Merge pull request #2969 from Sonicadvance1/qualcomm_hack_removal
Remove all of our workarounds for Qualcomm devices we don't support anymore
This commit is contained in:
commit
0f3263ac63
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@ -41,24 +41,11 @@ OpenGLPostProcessing::OpenGLPostProcessing()
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: m_initialized(false)
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{
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CreateHeader();
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m_attribute_workaround = DriverDetails::HasBug(DriverDetails::BUG_BROKENATTRIBUTELESS);
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if (m_attribute_workaround)
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{
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glGenBuffers(1, &m_attribute_vbo);
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glGenVertexArrays(1, &m_attribute_vao);
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}
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}
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OpenGLPostProcessing::~OpenGLPostProcessing()
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{
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m_shader.Destroy();
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if (m_attribute_workaround)
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{
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glDeleteBuffers(1, &m_attribute_vbo);
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glDeleteVertexArrays(1, &m_attribute_vao);
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}
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}
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void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle dst,
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@ -70,10 +57,7 @@ void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle
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glViewport(dst.left, dst.bottom, dst.GetWidth(), dst.GetHeight());
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if (m_attribute_workaround)
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glBindVertexArray(m_attribute_vao);
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else
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OpenGL_BindAttributelessVAO();
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OpenGL_BindAttributelessVAO();
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m_shader.Bind();
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@ -174,9 +158,6 @@ void OpenGLPostProcessing::ApplyShader()
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const char* vertex_shader = s_vertex_shader;
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if (m_attribute_workaround)
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vertex_shader = s_vertex_workaround_shader;
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// and compile it
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if (!ProgramShaderCache::CompileShader(m_shader, vertex_shader, code.c_str()))
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{
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@ -192,23 +173,6 @@ void OpenGLPostProcessing::ApplyShader()
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m_uniform_src_rect = glGetUniformLocation(m_shader.glprogid, "src_rect");
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m_uniform_layer = glGetUniformLocation(m_shader.glprogid, "layer");
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if (m_attribute_workaround)
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{
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GLfloat vertices[] = {
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-1.f, -1.f, 0.f, 0.f,
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1.f, -1.f, 1.f, 0.f,
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-1.f, 1.f, 0.f, 1.f,
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1.f, 1.f, 1.f, 1.f,
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};
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glBindBuffer(GL_ARRAY_BUFFER, m_attribute_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindVertexArray(m_attribute_vao);
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glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
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glVertexAttribPointer(SHADER_POSITION_ATTRIB, 4, GL_FLOAT, 0, 0, nullptr);
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}
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for (const auto& it : m_config.GetOptions())
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{
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std::string glsl_name = "option_" + it.first;
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@ -35,11 +35,6 @@ private:
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GLuint m_uniform_layer;
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std::string m_glsl_header;
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// These are only used when working around Qualcomm's broken attributeless rendering
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GLuint m_attribute_vao;
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GLuint m_attribute_vbo;
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bool m_attribute_workaround = false;
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std::unordered_map<std::string, GLuint> m_uniform_bindings;
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void CreateHeader();
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@ -583,10 +583,6 @@ void ProgramShaderCache::CreateHeader()
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"#define frac fract\n"
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"#define lerp mix\n"
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// Terrible hacks, look at DriverDetails.h
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"%s\n" // replace textureSize as constant
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"%s\n" // wipe out all centroid usages
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, GetGLSLVersionString().c_str()
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, v<GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
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, !is_glsles && g_ActiveConfig.backend_info.bSupportsEarlyZ ? "#extension GL_ARB_shader_image_load_store : enable" : ""
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@ -606,9 +602,6 @@ void ProgramShaderCache::CreateHeader()
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, is_glsles ? "precision highp int;" : ""
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, is_glsles ? "precision highp sampler2DArray;" : ""
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, (is_glsles && g_ActiveConfig.backend_info.bSupportsPaletteConversion) ? "precision highp usamplerBuffer;" : ""
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, DriverDetails::HasBug(DriverDetails::BUG_BROKENTEXTURESIZE) ? "#define textureSize(x, y) ivec2(1, 1)" : ""
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, DriverDetails::HasBug(DriverDetails::BUG_BROKENCENTROID) ? "#define centroid" : ""
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);
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}
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@ -1705,30 +1705,25 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
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}
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// ---------------------------------------------------------------------
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if (!DriverDetails::HasBug(DriverDetails::BUG_BROKENSWAP))
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{
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Reset viewport for drawing text
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glViewport(0, 0, GLInterface->GetBackBufferWidth(), GLInterface->GetBackBufferHeight());
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// Reset viewport for drawing text
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glViewport(0, 0, GLInterface->GetBackBufferWidth(), GLInterface->GetBackBufferHeight());
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ShowEfbCopyRegions();
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DrawDebugText();
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ShowEfbCopyRegions();
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DrawDebugText();
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// Do our OSD callbacks
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OSD::DoCallbacks(OSD::OSD_ONFRAME);
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OSD::DrawMessages();
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// Do our OSD callbacks
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OSD::DoCallbacks(OSD::OSD_ONFRAME);
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OSD::DrawMessages();
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}
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// Copy the rendered frame to the real window
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GLInterface->Swap();
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// Clear framebuffer
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if (!DriverDetails::HasBug(DriverDetails::BUG_BROKENSWAP))
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{
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (s_vsync != g_ActiveConfig.IsVSync())
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{
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@ -42,16 +42,8 @@ namespace DriverDetails
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// This is a list of all known bugs for each vendor
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// We use this to check if the device and driver has a issue
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static BugInfo m_known_bugs[] = {
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{OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM, -1, BUG_NODYNUBOACCESS, 14.0, 94.0, true},
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{OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM, -1, BUG_BROKENCENTROID, 14.0, 46.0, true},
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{OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM, -1, BUG_BROKENINFOLOG, -1.0, 46.0, true},
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{OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM, -1, BUG_ANNIHILATEDUBOS, 41.0, 46.0, true},
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{OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM, -1, BUG_BROKENSWAP, -1.0, 46.0, true},
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{OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM, -1, BUG_BROKENBUFFERSTREAM, -1.0, -1.0, true},
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{OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM, -1, BUG_BROKENTEXTURESIZE, -1.0, 65.0, true},
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{OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM, -1, BUG_BROKENATTRIBUTELESS, -1.0, 94.0, true},
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{OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM, -1, BUG_BROKENNEGATEDBOOLEAN,-1.0, -1.0, true},
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{OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM, -1, BUG_BROKENIVECSHIFTS, -1.0, 46.0, true},
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{OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM, -1, BUG_BROKENGLES31, -1.0, -1.0, true},
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{OS_ALL, VENDOR_ARM, DRIVER_ARM, -1, BUG_BROKENBUFFERSTREAM, -1.0, -1.0, true},
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{OS_ALL, VENDOR_ARM, DRIVER_ARM, -1, BUG_BROKENVSYNC, -1.0, -1.0, true},
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@ -58,32 +58,6 @@ namespace DriverDetails
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// This'll ensure we know exactly what the issue is.
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enum Bug
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{
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// Bug: No Dynamic UBO array object access
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// Affected Devices: Qualcomm/Adreno
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// Started Version: 14
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// Ended Version: 95
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// Accessing UBO array members dynamically causes the Adreno shader compiler to crash
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// Errors out with "Internal Error"
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// With v53 video drivers, dynamic member access "works." It works to the extent that it doesn't crash.
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// With v95 drivers everything works as it should.
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BUG_NODYNUBOACCESS = 0,
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// Bug: Centroid is broken in shaders
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// Affected devices: Qualcomm/Adreno
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// Started Version: 14
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// Ended Version: 53
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// Centroid in/out, used in the shaders, is used for multisample buffers to get the texel correctly
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// When MSAA is disabled, it acts like a regular in/out
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// Tends to cause the driver to render full white or black
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BUG_BROKENCENTROID,
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// Bug: INFO_LOG_LENGTH broken
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// Affected devices: Qualcomm/Adreno
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// Started Version: ? (Noticed on v14)
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// Ended Version: 53
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// When compiling a shader, it is important that when it fails,
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// you first get the length of the information log prior to grabbing it.
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// This allows you to allocate an array to store all of the log
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// Adreno devices /always/ return 0 when querying GL_INFO_LOG_LENGTH
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// They also max out at 1024 bytes(1023 characters + null terminator) for the log
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BUG_BROKENINFOLOG,
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// Bug: UBO buffer offset broken
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// Affected devices: all mesa drivers
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@ -104,22 +78,6 @@ namespace DriverDetails
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// Please see issue #6105 on Google Code. Let's hope buffer storage solves this issues.
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// TODO: Detect broken drivers.
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BUG_BROKENPINNEDMEMORY,
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// Bug: Entirely broken UBOs
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// Affected devices: Qualcomm/Adreno
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// Started Version: ? (Noticed on v45)
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// Ended Version: 53
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// Uniform buffers are entirely broken on Qualcomm drivers with v45
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// Trying to use the uniform buffers causes a malloc to fail inside the driver
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// To be safe, blanket drivers from v41 - v45
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BUG_ANNIHILATEDUBOS,
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// Bug : Can't draw on screen text and clear correctly.
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// Affected devices: Qualcomm/Adreno
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// Started Version: ?
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// Ended Version: 53
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// Current code for drawing on screen text and clearing the framebuffer doesn't work on Adreno
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// Drawing on screen text causes the whole screen to swizzle in a terrible fashion
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// Clearing the framebuffer causes one to never see a frame.
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BUG_BROKENSWAP,
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// Bug: glBufferSubData/glMapBufferRange stalls + OOM
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// Affected devices: Adreno a3xx/Mali-t6xx
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// Started Version: -1
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@ -128,12 +86,6 @@ namespace DriverDetails
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// The driver stalls in each instance no matter what you do
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// Apparently Mali and Adreno share code in this regard since it was wrote by the same person.
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BUG_BROKENBUFFERSTREAM,
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// Bug: GLSL ES 3.0 textureSize causes abort
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// Affected devices: Adreno a3xx
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// Started Version: -1 (Noticed in v53)
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// Ended Version: 66
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// If a shader includes a textureSize function call then the shader compiler will call abort()
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BUG_BROKENTEXTURESIZE,
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// Bug: ARB_buffer_storage doesn't work with ARRAY_BUFFER type streams
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// Affected devices: GeForce 4xx+
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// Started Version: -1
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@ -169,14 +121,6 @@ namespace DriverDetails
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// It works for all the buffer types we use except GL_ELEMENT_ARRAY_BUFFER.
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// Causes complete blackscreen issues.
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BUG_INTELBROKENBUFFERSTORAGE,
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// Bug: Qualcomm has broken attributeless rendering
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// Affected devices: Adreno
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// Started Version: -1
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// Ended Version: v66 (07-09-2014 dev version), v95 shipping
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// Qualcomm has had attributeless rendering broken forever
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// This was fixed in a v66 development version, the first shipping driver version with the release was v95.
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// To be safe, make v95 the minimum version to work around this issue
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BUG_BROKENATTRIBUTELESS,
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// Bug: Qualcomm has broken boolean negation
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// Affected devices: Adreno
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// Started Version: -1
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@ -202,39 +146,6 @@ namespace DriverDetails
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// if (cond == false)
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BUG_BROKENNEGATEDBOOLEAN,
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// Bug: Qualcomm has broken ivec to scalar and ivec to ivec bitshifts
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// Affected devices: Adreno
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// Started Version: -1
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// Ended Version: 46 (TODO: Test more devices, the real end is currently unknown)
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// Qualcomm has broken integer vector to integer bitshifts, and integer vector to integer vector bitshifts
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// A compilation error is generated when trying to compile the shaders.
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//
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// For example:
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// Broken on Qualcomm:
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// ivec4 ab = ivec4(1,1,1,1);
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// ab <<= 2;
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//
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// Working on Qualcomm:
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// ivec4 ab = ivec4(1,1,1,1);
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// ab.x <<= 2;
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// ab.y <<= 2;
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// ab.z <<= 2;
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// ab.w <<= 2;
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//
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// Broken on Qualcomm:
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// ivec4 ab = ivec4(1,1,1,1);
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// ivec4 cd = ivec4(1,2,3,4);
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// ab <<= cd;
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//
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// Working on Qualcomm:
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// ivec4 ab = ivec4(1,1,1,1);
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// ivec4 cd = ivec4(1,2,3,4);
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// ab.x <<= cd.x;
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// ab.y <<= cd.y;
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// ab.z <<= cd.z;
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// ab.w <<= cd.w;
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BUG_BROKENIVECSHIFTS,
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// Bug: glCopyImageSubData doesn't work on i965
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// Started Version: -1
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// Ended Version: 10.6.4
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@ -253,10 +253,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
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}
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}
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object.Write("lacc = clamp(lacc, 0, 255);\n");
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKENIVECSHIFTS))
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object.Write("%s%d = float4(irshift((mat * (lacc + irshift(lacc, 7))), 8)) / 255.0;\n", dest, j);
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else
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object.Write("%s%d = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j);
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object.Write("%s%d = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j);
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object.Write("}\n");
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}
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}
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|
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@ -215,30 +215,6 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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"int3 itrunc(float3 x) { return int3(trunc(x)); }\n"
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"int4 itrunc(float4 x) { return int4(trunc(x)); }\n\n");
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKENIVECSHIFTS))
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{
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// Add functions to do shifts on scalars and ivecs.
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// These functions all have the same name to enable them to be used no matter what code is generated.
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// For example: tev color op code uses .rgb as a swizzle, but alpha code only uses .a.
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out.Write("int ilshift(int a, int b) { return a << b; }\n"
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"int irshift(int a, int b) { return a >> b; }\n"
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"int2 ilshift(int2 a, int2 b) { return int2(a.x << b.x, a.y << b.y); }\n"
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"int2 ilshift(int2 a, int b) { return int2(a.x << b, a.y << b); }\n"
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"int2 irshift(int2 a, int2 b) { return int2(a.x >> b.x, a.y >> b.y); }\n"
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"int2 irshift(int2 a, int b) { return int2(a.x >> b, a.y >> b); }\n"
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"int3 ilshift(int3 a, int3 b) { return int3(a.x << b.x, a.y << b.y, a.z << b.z); }\n"
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"int3 ilshift(int3 a, int b) { return int3(a.x << b, a.y << b, a.z << b); }\n"
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"int3 irshift(int3 a, int3 b) { return int3(a.x >> b.x, a.y >> b.y, a.z >> b.z); }\n"
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"int3 irshift(int3 a, int b) { return int3(a.x >> b, a.y >> b, a.z >> b); }\n"
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"int4 ilshift(int4 a, int4 b) { return int4(a.x << b.x, a.y << b.y, a.z << b.z, a.w << b.w); }\n"
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"int4 ilshift(int4 a, int b) { return int4(a.x << b, a.y << b, a.z << b, a.w << b); }\n"
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"int4 irshift(int4 a, int4 b) { return int4(a.x >> b.x, a.y >> b.y, a.z >> b.z, a.w >> b.w); }\n"
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"int4 irshift(int4 a, int b) { return int4(a.x >> b, a.y >> b, a.z >> b, a.w >> b); }\n\n");
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}
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||||
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if (ApiType == API_OPENGL)
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{
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// Declare samplers
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|
@ -518,11 +494,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
|
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if (texcoord < numTexgen)
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{
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out.SetConstantsUsed(C_INDTEXSCALE+i/2,C_INDTEXSCALE+i/2);
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKENIVECSHIFTS))
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out.Write("\ttempcoord = irshift(fixpoint_uv%d, " I_INDTEXSCALE"[%d].%s);\n", texcoord, i / 2, (i & 1) ? "zw" : "xy");
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else
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out.Write("\ttempcoord = fixpoint_uv%d >> " I_INDTEXSCALE"[%d].%s;\n", texcoord, i / 2, (i & 1) ? "zw" : "xy");
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out.Write("\ttempcoord = fixpoint_uv%d >> " I_INDTEXSCALE"[%d].%s;\n", texcoord, i / 2, (i & 1) ? "zw" : "xy");
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}
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else
|
||||
out.Write("\ttempcoord = int2(0, 0);\n");
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|
@ -748,22 +720,11 @@ static inline void WriteStage(T& out, pixel_shader_uid_data* uid_data, int n, AP
|
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int mtxidx = 2*(bpmem.tevind[n].mid-1);
|
||||
out.SetConstantsUsed(C_INDTEXMTX+mtxidx, C_INDTEXMTX+mtxidx);
|
||||
|
||||
if (DriverDetails::HasBug(DriverDetails::BUG_BROKENIVECSHIFTS))
|
||||
{
|
||||
out.Write("\tint2 indtevtrans%d = irshift(int2(idot(" I_INDTEXMTX"[%d].xyz, iindtevcrd%d), idot(" I_INDTEXMTX"[%d].xyz, iindtevcrd%d)), 3);\n", n, mtxidx, n, mtxidx+1, n);
|
||||
out.Write("\tint2 indtevtrans%d = int2(idot(" I_INDTEXMTX"[%d].xyz, iindtevcrd%d), idot(" I_INDTEXMTX"[%d].xyz, iindtevcrd%d)) >> 3;\n", n, mtxidx, n, mtxidx+1, n);
|
||||
|
||||
// TODO: should use a shader uid branch for this for better performance
|
||||
out.Write("\tif (" I_INDTEXMTX"[%d].w >= 0) indtevtrans%d = irshift(indtevtrans%d, " I_INDTEXMTX"[%d].w);\n", mtxidx, n, n, mtxidx);
|
||||
out.Write("\telse indtevtrans%d = ilshift(indtevtrans%d, -" I_INDTEXMTX"[%d].w);\n", n, n, mtxidx);
|
||||
}
|
||||
else
|
||||
{
|
||||
out.Write("\tint2 indtevtrans%d = int2(idot(" I_INDTEXMTX"[%d].xyz, iindtevcrd%d), idot(" I_INDTEXMTX"[%d].xyz, iindtevcrd%d)) >> 3;\n", n, mtxidx, n, mtxidx+1, n);
|
||||
|
||||
// TODO: should use a shader uid branch for this for better performance
|
||||
out.Write("\tif (" I_INDTEXMTX"[%d].w >= 0) indtevtrans%d = indtevtrans%d >> " I_INDTEXMTX"[%d].w;\n", mtxidx, n, n, mtxidx);
|
||||
out.Write("\telse indtevtrans%d = indtevtrans%d << (-" I_INDTEXMTX"[%d].w);\n", n, n, mtxidx);
|
||||
}
|
||||
// TODO: should use a shader uid branch for this for better performance
|
||||
out.Write("\tif (" I_INDTEXMTX"[%d].w >= 0) indtevtrans%d = indtevtrans%d >> " I_INDTEXMTX"[%d].w;\n", mtxidx, n, n, mtxidx);
|
||||
out.Write("\telse indtevtrans%d = indtevtrans%d << (-" I_INDTEXMTX"[%d].w);\n", n, n, mtxidx);
|
||||
}
|
||||
else if (bpmem.tevind[n].mid <= 7 && bHasTexCoord)
|
||||
{ // s matrix
|
||||
|
@ -771,20 +732,10 @@ static inline void WriteStage(T& out, pixel_shader_uid_data* uid_data, int n, AP
|
|||
int mtxidx = 2*(bpmem.tevind[n].mid-5);
|
||||
out.SetConstantsUsed(C_INDTEXMTX+mtxidx, C_INDTEXMTX+mtxidx);
|
||||
|
||||
if (DriverDetails::HasBug(DriverDetails::BUG_BROKENIVECSHIFTS))
|
||||
{
|
||||
out.Write("\tint2 indtevtrans%d = irshift(int2(fixpoint_uv%d * iindtevcrd%d.xx), 8);\n", n, texcoord, n);
|
||||
out.Write("\tint2 indtevtrans%d = int2(fixpoint_uv%d * iindtevcrd%d.xx) >> 8;\n", n, texcoord, n);
|
||||
|
||||
out.Write("\tif (" I_INDTEXMTX"[%d].w >= 0) indtevtrans%d = irshift(indtevtrans%d, " I_INDTEXMTX"[%d].w);\n", mtxidx, n, n, mtxidx);
|
||||
out.Write("\telse indtevtrans%d = ilshift(indtevtrans%d, -" I_INDTEXMTX"[%d].w);\n", n, n, mtxidx);
|
||||
}
|
||||
else
|
||||
{
|
||||
out.Write("\tint2 indtevtrans%d = int2(fixpoint_uv%d * iindtevcrd%d.xx) >> 8;\n", n, texcoord, n);
|
||||
|
||||
out.Write("\tif (" I_INDTEXMTX"[%d].w >= 0) indtevtrans%d = indtevtrans%d >> " I_INDTEXMTX"[%d].w;\n", mtxidx, n, n, mtxidx);
|
||||
out.Write("\telse indtevtrans%d = indtevtrans%d << (-" I_INDTEXMTX"[%d].w);\n", n, n, mtxidx);
|
||||
}
|
||||
out.Write("\tif (" I_INDTEXMTX"[%d].w >= 0) indtevtrans%d = indtevtrans%d >> " I_INDTEXMTX"[%d].w;\n", mtxidx, n, n, mtxidx);
|
||||
out.Write("\telse indtevtrans%d = indtevtrans%d << (-" I_INDTEXMTX"[%d].w);\n", n, n, mtxidx);
|
||||
}
|
||||
else if (bpmem.tevind[n].mid <= 11 && bHasTexCoord)
|
||||
{ // t matrix
|
||||
|
@ -792,20 +743,10 @@ static inline void WriteStage(T& out, pixel_shader_uid_data* uid_data, int n, AP
|
|||
int mtxidx = 2*(bpmem.tevind[n].mid-9);
|
||||
out.SetConstantsUsed(C_INDTEXMTX+mtxidx, C_INDTEXMTX+mtxidx);
|
||||
|
||||
if (DriverDetails::HasBug(DriverDetails::BUG_BROKENIVECSHIFTS))
|
||||
{
|
||||
out.Write("\tint2 indtevtrans%d = irshift(int2(fixpoint_uv%d * iindtevcrd%d.yy), 8);\n", n, texcoord, n);
|
||||
out.Write("\tint2 indtevtrans%d = int2(fixpoint_uv%d * iindtevcrd%d.yy) >> 8;\n", n, texcoord, n);
|
||||
|
||||
out.Write("\tif (" I_INDTEXMTX"[%d].w >= 0) indtevtrans%d = irshift(indtevtrans%d, " I_INDTEXMTX"[%d].w);\n", mtxidx, n, n, mtxidx);
|
||||
out.Write("\telse indtevtrans%d = ilshift(indtevtrans%d, -" I_INDTEXMTX"[%d].w);\n", n, n, mtxidx);
|
||||
}
|
||||
else
|
||||
{
|
||||
out.Write("\tint2 indtevtrans%d = int2(fixpoint_uv%d * iindtevcrd%d.yy) >> 8;\n", n, texcoord, n);
|
||||
|
||||
out.Write("\tif (" I_INDTEXMTX"[%d].w >= 0) indtevtrans%d = indtevtrans%d >> " I_INDTEXMTX"[%d].w;\n", mtxidx, n, n, mtxidx);
|
||||
out.Write("\telse indtevtrans%d = indtevtrans%d << (-" I_INDTEXMTX"[%d].w);\n", n, n, mtxidx);
|
||||
}
|
||||
out.Write("\tif (" I_INDTEXMTX"[%d].w >= 0) indtevtrans%d = indtevtrans%d >> " I_INDTEXMTX"[%d].w;\n", mtxidx, n, n, mtxidx);
|
||||
out.Write("\telse indtevtrans%d = indtevtrans%d << (-" I_INDTEXMTX"[%d].w);\n", n, n, mtxidx);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -844,10 +785,7 @@ static inline void WriteStage(T& out, pixel_shader_uid_data* uid_data, int n, AP
|
|||
out.Write("\ttevcoord.xy = wrappedcoord + indtevtrans%d;\n", n);
|
||||
|
||||
// Emulate s24 overflows
|
||||
if (DriverDetails::HasBug(DriverDetails::BUG_BROKENIVECSHIFTS))
|
||||
out.Write("\ttevcoord.xy = irshift(ilshift(tevcoord.xy, 8), 8);\n");
|
||||
else
|
||||
out.Write("\ttevcoord.xy = (tevcoord.xy << 8) >> 8;\n");
|
||||
out.Write("\ttevcoord.xy = (tevcoord.xy << 8) >> 8;\n");
|
||||
}
|
||||
|
||||
TevStageCombiner::ColorCombiner &cc = bpmem.combiners[n].colorC;
|
||||
|
@ -1054,37 +992,12 @@ static inline void WriteTevRegular(T& out, const char* components, int bias, int
|
|||
// - c is scaled from 0..255 to 0..256, which allows dividing the result by 256 instead of 255
|
||||
// - if scale is bigger than one, it is moved inside the lerp calculation for increased accuracy
|
||||
// - a rounding bias is added before dividing by 256
|
||||
|
||||
if (DriverDetails::HasBug(DriverDetails::BUG_BROKENIVECSHIFTS))
|
||||
{
|
||||
// Haxx - cleaner code by not having irshift and ilshift in the emitted code by omitting them if not used.
|
||||
const char* leftShift = tevScaleTableLeft[shift];
|
||||
const char* rightShift = tevScaleTableRight[shift];
|
||||
|
||||
if (rightShift[0])
|
||||
out.Write("irshift(((tevin_d.%s%s)%s)", components, tevBiasTable[bias], tevScaleTableLeft[shift]);
|
||||
else
|
||||
out.Write("((tevin_d.%s%s)%s)", components, tevBiasTable[bias], tevScaleTableLeft[shift]);
|
||||
out.Write(" %s ", tevOpTable[op]);
|
||||
if (leftShift[0])
|
||||
out.Write("irshift((ilshift((ilshift(tevin_a.%s, 8) + (tevin_b.%s-tevin_a.%s)*(tevin_c.%s+irshift(tevin_c.%s, 7))), %s)%s), 8)",
|
||||
components, components, components, components, components,
|
||||
leftShift+4, tevLerpBias[2*op+(shift!=3)]);
|
||||
else
|
||||
out.Write("irshift(((ilshift(tevin_a.%s, 8) + (tevin_b.%s-tevin_a.%s)*(tevin_c.%s+irshift(tevin_c.%s, 7)))%s), 8)",
|
||||
components, components, components, components, components, tevLerpBias[2*op+(shift!=3)]);
|
||||
if (rightShift[0])
|
||||
out.Write(", %s)", rightShift+4);
|
||||
}
|
||||
else
|
||||
{
|
||||
out.Write("(((tevin_d.%s%s)%s)", components, tevBiasTable[bias], tevScaleTableLeft[shift]);
|
||||
out.Write(" %s ", tevOpTable[op]);
|
||||
out.Write("(((((tevin_a.%s<<8) + (tevin_b.%s-tevin_a.%s)*(tevin_c.%s+(tevin_c.%s>>7)))%s)%s)>>8)",
|
||||
components, components, components, components, components,
|
||||
tevScaleTableLeft[shift], tevLerpBias[2*op+(shift!=3)]);
|
||||
out.Write(")%s", tevScaleTableRight[shift]);
|
||||
}
|
||||
out.Write("(((tevin_d.%s%s)%s)", components, tevBiasTable[bias], tevScaleTableLeft[shift]);
|
||||
out.Write(" %s ", tevOpTable[op]);
|
||||
out.Write("(((((tevin_a.%s<<8) + (tevin_b.%s-tevin_a.%s)*(tevin_c.%s+(tevin_c.%s>>7)))%s)%s)>>8)",
|
||||
components, components, components, components, components,
|
||||
tevScaleTableLeft[shift], tevLerpBias[2*op+(shift!=3)]);
|
||||
out.Write(")%s", tevScaleTableRight[shift]);
|
||||
}
|
||||
|
||||
template<class T>
|
||||
|
@ -1247,10 +1160,7 @@ static inline void WriteFog(T& out, pixel_shader_uid_data* uid_data)
|
|||
}
|
||||
|
||||
out.Write("\tint ifog = iround(fog * 256.0);\n");
|
||||
if (DriverDetails::HasBug(DriverDetails::BUG_BROKENIVECSHIFTS))
|
||||
out.Write("\tprev.rgb = irshift((prev.rgb * (256 - ifog) + " I_FOGCOLOR".rgb * ifog), 8);\n");
|
||||
else
|
||||
out.Write("\tprev.rgb = (prev.rgb * (256 - ifog) + " I_FOGCOLOR".rgb * ifog) >> 8;\n");
|
||||
out.Write("\tprev.rgb = (prev.rgb * (256 - ifog) + " I_FOGCOLOR".rgb * ifog) >> 8;\n");
|
||||
}
|
||||
|
||||
void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
|
||||
|
|
|
@ -32,29 +32,6 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
|
|||
_assert_(bpmem.genMode.numtexgens == xfmem.numTexGen.numTexGens);
|
||||
_assert_(bpmem.genMode.numcolchans == xfmem.numChan.numColorChans);
|
||||
|
||||
if (DriverDetails::HasBug(DriverDetails::BUG_BROKENIVECSHIFTS))
|
||||
{
|
||||
// Add functions to do shifts on scalars and ivecs.
|
||||
// This is included in the vertex shader for lighting shader generation.
|
||||
out.Write("int ilshift(int a, int b) { return a << b; }\n"
|
||||
"int irshift(int a, int b) { return a >> b; }\n"
|
||||
|
||||
"int2 ilshift(int2 a, int2 b) { return int2(a.x << b.x, a.y << b.y); }\n"
|
||||
"int2 ilshift(int2 a, int b) { return int2(a.x << b, a.y << b); }\n"
|
||||
"int2 irshift(int2 a, int2 b) { return int2(a.x >> b.x, a.y >> b.y); }\n"
|
||||
"int2 irshift(int2 a, int b) { return int2(a.x >> b, a.y >> b); }\n"
|
||||
|
||||
"int3 ilshift(int3 a, int3 b) { return int3(a.x << b.x, a.y << b.y, a.z << b.z); }\n"
|
||||
"int3 ilshift(int3 a, int b) { return int3(a.x << b, a.y << b, a.z << b); }\n"
|
||||
"int3 irshift(int3 a, int3 b) { return int3(a.x >> b.x, a.y >> b.y, a.z >> b.z); }\n"
|
||||
"int3 irshift(int3 a, int b) { return int3(a.x >> b, a.y >> b, a.z >> b); }\n"
|
||||
|
||||
"int4 ilshift(int4 a, int4 b) { return int4(a.x << b.x, a.y << b.y, a.z << b.z, a.w << b.w); }\n"
|
||||
"int4 ilshift(int4 a, int b) { return int4(a.x << b, a.y << b, a.z << b, a.w << b); }\n"
|
||||
"int4 irshift(int4 a, int4 b) { return int4(a.x >> b.x, a.y >> b.y, a.z >> b.z, a.w >> b.w); }\n"
|
||||
"int4 irshift(int4 a, int b) { return int4(a.x >> b, a.y >> b, a.z >> b, a.w >> b); }\n\n");
|
||||
}
|
||||
|
||||
out.Write("%s", s_lighting_struct);
|
||||
|
||||
// uniforms
|
||||
|
@ -156,22 +133,12 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
|
|||
// transforms
|
||||
if (components & VB_HAS_POSMTXIDX)
|
||||
{
|
||||
if (is_writing_shadercode && (DriverDetails::HasBug(DriverDetails::BUG_NODYNUBOACCESS) && !DriverDetails::HasBug(DriverDetails::BUG_ANNIHILATEDUBOS)))
|
||||
{
|
||||
// This'll cause issues, but it can't be helped
|
||||
out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES"[0], rawpos), dot(" I_TRANSFORMMATRICES"[1], rawpos), dot(" I_TRANSFORMMATRICES"[2], rawpos), 1);\n");
|
||||
if (components & VB_HAS_NRMALL)
|
||||
out.Write("float3 N0 = " I_NORMALMATRICES"[0].xyz, N1 = " I_NORMALMATRICES"[1].xyz, N2 = " I_NORMALMATRICES"[2].xyz;\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES"[posmtx], rawpos), dot(" I_TRANSFORMMATRICES"[posmtx+1], rawpos), dot(" I_TRANSFORMMATRICES"[posmtx+2], rawpos), 1);\n");
|
||||
out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES"[posmtx], rawpos), dot(" I_TRANSFORMMATRICES"[posmtx+1], rawpos), dot(" I_TRANSFORMMATRICES"[posmtx+2], rawpos), 1);\n");
|
||||
|
||||
if (components & VB_HAS_NRMALL)
|
||||
{
|
||||
out.Write("int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n");
|
||||
out.Write("float3 N0 = " I_NORMALMATRICES"[normidx].xyz, N1 = " I_NORMALMATRICES"[normidx+1].xyz, N2 = " I_NORMALMATRICES"[normidx+2].xyz;\n");
|
||||
}
|
||||
if (components & VB_HAS_NRMALL)
|
||||
{
|
||||
out.Write("int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n");
|
||||
out.Write("float3 N0 = " I_NORMALMATRICES"[normidx].xyz, N1 = " I_NORMALMATRICES"[normidx+1].xyz, N2 = " I_NORMALMATRICES"[normidx+2].xyz;\n");
|
||||
}
|
||||
|
||||
if (components & VB_HAS_NRM0)
|
||||
|
|
Loading…
Reference in New Issue