, index)};
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const auto cast{ShadowSamplerVecCast(info.type)};
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const bool needs_shadow_ext{NeedsShadowLodExt(info.type)};
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const bool use_grad{!ctx.profile.support_gl_texture_shadow_lod && needs_shadow_ext};
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const auto cast{needs_shadow_ext ? "vec4" : "vec3"};
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if (use_grad) {
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// LOG_WARNING(..., "Device lacks GL_EXT_texture_shadow_lod. Using textureGrad fallback");
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if (info.type == TextureType::ColorArrayCube) {
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// LOG_WARNING(..., "textureGrad does not support ColorArrayCube. Stubbing");
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ctx.AddF32("{}=0.0f;", inst);
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return;
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}
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const auto d_cast{info.type == TextureType::ColorArray2D ? "vec2" : "vec3"};
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ctx.AddF32("{}=textureGrad({},{}({},{}),{}(0),{}(0));", inst, texture, cast, coords, dref,
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d_cast, d_cast);
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return;
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}
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if (!offset.IsEmpty()) {
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const auto offset_str{GetOffsetVec(ctx, offset)};
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if (info.type == TextureType::ColorArrayCube) {
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ctx.AddF32("{}=textureLodOffset({},{},{},{},{});", inst, texture, coords, dref, lod_lc,
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offset_str);
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} else {
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ctx.AddF32("{}=textureLodOffset({},vec3({},{}),{},{});", inst, texture, coords, dref,
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lod_lc, offset_str);
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ctx.AddF32("{}=textureLodOffset({},{}({},{}),{},{});", inst, texture, cast, coords,
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dref, lod_lc, offset_str);
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}
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} else {
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if (info.type == TextureType::ColorArrayCube) {
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@ -86,6 +86,7 @@ struct Profile {
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bool support_gl_nv_gpu_shader_5{};
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bool support_gl_amd_gpu_shader_half_float{};
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bool support_gl_vertex_viewport_layer{};
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bool support_gl_texture_shadow_lod{};
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bool warp_size_potentially_larger_than_guest{};
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@ -226,6 +226,7 @@ ShaderCache::ShaderCache(RasterizerOpenGL& rasterizer_, Core::Frontend::EmuWindo
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.support_gl_nv_gpu_shader_5 = device.HasNvGpuShader5(),
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.support_gl_amd_gpu_shader_half_float = device.HasAmdShaderHalfFloat(),
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.support_gl_vertex_viewport_layer = device.HasVertexViewportLayer(),
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.support_gl_texture_shadow_lod = device.HasTextureShadowLod(),
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.warp_size_potentially_larger_than_guest = device.IsWarpSizePotentiallyLargerThanGuest(),
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