VideoBackends:Multiple: Split up BUG_BROKEN_SUBGROUP_OPS

We now use subgroup ops for more than just a minor performance optimization
This commit is contained in:
TellowKrinkle
2023-05-17 19:28:27 -05:00
parent 6243e50b21
commit 463269f704
6 changed files with 35 additions and 14 deletions

View File

@ -299,14 +299,23 @@ enum Bug
// BUG: Accessing gl_SubgroupInvocationID causes the Metal shader compiler to crash.
// Affected devices: AMD (older macOS)
// BUG: gl_HelperInvocation always returns true, even for non-helper invocations
// Affected devices: AMD (newer macOS)
// Started version: ???
// Ended version: ???
// (Workaround currently disabled, will put it back when someone hits the issue and we can
// find out what devices and OSes it actually affects)
// BUG: Using subgroupMax in a shader that can discard results in garbage data
// (For some reason, this only happens at 4x+ IR on Metal, but 2x+ IR on MoltenVK)
// Affected devices: Intel (macOS)
// Started version: -1
// Ended version: -1
BUG_BROKEN_SUBGROUP_OPS,
BUG_BROKEN_SUBGROUP_OPS_WITH_DISCARD,
// BUG: gl_HelperInvocation is actually !gl_HelperInvocation
// Affected devices: AMD (macOS)
// Started version: -1
// Ended version: -1
BUG_INVERTED_IS_HELPER,
// BUG: Multi-threaded shader pre-compilation sometimes crashes
// Used primarily in Videoconfig.cpp's GetNumAutoShaderPreCompilerThreads()