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gl_shader_decompiler: Add safe fallbacks when ARB_shader_ballot is not available

This commit is contained in:
ReinUsesLisp 2019-11-07 20:03:50 -03:00
parent 56e237d1f9
commit cd66395944
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GPG Key ID: 2DFC508897B39CFE
3 changed files with 28 additions and 5 deletions

View File

@ -62,6 +62,7 @@ Device::Device() {
max_varyings = GetInteger<u32>(GL_MAX_VARYING_VECTORS); max_varyings = GetInteger<u32>(GL_MAX_VARYING_VECTORS);
has_warp_intrinsics = GLAD_GL_NV_gpu_shader5 && GLAD_GL_NV_shader_thread_group && has_warp_intrinsics = GLAD_GL_NV_gpu_shader5 && GLAD_GL_NV_shader_thread_group &&
GLAD_GL_NV_shader_thread_shuffle; GLAD_GL_NV_shader_thread_shuffle;
has_shader_ballot = GLAD_GL_ARB_shader_ballot;
has_vertex_viewport_layer = GLAD_GL_ARB_shader_viewport_layer_array; has_vertex_viewport_layer = GLAD_GL_ARB_shader_viewport_layer_array;
has_image_load_formatted = HasExtension(extensions, "GL_EXT_shader_image_load_formatted"); has_image_load_formatted = HasExtension(extensions, "GL_EXT_shader_image_load_formatted");
has_variable_aoffi = TestVariableAoffi(); has_variable_aoffi = TestVariableAoffi();
@ -79,6 +80,7 @@ Device::Device(std::nullptr_t) {
max_vertex_attributes = 16; max_vertex_attributes = 16;
max_varyings = 15; max_varyings = 15;
has_warp_intrinsics = true; has_warp_intrinsics = true;
has_shader_ballot = true;
has_vertex_viewport_layer = true; has_vertex_viewport_layer = true;
has_image_load_formatted = true; has_image_load_formatted = true;
has_variable_aoffi = true; has_variable_aoffi = true;

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@ -34,6 +34,10 @@ public:
return has_warp_intrinsics; return has_warp_intrinsics;
} }
bool HasShaderBallot() const {
return has_shader_ballot;
}
bool HasVertexViewportLayer() const { bool HasVertexViewportLayer() const {
return has_vertex_viewport_layer; return has_vertex_viewport_layer;
} }
@ -68,6 +72,7 @@ private:
u32 max_vertex_attributes{}; u32 max_vertex_attributes{};
u32 max_varyings{}; u32 max_varyings{};
bool has_warp_intrinsics{}; bool has_warp_intrinsics{};
bool has_shader_ballot{};
bool has_vertex_viewport_layer{}; bool has_vertex_viewport_layer{};
bool has_image_load_formatted{}; bool has_image_load_formatted{};
bool has_variable_aoffi{}; bool has_variable_aoffi{};

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@ -1382,13 +1382,19 @@ private:
Expression FSwizzleAdd(Operation operation) { Expression FSwizzleAdd(Operation operation) {
const std::string op_a = VisitOperand(operation, 0).AsFloat(); const std::string op_a = VisitOperand(operation, 0).AsFloat();
const std::string op_b = VisitOperand(operation, 1).AsFloat(); const std::string op_b = VisitOperand(operation, 1).AsFloat();
if (!device.HasShaderBallot()) {
LOG_ERROR(Render_OpenGL, "Shader ballot is unavailable but required by the shader");
return {fmt::format("{} + {}", op_a, op_b), Type::Float};
}
const std::string instr_mask = VisitOperand(operation, 2).AsUint(); const std::string instr_mask = VisitOperand(operation, 2).AsUint();
const std::string mask = code.GenerateTemporary(); const std::string mask = code.GenerateTemporary();
code.AddLine("uint {} = {} >> ((gl_SubGroupInvocationARB & 3) << 1);", mask, instr_mask); code.AddLine("uint {} = ({} >> ((gl_SubGroupInvocationARB & 3) << 1)) & 3;", mask,
instr_mask);
const std::string modifier_a = fmt::format("fswzadd_modifiers_a[{} & 3]", mask); const std::string modifier_a = fmt::format("fswzadd_modifiers_a[{}]", mask);
const std::string modifier_b = fmt::format("fswzadd_modifiers_b[{} & 3]", mask); const std::string modifier_b = fmt::format("fswzadd_modifiers_b[{}]", mask);
return {fmt::format("(({} * {}) + ({} * {}))", op_a, modifier_a, op_b, modifier_b), return {fmt::format("(({} * {}) + ({} * {}))", op_a, modifier_a, op_b, modifier_b),
Type::Float}; Type::Float};
} }
@ -1957,11 +1963,21 @@ private:
} }
Expression ThreadId(Operation operation) { Expression ThreadId(Operation operation) {
if (!device.HasShaderBallot()) {
LOG_ERROR(Render_OpenGL, "Shader ballot is unavailable but required by the shader");
return {"0U", Type::Uint};
}
return {"gl_SubGroupInvocationARB", Type::Uint}; return {"gl_SubGroupInvocationARB", Type::Uint};
} }
Expression ShuffleIndexed(Operation operation) { Expression ShuffleIndexed(Operation operation) {
const std::string value = VisitOperand(operation, 0).AsFloat(); std::string value = VisitOperand(operation, 0).AsFloat();
if (!device.HasShaderBallot()) {
LOG_ERROR(Render_OpenGL, "Shader ballot is unavailable but required by the shader");
return {std::move(value), Type::Float};
}
const std::string index = VisitOperand(operation, 1).AsUint(); const std::string index = VisitOperand(operation, 1).AsUint();
return {fmt::format("readInvocationARB({}, {})", value, index), Type::Float}; return {fmt::format("readInvocationARB({}, {})", value, index), Type::Float};
} }