Merge pull request #10485 from JosJuice/real-ocol0-logic-ops

Shadergen: Use real_ocol0 workaround for shader logic ops
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JosJuice 2022-04-07 21:00:24 +02:00 committed by GitHub
commit 7a33659e7b
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2 changed files with 43 additions and 42 deletions

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@ -947,11 +947,10 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
!use_dual_source && uid_data->useDstAlpha && host_config.backend_shader_framebuffer_fetch; !use_dual_source && uid_data->useDstAlpha && host_config.backend_shader_framebuffer_fetch;
const bool use_shader_logic_op = !host_config.backend_logic_op && uid_data->logic_op_enable && const bool use_shader_logic_op = !host_config.backend_logic_op && uid_data->logic_op_enable &&
host_config.backend_shader_framebuffer_fetch; host_config.backend_shader_framebuffer_fetch;
const bool use_framebuffer_fetch = use_shader_blend || use_shader_logic_op;
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
{ {
bool use_framebuffer_fetch = use_shader_blend || use_shader_logic_op;
#ifdef __APPLE__ #ifdef __APPLE__
// Framebuffer fetch is only supported by Metal, so ensure that we're running Vulkan (MoltenVK) // Framebuffer fetch is only supported by Metal, so ensure that we're running Vulkan (MoltenVK)
// if we want to use it. // if we want to use it.
@ -959,18 +958,16 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
{ {
if (use_dual_source) if (use_dual_source)
{ {
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n" out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 {};\n"
"FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n"); "FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n",
} use_framebuffer_fetch ? "real_ocol0" : "ocol0");
else if (use_shader_blend)
{
// Metal doesn't support a single unified variable for both input and output, so we declare
// the output separately. The input will be defined later below.
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 real_ocol0;\n");
} }
else else
{ {
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n"); // Metal doesn't support a single unified variable for both input and output,
// so when using framebuffer fetch, we declare the input separately below.
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 {}};\n",
use_framebuffer_fetch ? "real_ocol0" : "ocol0");
} }
if (use_framebuffer_fetch) if (use_framebuffer_fetch)
@ -989,7 +986,7 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
has_broken_decoration ? "FRAGMENT_OUTPUT_LOCATION(0)" : has_broken_decoration ? "FRAGMENT_OUTPUT_LOCATION(0)" :
"FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0)", "FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0)",
use_framebuffer_fetch ? "FRAGMENT_INOUT" : "out", use_framebuffer_fetch ? "FRAGMENT_INOUT" : "out",
use_shader_blend ? "real_ocol0" : "ocol0"); use_framebuffer_fetch ? "real_ocol0" : "ocol0");
if (use_dual_source) if (use_dual_source)
{ {
@ -1048,23 +1045,23 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
// Store off a copy of the initial framebuffer value. // Store off a copy of the initial framebuffer value.
// //
// If FB_FETCH_VALUE isn't defined (i.e. no special keyword for fetching from the // If FB_FETCH_VALUE isn't defined (i.e. no special keyword for fetching from the
// framebuffer), we read from real_ocol0 or ocol0, depending if shader blending is enabled. // framebuffer), we read from real_ocol0.
out.Write("#ifdef FB_FETCH_VALUE\n" out.Write("#ifdef FB_FETCH_VALUE\n"
"\tfloat4 initial_ocol0 = FB_FETCH_VALUE;\n" "\tfloat4 initial_ocol0 = FB_FETCH_VALUE;\n"
"#else\n" "#else\n"
"\tfloat4 initial_ocol0 = {};\n" "\tfloat4 initial_ocol0 = real_ocol0;\n"
"#endif\n", "#endif\n");
use_shader_blend ? "real_ocol0" : "ocol0");
// QComm's Adreno driver doesn't seem to like using the framebuffer_fetch value as an
// intermediate value with multiple reads & modifications, so we pull out the "real" output
// value above and use a temporary for calculations, then set the output value once at the
// end of the shader.
out.Write("\tfloat4 ocol0;\n");
} }
if (use_shader_blend) if (use_shader_blend)
{ {
// QComm's Adreno driver doesn't seem to like using the framebuffer_fetch value as an out.Write("\tfloat4 ocol1;\n");
// intermediate value with multiple reads & modifications, so we pull out the "real" output
// value above and use a temporary for calculations, then set the output value once at the
// end of the shader if we are using shader blending.
out.Write("\tfloat4 ocol0;\n"
"\tfloat4 ocol1;\n");
} }
} }
else // D3D else // D3D
@ -1335,6 +1332,8 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
if (use_shader_blend) if (use_shader_blend)
WriteBlend(out, uid_data); WriteBlend(out, uid_data);
else if (use_framebuffer_fetch)
out.Write("\treal_ocol0 = ocol0;\n");
if (uid_data->bounding_box) if (uid_data->bounding_box)
out.Write("\tUpdateBoundingBox(rawpos.xy);\n"); out.Write("\tUpdateBoundingBox(rawpos.xy);\n");

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@ -81,18 +81,16 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
{ {
if (use_dual_source) if (use_dual_source)
{ {
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n" out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 {};\n"
"FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n"); "FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n",
} use_framebuffer_fetch ? "real_ocol0" : "ocol0");
else if (use_shader_blend)
{
// Metal doesn't support a single unified variable for both input and output, so we declare
// the output separately. The input will be defined later below.
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 real_ocol0;\n");
} }
else else
{ {
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n"); // Metal doesn't support a single unified variable for both input and output,
// so when using framebuffer fetch, we declare the input separately below.
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 {}};\n",
use_framebuffer_fetch ? "real_ocol0" : "ocol0");
} }
if (use_framebuffer_fetch) if (use_framebuffer_fetch)
@ -111,7 +109,7 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
has_broken_decoration ? "FRAGMENT_OUTPUT_LOCATION(0)" : has_broken_decoration ? "FRAGMENT_OUTPUT_LOCATION(0)" :
"FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0)", "FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0)",
use_framebuffer_fetch ? "FRAGMENT_INOUT" : "out", use_framebuffer_fetch ? "FRAGMENT_INOUT" : "out",
use_shader_blend ? "real_ocol0" : "ocol0"); use_framebuffer_fetch ? "real_ocol0" : "ocol0");
if (use_dual_source) if (use_dual_source)
{ {
@ -536,23 +534,23 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
// Store off a copy of the initial framebuffer value. // Store off a copy of the initial framebuffer value.
// //
// If FB_FETCH_VALUE isn't defined (i.e. no special keyword for fetching from the // If FB_FETCH_VALUE isn't defined (i.e. no special keyword for fetching from the
// framebuffer), we read from real_ocol0 or ocol0, depending if shader blending is enabled. // framebuffer), we read from real_ocol0.
out.Write("#ifdef FB_FETCH_VALUE\n" out.Write("#ifdef FB_FETCH_VALUE\n"
" float4 initial_ocol0 = FB_FETCH_VALUE;\n" " float4 initial_ocol0 = FB_FETCH_VALUE;\n"
"#else\n" "#else\n"
" float4 initial_ocol0 = {};\n" " float4 initial_ocol0 = real_ocol0;\n"
"#endif\n", "#endif\n");
use_shader_blend ? "real_ocol0" : "ocol0");
// QComm's Adreno driver doesn't seem to like using the framebuffer_fetch value as an
// intermediate value with multiple reads & modifications, so we pull out the "real" output
// value above and use a temporary for calculations, then set the output value once at the
// end of the shader.
out.Write(" float4 ocol0;\n");
} }
if (use_shader_blend) if (use_shader_blend)
{ {
// QComm's Adreno driver doesn't seem to like using the framebuffer_fetch value as an out.Write(" float4 ocol1;\n");
// intermediate value with multiple reads & modifications, so we pull out the "real" output
// value above and use a temporary for calculations, then set the output value once at the
// end of the shader if we are using shader blending.
out.Write(" float4 ocol0;\n"
" float4 ocol1;\n");
} }
} }
else // D3D else // D3D
@ -1260,6 +1258,10 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
" real_ocol0 = ocol0;\n" " real_ocol0 = ocol0;\n"
" }}\n"); " }}\n");
} }
else if (use_framebuffer_fetch)
{
out.Write(" real_ocol0 = ocol0;\n");
}
out.Write("}}\n" out.Write("}}\n"
"\n" "\n"