Merge pull request #3179 from phire/mesa-early-z
Support Conservative Depth as a fallback for Early Z (Mesa support for ZCompLoc)
This commit is contained in:
commit
8b1138943d
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@ -554,6 +554,22 @@ void ProgramShaderCache::CreateHeader()
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break;
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}
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const char* earlyz_string = "";
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if (!is_glsles && g_ActiveConfig.backend_info.bSupportsEarlyZ)
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{
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if (g_ogl_config.bSupportsEarlyFragmentTests)
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{
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earlyz_string = "#extension GL_ARB_shader_image_load_store : enable\n"
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"#define FORCE_EARLY_Z layout(early_fragment_tests) in\n";
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}
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else if(g_ogl_config.bSupportsConservativeDepth)
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{
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// See PixelShaderGen for details about this fallback.
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earlyz_string = "#extension GL_ARB_conservative_depth : enable\n"
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"#define FORCE_EARLY_Z layout(depth_unchanged) out float gl_FragDepth\n";
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}
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}
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snprintf(s_glsl_header, sizeof(s_glsl_header),
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"%s\n"
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"%s\n" // ubo
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@ -594,7 +610,7 @@ void ProgramShaderCache::CreateHeader()
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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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, earlyz_string
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, (g_ActiveConfig.backend_info.bSupportsBindingLayout && v < GLSLES_310) ? "#extension GL_ARB_shading_language_420pack : enable" : ""
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, (g_ogl_config.bSupportsMSAA && v < GLSL_150) ? "#extension GL_ARB_texture_multisample : enable" : ""
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, g_ActiveConfig.backend_info.bSupportsBindingLayout ? "#define SAMPLER_BINDING(x) layout(binding = x)" : "#define SAMPLER_BINDING(x)"
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@ -434,7 +434,6 @@ Renderer::Renderer()
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GLExtensions::Supports("GL_EXT_blend_func_extended");
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g_Config.backend_info.bSupportsPrimitiveRestart = !DriverDetails::HasBug(DriverDetails::BUG_PRIMITIVERESTART) &&
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((GLExtensions::Version() >= 310) || GLExtensions::Supports("GL_NV_primitive_restart"));
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g_Config.backend_info.bSupportsEarlyZ = GLExtensions::Supports("GL_ARB_shader_image_load_store");
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g_Config.backend_info.bSupportsBBox = GLExtensions::Supports("GL_ARB_shader_storage_buffer_object");
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g_Config.backend_info.bSupportsGSInstancing = GLExtensions::Supports("GL_ARB_gpu_shader5");
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g_Config.backend_info.bSupportsSSAA = GLExtensions::Supports("GL_ARB_gpu_shader5") && GLExtensions::Supports("GL_ARB_sample_shading");
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@ -469,6 +468,8 @@ Renderer::Renderer()
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g_ogl_config.bSupports3DTextureStorage = GLExtensions::Supports("GL_ARB_texture_storage_multisample") ||
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GLExtensions::Supports("GL_OES_texture_storage_multisample_2d_array");
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g_ogl_config.bSupports2DTextureStorage = GLExtensions::Supports("GL_ARB_texture_storage_multisample");
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g_ogl_config.bSupportsEarlyFragmentTests = GLExtensions::Supports("GL_ARB_shader_image_load_store");
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g_ogl_config.bSupportsConservativeDepth = GLExtensions::Supports("GL_ARB_conservative_depth");
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if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGLES3)
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{
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@ -488,7 +489,7 @@ Renderer::Renderer()
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g_ogl_config.eSupportedGLSLVersion = GLSLES_310;
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g_ogl_config.bSupportsAEP = GLExtensions::Supports("GL_ANDROID_extension_pack_es31a");
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g_Config.backend_info.bSupportsBindingLayout = true;
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g_Config.backend_info.bSupportsEarlyZ = true;
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g_ogl_config.bSupportsEarlyFragmentTests = true;
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g_Config.backend_info.bSupportsGeometryShaders = g_ogl_config.bSupportsAEP;
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g_Config.backend_info.bSupportsGSInstancing = g_Config.backend_info.bSupportsGeometryShaders && g_ogl_config.SupportedESPointSize > 0;
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g_Config.backend_info.bSupportsSSAA = g_ogl_config.bSupportsAEP;
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@ -507,7 +508,7 @@ Renderer::Renderer()
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g_ogl_config.eSupportedGLSLVersion = GLSLES_320;
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g_ogl_config.bSupportsAEP = GLExtensions::Supports("GL_ANDROID_extension_pack_es31a");
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g_Config.backend_info.bSupportsBindingLayout = true;
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g_Config.backend_info.bSupportsEarlyZ = true;
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g_ogl_config.bSupportsEarlyFragmentTests = true;
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g_Config.backend_info.bSupportsGeometryShaders = true;
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g_Config.backend_info.bSupportsGSInstancing = g_ogl_config.SupportedESPointSize > 0;
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g_Config.backend_info.bSupportsPaletteConversion = true;
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@ -533,13 +534,15 @@ Renderer::Renderer()
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else if (strstr(g_ogl_config.glsl_version, "1.30"))
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{
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g_ogl_config.eSupportedGLSLVersion = GLSL_130;
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g_Config.backend_info.bSupportsEarlyZ = false; // layout keyword is only supported on glsl150+
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g_ogl_config.bSupportsEarlyFragmentTests = false; // layout keyword is only supported on glsl150+
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g_ogl_config.bSupportsConservativeDepth = false; // layout keyword is only supported on glsl150+
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g_Config.backend_info.bSupportsGeometryShaders = false; // geometry shaders are only supported on glsl150+
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}
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else if (strstr(g_ogl_config.glsl_version, "1.40"))
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{
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g_ogl_config.eSupportedGLSLVersion = GLSL_140;
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g_Config.backend_info.bSupportsEarlyZ = false; // layout keyword is only supported on glsl150+
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g_ogl_config.bSupportsEarlyFragmentTests = false; // layout keyword is only supported on glsl150+
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g_ogl_config.bSupportsConservativeDepth = false; // layout keyword is only supported on glsl150+
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g_Config.backend_info.bSupportsGeometryShaders = false; // geometry shaders are only supported on glsl150+
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}
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else if (strstr(g_ogl_config.glsl_version, "1.50"))
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@ -560,6 +563,9 @@ Renderer::Renderer()
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g_ogl_config.bSupportsAEP = false;
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}
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// Either method can do early-z tests. See PixelShaderGen for details.
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g_Config.backend_info.bSupportsEarlyZ = g_ogl_config.bSupportsEarlyFragmentTests || g_ogl_config.bSupportsConservativeDepth;
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if (g_ogl_config.bSupportsDebug)
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{
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if (GLExtensions::Supports("GL_KHR_debug"))
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@ -50,6 +50,8 @@ struct VideoConfig
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ES_TEXBUF_TYPE SupportedESTextureBuffer;
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bool bSupports2DTextureStorage;
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bool bSupports3DTextureStorage;
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bool bSupportsEarlyFragmentTests;
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bool bSupportsConservativeDepth;
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const char* gl_vendor;
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const char* gl_renderer;
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@ -306,14 +306,30 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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// Most importantly, it was not possible to write to the depth buffer without also writing
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// a color value (unless color writing was disabled altogether).
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// OpenGL has a flag which allows the driver to still update the depth buffer if alpha
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// test fails. The driver isn't required to do this, but I (degasus) assume all of them do
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// because it's the much faster code path for the GPU.
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// OpenGL 4.2 actually provides two extensions which can force an early z test:
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// * ARB_image_load_store has 'layout(early_fragment_tests)' which forces the driver to do z and stencil tests early.
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// * ARB_conservative_depth has 'layout(depth_unchanged) which signals to the driver that it can make optimisations
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// which assume the pixel shader won't update the depth buffer.
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// early_fragment_tests is the best option, as it requires the driver to do early-z and defines early-z excatly as
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// we expect, with discard causing the shader to exit with only the depth buffer updated.
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// Conservative depth's 'depth_unchanged' only hints to the driver that an early-z optimistaion can be made and
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// doesn't define what will happen if we discard the fragment. But the way modern graphics hardware is implemented
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// means it is not unreasonable to expect the the same behaviour as early_fragment_tests.
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// We can also assume that if a driver has gone out of it's way to support conservative depth and not image_load_store
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// as required by OpenGL 4.2 that it will be doing the optimisation.
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// If the driver doesn't actually do an early z optimisation, ZCompLoc will be broken and depth will only be written
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// if the alpha test passes.
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// We support Conservative as a fallback, because many drivers based on Mesa haven't implemented all of the
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// ARB_image_load_store extension yet.
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// D3D11 also has a way to force the driver to enable early-z, so we're fine here.
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if(ApiType == API_OPENGL)
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{
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out.Write("layout(early_fragment_tests) in;\n");
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// This is a #define which signals whatever early-z method the driver supports.
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out.Write("FORCE_EARLY_Z; \n");
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}
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else
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{
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