Merge pull request #1865 from LukeUsher/amd-gpu-workaround

prevent missing polygons with AMD GPU
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PatrickvL 2020-04-14 00:24:38 +02:00 committed by GitHub
commit 238dda162f
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4 changed files with 30 additions and 9 deletions

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@ -48,11 +48,16 @@ float4 c(int register_number)
// Map Xbox [-96, 95] to Host [0, 191]
// Account for Xbox's negative constant indexes
register_number += X_D3DSCM_CORRECTION;
if (register_number < 0)
return 0;
// Like Xbox, out-of-range indices are guaranteed to be zero in HLSL
// so no need to bounds check negative numbers
// if (register_number < 0)
// return 0;
// If the index is too large, set it to -1 so 0 is returned
// Note: returning 0 directly requires many more instructions
if (register_number >= X_D3DVS_CONSTREG_COUNT) // X_D3DVS_CONSTREG_COUNT
return 0;
register_number = -1;
return C[register_number];
}

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@ -1662,6 +1662,17 @@ VOID EmuD3DInit()
std::cout << "Host D3DCaps : " << g_D3DCaps << "\n";
std::cout << "----------------------------------------\n";
}
// AMD compatibility workaround since VS model 3.0 doesn't work as intended with Direct3D9.
{
D3DADAPTER_IDENTIFIER9 adapter_info;
HRESULT status = g_pDirect3D->GetAdapterIdentifier(g_EmuCDPD.Adapter, 0, &adapter_info);
// 1002 and 1022 are vendor ids of AMD gpus
if (status == D3D_OK && (adapter_info.VendorId == 0x1002 || adapter_info.VendorId == 0x1022)) {
g_vs_model = vs_model_2_a;
EmuLogInit(LOG_LEVEL::WARNING, "AMD GPU Detected, falling back to shader model 2.X to prevent missing polygons");
}
}
}
// cleanup Direct3D

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@ -6,6 +6,8 @@
#include <sstream>
extern const char* g_vs_model = vs_model_3_0;
// HLSL generation
void OutputHlsl(std::stringstream& hlsl, VSH_IMD_OUTPUT& dest)
{
@ -247,9 +249,8 @@ extern HRESULT EmuCompileShader
EmuLog(LOG_LEVEL::DEBUG, DebugPrependLineNumbers(hlsl_str).c_str());
EmuLog(LOG_LEVEL::DEBUG, "-----------------------");
// Level 0 for fastest runtime compilation
// TODO Can we recompile an optimized shader in the background?
UINT flags1 = D3DCOMPILE_OPTIMIZATION_LEVEL0;
UINT flags1 = D3DCOMPILE_OPTIMIZATION_LEVEL3 | D3DCOMPILE_AVOID_FLOW_CONTROL;
hRet = D3DCompile(
hlsl_str.c_str(),
@ -258,7 +259,7 @@ extern HRESULT EmuCompileShader
nullptr, // pDefines
nullptr, // pInclude // TODO precompile x_* HLSL functions?
"main", // shader entry poiint
"vs_3_0", // shader profile
g_vs_model, // shader profile
flags1, // flags1
0, // flags2
ppHostShader, // out
@ -275,7 +276,7 @@ extern HRESULT EmuCompileShader
nullptr, // pDefines
nullptr, // pInclude // TODO precompile x_* HLSL functions?
"main", // shader entry poiint
"vs_3_0", // shader profile
g_vs_model, // shader profile
flags1, // flags1
0, // flags2
ppHostShader, // out

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@ -10,6 +10,10 @@ enum class ShaderType {
Unsupported,
};
static const char* vs_model_2_a = "vs_2_a";
static const char* vs_model_3_0 = "vs_3_0";
extern const char* g_vs_model;
extern ShaderType EmuGetShaderInfo(IntermediateVertexShader* pIntermediateShader);
extern HRESULT EmuCompileShader