Workaround for Intel FrontFacing built-in variable bug (#2540)
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0a80a837cb
commit
c3e2646f9e
13 changed files with 161 additions and 113 deletions
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@ -157,15 +157,18 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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offsetExpr = Enclose(offsetExpr, src2, Instruction.ShiftRightS32, isLhs: true);
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var config = context.Config;
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bool indexElement = !config.GpuAccessor.QueryHostHasVectorIndexingBug();
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if (src1 is AstOperand oper && oper.Type == OperandType.Constant)
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{
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bool cbIndexable = context.Config.UsedFeatures.HasFlag(Translation.FeatureFlags.CbIndexing);
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return OperandManager.GetConstantBufferName(oper.Value, offsetExpr, context.Config.Stage, cbIndexable);
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bool cbIndexable = config.UsedFeatures.HasFlag(Translation.FeatureFlags.CbIndexing);
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return OperandManager.GetConstantBufferName(oper.Value, offsetExpr, config.Stage, cbIndexable, indexElement);
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}
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else
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{
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string slotExpr = GetSoureExpr(context, src1, GetSrcVarType(operation.Inst, 0));
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return OperandManager.GetConstantBufferName(slotExpr, offsetExpr, context.Config.Stage);
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return OperandManager.GetConstantBufferName(slotExpr, offsetExpr, config.Stage, indexElement);
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}
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}
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@ -314,7 +317,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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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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if (isArray && isShadow && (is2D || isCube) && !context.Config.GpuAccessor.QueryHostSupportsTextureShadowLod())
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{
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hasLodBias = false;
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hasLodLevel = false;
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@ -322,7 +325,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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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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if (isShadow && isCube && !context.Config.GpuAccessor.QueryHostSupportsTextureShadowLod())
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{
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hasLodLevel = false;
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}
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@ -117,8 +117,13 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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return $"{GetUbName(stage, slot, cbIndexable)}[{offset >> 2}].{GetSwizzleMask(offset & 3)}";
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}
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private static string GetVec4Indexed(string vectorName, string indexExpr)
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private static string GetVec4Indexed(string vectorName, string indexExpr, bool indexElement)
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{
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if (indexElement)
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{
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return $"{vectorName}[{indexExpr}]";
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}
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string result = $"{vectorName}.x";
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for (int i = 1; i < 4; i++)
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{
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@ -127,14 +132,14 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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return $"({result})";
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}
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public static string GetConstantBufferName(int slot, string offsetExpr, ShaderStage stage, bool cbIndexable)
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public static string GetConstantBufferName(int slot, string offsetExpr, ShaderStage stage, bool cbIndexable, bool indexElement)
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{
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return GetVec4Indexed(GetUbName(stage, slot, cbIndexable) + $"[{offsetExpr} >> 2]", offsetExpr + " & 3");
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return GetVec4Indexed(GetUbName(stage, slot, cbIndexable) + $"[{offsetExpr} >> 2]", offsetExpr + " & 3", indexElement);
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}
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public static string GetConstantBufferName(string slotExpr, string offsetExpr, ShaderStage stage)
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public static string GetConstantBufferName(string slotExpr, string offsetExpr, ShaderStage stage, bool indexElement)
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{
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return GetVec4Indexed(GetUbName(stage, slotExpr) + $"[{offsetExpr} >> 2]", offsetExpr + " & 3");
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return GetVec4Indexed(GetUbName(stage, slotExpr) + $"[{offsetExpr} >> 2]", offsetExpr + " & 3", indexElement);
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}
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public static string GetOutAttributeName(AstOperand attr, ShaderConfig config)
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@ -198,6 +203,15 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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case AttributeConsts.PositionY: return $"(gl_FragCoord.y / {DefaultNames.SupportBlockRenderScaleName}[0])";
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case AttributeConsts.PositionZ: return "gl_FragCoord.z";
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case AttributeConsts.PositionW: return "gl_FragCoord.w";
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case AttributeConsts.FrontFacing:
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if (config.GpuAccessor.QueryHostHasFrontFacingBug())
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{
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// This is required for Intel on Windows, gl_FrontFacing sometimes returns incorrect
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// (flipped) values. Doing this seems to fix it.
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return "(-floatBitsToInt(float(gl_FrontFacing)) < 0)";
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}
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break;
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}
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}
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