Workaround for Intel FrontFacing built-in variable bug (#2540)

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gdkchan 2021-08-11 18:01:06 -03:00 committed by GitHub
parent 0a80a837cb
commit c3e2646f9e
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GPG key ID: 4AEE18F83AFDEB23
13 changed files with 161 additions and 113 deletions

View file

@ -9,7 +9,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
class CachedGpuAccessor : TextureDescriptorCapableGpuAccessor, IGpuAccessor
{
private readonly GpuContext _context;
private readonly ReadOnlyMemory<byte> _data;
private readonly ReadOnlyMemory<byte> _cb1Data;
private readonly GuestGpuAccessorHeader _header;
@ -28,9 +27,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
ReadOnlyMemory<byte> data,
ReadOnlyMemory<byte> cb1Data,
GuestGpuAccessorHeader header,
Dictionary<int, GuestTextureDescriptor> guestTextureDescriptors)
IReadOnlyDictionary<int, GuestTextureDescriptor> guestTextureDescriptors) : base(context)
{
_context = context;
_data = data;
_cb1Data = cb1Data;
_header = header;
@ -136,24 +134,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
return _header.PrimitiveTopology;
}
/// <summary>
/// Queries host storage buffer alignment required.
/// </summary>
/// <returns>Host storage buffer alignment in bytes</returns>
public int QueryStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
/// <summary>
/// Queries host support for readable images without a explicit format declaration on the shader.
/// </summary>
/// <returns>True if formatted image load is supported, false otherwise</returns>
public bool QuerySupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
/// <summary>
/// Queries host GPU non-constant texture offset support.
/// </summary>
/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
public bool QuerySupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
/// <summary>
/// Gets the texture descriptor for a given texture on the pool.
/// </summary>

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@ -7,9 +7,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <summary>
/// Represents a GPU state and memory accessor.
/// </summary>
class GpuAccessor : TextureDescriptorCapableGpuAccessor, IGpuAccessor
class GpuAccessor : TextureDescriptorCapableGpuAccessor
{
private readonly GpuContext _context;
private readonly GpuChannel _channel;
private readonly GpuAccessorState _state;
private readonly int _stageIndex;
@ -29,9 +28,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="channel">GPU channel</param>
/// <param name="state">Current GPU state</param>
/// <param name="stageIndex">Graphics shader stage index (0 = Vertex, 4 = Fragment)</param>
public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state, int stageIndex)
public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state, int stageIndex) : base(context)
{
_context = context;
_channel = channel;
_state = state;
_stageIndex = stageIndex;
@ -56,9 +54,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
int localSizeY,
int localSizeZ,
int localMemorySize,
int sharedMemorySize)
int sharedMemorySize) : base(context)
{
_context = context;
_channel = channel;
_state = state;
_compute = true;
@ -182,30 +179,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
};
}
/// <summary>
/// Queries host storage buffer alignment required.
/// </summary>
/// <returns>Host storage buffer alignment in bytes</returns>
public int QueryStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
/// <summary>
/// Queries host support for readable images without a explicit format declaration on the shader.
/// </summary>
/// <returns>True if formatted image load is supported, false otherwise</returns>
public bool QuerySupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
/// <summary>
/// Queries host GPU non-constant texture offset support.
/// </summary>
/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
public bool QuerySupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
/// <summary>
/// Queries host GPU texture shadow LOD support.
/// </summary>
/// <returns>True if the GPU and driver supports texture shadow LOD, false otherwise</returns>
public bool QuerySupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;
/// <summary>
/// Gets the texture descriptor for a given texture on the pool.
/// </summary>

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@ -0,0 +1,55 @@
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// Represents a GPU state and memory accessor.
/// </summary>
class GpuAccessorBase
{
private readonly GpuContext _context;
/// <summary>
/// Creates a new instance of the GPU state accessor.
/// </summary>
/// <param name="context">GPU context</param>
public GpuAccessorBase(GpuContext context)
{
_context = context;
}
/// <summary>
/// Queries host about the presence of the FrontFacing built-in variable bug.
/// </summary>
/// <returns>True if the bug is present on the host device used, false otherwise</returns>
public bool QueryHostHasFrontFacingBug() => _context.Capabilities.HasFrontFacingBug;
/// <summary>
/// Queries host about the presence of the vector indexing bug.
/// </summary>
/// <returns>True if the bug is present on the host device used, false otherwise</returns>
public bool QueryHostHasVectorIndexingBug() => _context.Capabilities.HasVectorIndexingBug;
/// <summary>
/// Queries host storage buffer alignment required.
/// </summary>
/// <returns>Host storage buffer alignment in bytes</returns>
public int QueryHostStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
/// <summary>
/// Queries host support for readable images without a explicit format declaration on the shader.
/// </summary>
/// <returns>True if formatted image load is supported, false otherwise</returns>
public bool QueryHostSupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
/// <summary>
/// Queries host GPU non-constant texture offset support.
/// </summary>
/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
public bool QueryHostSupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
/// <summary>
/// Queries host GPU texture shadow LOD support.
/// </summary>
/// <returns>True if the GPU and driver supports texture shadow LOD, false otherwise</returns>
public bool QueryHostSupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;
}
}

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@ -38,7 +38,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <summary>
/// Version of the codegen (to be changed when codegen or guest format change).
/// </summary>
private const ulong ShaderCodeGenVersion = 2538;
private const ulong ShaderCodeGenVersion = 2540;
// Progress reporting helpers
private volatile int _shaderCount;

View file

@ -4,8 +4,12 @@ using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Shader
{
abstract class TextureDescriptorCapableGpuAccessor : IGpuAccessor
abstract class TextureDescriptorCapableGpuAccessor : GpuAccessorBase, IGpuAccessor
{
public TextureDescriptorCapableGpuAccessor(GpuContext context) : base(context)
{
}
public abstract T MemoryRead<T>(ulong address) where T : unmanaged;
public abstract ITextureDescriptor GetTextureDescriptor(int handle, int cbufSlot);