Support Conservative Depth as a fallback for EarlyZ

Allows Mesa based drivers to support ZCompLoc
This commit is contained in:
Scott Mansell 2015-10-18 00:43:22 +13:00
parent 4d3d947efc
commit e7b2a22225
4 changed files with 50 additions and 10 deletions

View File

@ -554,6 +554,22 @@ void ProgramShaderCache::CreateHeader()
break;
}
const char* earlyz_string = "";
if (!is_glsles && g_ActiveConfig.backend_info.bSupportsEarlyZ)
{
if (g_ogl_config.bSupportsEarlyFragmentTests)
{
earlyz_string = "#extension GL_ARB_shader_image_load_store : enable\n"
"#define FORCE_EARLY_Z layout(early_fragment_tests) in\n";
}
else if(g_ogl_config.bSupportsConservativeDepth)
{
// See PixelShaderGen for details about this fallback.
earlyz_string = "#extension GL_ARB_conservative_depth : enable\n"
"#define FORCE_EARLY_Z layout(depth_unchanged) out float gl_FragDepth\n";
}
}
snprintf(s_glsl_header, sizeof(s_glsl_header),
"%s\n"
"%s\n" // ubo
@ -594,7 +610,7 @@ void ProgramShaderCache::CreateHeader()
, GetGLSLVersionString().c_str()
, v < GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
, !is_glsles && g_ActiveConfig.backend_info.bSupportsEarlyZ ? "#extension GL_ARB_shader_image_load_store : enable" : ""
, earlyz_string
, (g_ActiveConfig.backend_info.bSupportsBindingLayout && v < GLSLES_310) ? "#extension GL_ARB_shading_language_420pack : enable" : ""
, (g_ogl_config.bSupportsMSAA && v < GLSL_150) ? "#extension GL_ARB_texture_multisample : enable" : ""
, g_ActiveConfig.backend_info.bSupportsBindingLayout ? "#define SAMPLER_BINDING(x) layout(binding = x)" : "#define SAMPLER_BINDING(x)"

View File

@ -434,7 +434,6 @@ Renderer::Renderer()
GLExtensions::Supports("GL_EXT_blend_func_extended");
g_Config.backend_info.bSupportsPrimitiveRestart = !DriverDetails::HasBug(DriverDetails::BUG_PRIMITIVERESTART) &&
((GLExtensions::Version() >= 310) || GLExtensions::Supports("GL_NV_primitive_restart"));
g_Config.backend_info.bSupportsEarlyZ = GLExtensions::Supports("GL_ARB_shader_image_load_store");
g_Config.backend_info.bSupportsBBox = GLExtensions::Supports("GL_ARB_shader_storage_buffer_object");
g_Config.backend_info.bSupportsGSInstancing = GLExtensions::Supports("GL_ARB_gpu_shader5");
g_Config.backend_info.bSupportsSSAA = GLExtensions::Supports("GL_ARB_gpu_shader5") && GLExtensions::Supports("GL_ARB_sample_shading");
@ -469,6 +468,8 @@ Renderer::Renderer()
g_ogl_config.bSupports3DTextureStorage = GLExtensions::Supports("GL_ARB_texture_storage_multisample") ||
GLExtensions::Supports("GL_OES_texture_storage_multisample_2d_array");
g_ogl_config.bSupports2DTextureStorage = GLExtensions::Supports("GL_ARB_texture_storage_multisample");
g_ogl_config.bSupportsEarlyFragmentTests = GLExtensions::Supports("GL_ARB_shader_image_load_store");
g_ogl_config.bSupportsConservativeDepth = GLExtensions::Supports("GL_ARB_conservative_depth");
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGLES3)
{
@ -488,7 +489,7 @@ Renderer::Renderer()
g_ogl_config.eSupportedGLSLVersion = GLSLES_310;
g_ogl_config.bSupportsAEP = GLExtensions::Supports("GL_ANDROID_extension_pack_es31a");
g_Config.backend_info.bSupportsBindingLayout = true;
g_Config.backend_info.bSupportsEarlyZ = true;
g_ogl_config.bSupportsEarlyFragmentTests = true;
g_Config.backend_info.bSupportsGeometryShaders = g_ogl_config.bSupportsAEP;
g_Config.backend_info.bSupportsGSInstancing = g_Config.backend_info.bSupportsGeometryShaders && g_ogl_config.SupportedESPointSize > 0;
g_Config.backend_info.bSupportsSSAA = g_ogl_config.bSupportsAEP;
@ -507,7 +508,7 @@ Renderer::Renderer()
g_ogl_config.eSupportedGLSLVersion = GLSLES_320;
g_ogl_config.bSupportsAEP = GLExtensions::Supports("GL_ANDROID_extension_pack_es31a");
g_Config.backend_info.bSupportsBindingLayout = true;
g_Config.backend_info.bSupportsEarlyZ = true;
g_ogl_config.bSupportsEarlyFragmentTests = true;
g_Config.backend_info.bSupportsGeometryShaders = true;
g_Config.backend_info.bSupportsGSInstancing = g_ogl_config.SupportedESPointSize > 0;
g_Config.backend_info.bSupportsPaletteConversion = true;
@ -533,13 +534,15 @@ Renderer::Renderer()
else if (strstr(g_ogl_config.glsl_version, "1.30"))
{
g_ogl_config.eSupportedGLSLVersion = GLSL_130;
g_Config.backend_info.bSupportsEarlyZ = false; // layout keyword is only supported on glsl150+
g_ogl_config.bSupportsEarlyFragmentTests = false; // layout keyword is only supported on glsl150+
g_ogl_config.bSupportsConservativeDepth = false; // layout keyword is only supported on glsl150+
g_Config.backend_info.bSupportsGeometryShaders = false; // geometry shaders are only supported on glsl150+
}
else if (strstr(g_ogl_config.glsl_version, "1.40"))
{
g_ogl_config.eSupportedGLSLVersion = GLSL_140;
g_Config.backend_info.bSupportsEarlyZ = false; // layout keyword is only supported on glsl150+
g_ogl_config.bSupportsEarlyFragmentTests = false; // layout keyword is only supported on glsl150+
g_ogl_config.bSupportsConservativeDepth = false; // layout keyword is only supported on glsl150+
g_Config.backend_info.bSupportsGeometryShaders = false; // geometry shaders are only supported on glsl150+
}
else if (strstr(g_ogl_config.glsl_version, "1.50"))
@ -560,6 +563,9 @@ Renderer::Renderer()
g_ogl_config.bSupportsAEP = false;
}
// Either method can do early-z tests. See PixelShaderGen for details.
g_Config.backend_info.bSupportsEarlyZ = g_ogl_config.bSupportsEarlyFragmentTests || g_ogl_config.bSupportsConservativeDepth;
if (g_ogl_config.bSupportsDebug)
{
if (GLExtensions::Supports("GL_KHR_debug"))

View File

@ -50,6 +50,8 @@ struct VideoConfig
ES_TEXBUF_TYPE SupportedESTextureBuffer;
bool bSupports2DTextureStorage;
bool bSupports3DTextureStorage;
bool bSupportsEarlyFragmentTests;
bool bSupportsConservativeDepth;
const char* gl_vendor;
const char* gl_renderer;

View File

@ -306,14 +306,30 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
// Most importantly, it was not possible to write to the depth buffer without also writing
// a color value (unless color writing was disabled altogether).
// OpenGL has a flag which allows the driver to still update the depth buffer if alpha
// test fails. The driver isn't required to do this, but I (degasus) assume all of them do
// because it's the much faster code path for the GPU.
// OpenGL 4.2 actually provides two extensions which can force an early z test:
// * ARB_image_load_store has 'layout(early_fragment_tests)' which forces the driver to do z and stencil tests early.
// * ARB_conservative_depth has 'layout(depth_unchanged) which signals to the driver that it can make optimisations
// which assume the pixel shader won't update the depth buffer.
// early_fragment_tests is the best option, as it requires the driver to do early-z and defines early-z excatly as
// we expect, with discard causing the shader to exit with only the depth buffer updated.
// Conservative depth's 'depth_unchanged' only hints to the driver that an early-z optimistaion can be made and
// doesn't define what will happen if we discard the fragment. But the way modern graphics hardware is implemented
// means it is not unreasonable to expect the the same behaviour as early_fragment_tests.
// We can also assume that if a driver has gone out of it's way to support conservative depth and not image_load_store
// as required by OpenGL 4.2 that it will be doing the optimisation.
// If the driver doesn't actually do an early z optimisation, ZCompLoc will be broken and depth will only be written
// if the alpha test passes.
// We support Conservative as a fallback, because many drivers based on Mesa haven't implemented all of the
// ARB_image_load_store extension yet.
// D3D11 also has a way to force the driver to enable early-z, so we're fine here.
if(ApiType == API_OPENGL)
{
out.Write("layout(early_fragment_tests) in;\n");
// This is a #define which signals whatever early-z method the driver supports.
out.Write("FORCE_EARLY_Z; \n");
}
else
{