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video_core: Enable GL SPIR-V shaders

This commit is contained in:
lat9nq 2021-06-22 01:12:11 -04:00 committed by ameerj
parent 1152d66ddd
commit fb9b1787f8
7 changed files with 105 additions and 38 deletions

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@ -5,6 +5,7 @@
#include <cstring>
#include "common/cityhash.h"
#include "common/settings.h" // for enum class Settings::ShaderBackend
#include "video_core/renderer_opengl/gl_compute_pipeline.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
@ -40,15 +41,23 @@ ComputePipeline::ComputePipeline(const Device& device, TextureCache& texture_cac
BufferCache& buffer_cache_, Tegra::MemoryManager& gpu_memory_,
Tegra::Engines::KeplerCompute& kepler_compute_,
ProgramManager& program_manager_, const Shader::Info& info_,
std::string code)
std::string code, std::vector<u32> code_v)
: texture_cache{texture_cache_}, buffer_cache{buffer_cache_}, gpu_memory{gpu_memory_},
kepler_compute{kepler_compute_}, program_manager{program_manager_}, info{info_} {
if (device.UseAssemblyShaders()) {
assembly_program = CompileProgram(code, GL_COMPUTE_PROGRAM_NV);
} else {
switch (device.GetShaderBackend()) {
case Settings::ShaderBackend::GLSL:
source_program.handle = glCreateProgram();
AttachShader(GL_COMPUTE_SHADER, source_program.handle, code);
LinkProgram(source_program.handle);
break;
case Settings::ShaderBackend::GLASM:
assembly_program = CompileProgram(code, GL_COMPUTE_PROGRAM_NV);
break;
case Settings::ShaderBackend::SPIRV:
source_program.handle = glCreateProgram();
AttachShader(GL_COMPUTE_SHADER, source_program.handle, code_v);
LinkProgram(source_program.handle);
break;
}
std::copy_n(info.constant_buffer_used_sizes.begin(), uniform_buffer_sizes.size(),
uniform_buffer_sizes.begin());

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@ -54,7 +54,7 @@ public:
BufferCache& buffer_cache_, Tegra::MemoryManager& gpu_memory_,
Tegra::Engines::KeplerCompute& kepler_compute_,
ProgramManager& program_manager_, const Shader::Info& info_,
std::string code);
std::string code, std::vector<u32> code_v);
void Configure();

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@ -177,6 +177,11 @@ Device::Device() {
GLAD_GL_NV_gpu_program5 && GLAD_GL_NV_compute_program5 && GLAD_GL_NV_transform_feedback &&
GLAD_GL_NV_transform_feedback2;
shader_backend = (Settings::values.shader_backend.GetValue() ==
Settings::ShaderBackend::GLASM) == use_assembly_shaders
? Settings::values.shader_backend.GetValue()
: Settings::ShaderBackend::GLSL;
// Blocks AMD and Intel OpenGL drivers on Windows from using asynchronous shader compilation.
use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue() &&
!(is_amd || (is_intel && !is_linux));
@ -188,8 +193,7 @@ Device::Device() {
LOG_INFO(Render_OpenGL, "Renderer_BrokenTextureViewFormats: {}",
has_broken_texture_view_formats);
if (Settings::values.shader_backend.GetValue() == Settings::ShaderBackend::GLASM &&
!use_assembly_shaders) {
if (shader_backend == Settings::ShaderBackend::GLASM && !use_assembly_shaders) {
LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported");
}

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@ -8,6 +8,10 @@
#include "common/common_types.h"
#include "shader_recompiler/stage.h"
namespace Settings {
enum class ShaderBackend : u32;
};
namespace OpenGL {
class Device {
@ -148,6 +152,10 @@ public:
return need_fastmath_off;
}
Settings::ShaderBackend GetShaderBackend() const {
return shader_backend;
}
private:
static bool TestVariableAoffi();
static bool TestPreciseBug();
@ -159,6 +167,9 @@ private:
u32 max_varyings{};
u32 max_compute_shared_memory_size{};
u32 max_glasm_storage_buffer_blocks{};
Settings::ShaderBackend shader_backend{};
bool has_warp_intrinsics{};
bool has_shader_ballot{};
bool has_vertex_viewport_layer{};

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@ -3,7 +3,11 @@
// Refer to the license.txt file included.
#include <algorithm>
#include <array>
#include <string>
#include <vector>
#include "common/settings.h" // for enum class Settings::ShaderBackend
#include "common/thread_worker.h"
#include "shader_recompiler/shader_info.h"
#include "video_core/renderer_opengl/gl_graphics_pipeline.h"
@ -179,7 +183,8 @@ GraphicsPipeline::GraphicsPipeline(
Tegra::MemoryManager& gpu_memory_, Tegra::Engines::Maxwell3D& maxwell3d_,
ProgramManager& program_manager_, StateTracker& state_tracker_, ShaderWorker* thread_worker,
VideoCore::ShaderNotify* shader_notify, std::array<std::string, 5> sources,
const std::array<const Shader::Info*, 5>& infos, const GraphicsPipelineKey& key_)
std::array<std::vector<u32>, 5> sources_spirv, const std::array<const Shader::Info*, 5>& infos,
const GraphicsPipelineKey& key_)
: texture_cache{texture_cache_}, buffer_cache{buffer_cache_},
gpu_memory{gpu_memory_}, maxwell3d{maxwell3d_}, program_manager{program_manager_},
state_tracker{state_tracker_}, key{key_} {
@ -232,19 +237,34 @@ GraphicsPipeline::GraphicsPipeline(
if (key.xfb_enabled && device.UseAssemblyShaders()) {
GenerateTransformFeedbackState();
}
auto func{[this, device, sources, shader_notify](ShaderContext::Context*) mutable {
auto func{
[this, device, sources, sources_spirv, shader_notify](ShaderContext::Context*) mutable {
if (!device.UseAssemblyShaders()) {
program.handle = glCreateProgram();
}
for (size_t stage = 0; stage < 5; ++stage) {
switch (device.GetShaderBackend()) {
case Settings::ShaderBackend::GLSL: {
const auto code{sources[stage]};
if (code.empty()) {
continue;
}
if (device.UseAssemblyShaders()) {
assembly_programs[stage] = CompileProgram(code, AssemblyStage(stage));
} else {
AttachShader(Stage(stage), program.handle, code);
} break;
case Settings::ShaderBackend::GLASM: {
const auto code{sources[stage]};
if (code.empty()) {
continue;
}
assembly_programs[stage] = CompileProgram(code, AssemblyStage(stage));
} break;
case Settings::ShaderBackend::SPIRV: {
const auto code{sources_spirv[stage]};
if (code.empty()) {
continue;
}
AttachShader(Stage(stage), program.handle, code);
} break;
}
}
if (!device.UseAssemblyShaders()) {

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@ -78,6 +78,7 @@ public:
ProgramManager& program_manager_, StateTracker& state_tracker_,
ShaderWorker* thread_worker, VideoCore::ShaderNotify* shader_notify,
std::array<std::string, 5> sources,
std::array<std::vector<u32>, 5> sources_spirv,
const std::array<const Shader::Info*, 5>& infos,
const GraphicsPipelineKey& key_);

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@ -15,6 +15,7 @@
#include "common/fs/path_util.h"
#include "common/logging/log.h"
#include "common/scope_exit.h"
#include "common/settings.h"
#include "common/thread_worker.h"
#include "core/core.h"
#include "shader_recompiler/backend/glasm/emit_glasm.h"
@ -415,6 +416,7 @@ std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline(
OGLProgram source_program;
std::array<std::string, 5> sources;
std::array<std::vector<u32>, 5> sources_spirv;
Shader::Backend::Bindings binding;
Shader::IR::Program* previous_program{};
const bool use_glasm{device.UseAssemblyShaders()};
@ -431,17 +433,23 @@ std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline(
const auto runtime_info{
MakeRuntimeInfo(key, program, previous_program, glasm_use_storage_buffers, use_glasm)};
if (use_glasm) {
sources[stage_index] = EmitGLASM(profile, runtime_info, program, binding);
} else {
switch (device.GetShaderBackend()) {
case Settings::ShaderBackend::GLSL:
sources[stage_index] = EmitGLSL(profile, runtime_info, program, binding);
break;
case Settings::ShaderBackend::GLASM:
sources[stage_index] = EmitGLASM(profile, runtime_info, program, binding);
break;
case Settings::ShaderBackend::SPIRV:
sources_spirv[stage_index] = EmitSPIRV(profile, runtime_info, program, binding);
break;
}
previous_program = &program;
}
auto* const thread_worker{build_in_parallel ? workers.get() : nullptr};
return std::make_unique<GraphicsPipeline>(device, texture_cache, buffer_cache, gpu_memory,
maxwell3d, program_manager, state_tracker,
thread_worker, &shader_notify, sources, infos, key);
return std::make_unique<GraphicsPipeline>(
device, texture_cache, buffer_cache, gpu_memory, maxwell3d, program_manager, state_tracker,
thread_worker, &shader_notify, sources, sources_spirv, infos, key);
} catch (Shader::Exception& exception) {
LOG_ERROR(Render_OpenGL, "{}", exception.what());
@ -478,10 +486,24 @@ std::unique_ptr<ComputePipeline> ShaderCache::CreateComputePipeline(
}
Shader::RuntimeInfo info;
info.glasm_use_storage_buffers = num_storage_buffers <= device.GetMaxGLASMStorageBufferBlocks();
const std::string code{device.UseAssemblyShaders() ? EmitGLASM(profile, info, program)
: EmitGLSL(profile, program)};
std::string code{};
std::vector<u32> code_spirv;
switch (device.GetShaderBackend()) {
case Settings::ShaderBackend::GLSL:
code = EmitGLSL(profile, program);
break;
case Settings::ShaderBackend::GLASM:
code = EmitGLASM(profile, info, program);
break;
case Settings::ShaderBackend::SPIRV:
code_spirv = EmitSPIRV(profile, program);
break;
}
return std::make_unique<ComputePipeline>(device, texture_cache, buffer_cache, gpu_memory,
kepler_compute, program_manager, program.info, code);
kepler_compute, program_manager, program.info, code,
code_spirv);
} catch (Shader::Exception& exception) {
LOG_ERROR(Render_OpenGL, "{}", exception.what());
return nullptr;