gl_shader_decompiler: Add safe fallbacks when ARB_shader_ballot is not available
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@ -62,6 +62,7 @@ Device::Device() {
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max_varyings = GetInteger<u32>(GL_MAX_VARYING_VECTORS);
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max_varyings = GetInteger<u32>(GL_MAX_VARYING_VECTORS);
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has_warp_intrinsics = GLAD_GL_NV_gpu_shader5 && GLAD_GL_NV_shader_thread_group &&
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has_warp_intrinsics = GLAD_GL_NV_gpu_shader5 && GLAD_GL_NV_shader_thread_group &&
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GLAD_GL_NV_shader_thread_shuffle;
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GLAD_GL_NV_shader_thread_shuffle;
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has_shader_ballot = GLAD_GL_ARB_shader_ballot;
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has_vertex_viewport_layer = GLAD_GL_ARB_shader_viewport_layer_array;
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has_vertex_viewport_layer = GLAD_GL_ARB_shader_viewport_layer_array;
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has_image_load_formatted = HasExtension(extensions, "GL_EXT_shader_image_load_formatted");
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has_image_load_formatted = HasExtension(extensions, "GL_EXT_shader_image_load_formatted");
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has_variable_aoffi = TestVariableAoffi();
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has_variable_aoffi = TestVariableAoffi();
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@ -79,6 +80,7 @@ Device::Device(std::nullptr_t) {
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max_vertex_attributes = 16;
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max_vertex_attributes = 16;
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max_varyings = 15;
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max_varyings = 15;
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has_warp_intrinsics = true;
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has_warp_intrinsics = true;
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has_shader_ballot = true;
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has_vertex_viewport_layer = true;
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has_vertex_viewport_layer = true;
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has_image_load_formatted = true;
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has_image_load_formatted = true;
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has_variable_aoffi = true;
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has_variable_aoffi = true;
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@ -34,6 +34,10 @@ public:
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return has_warp_intrinsics;
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return has_warp_intrinsics;
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}
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}
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bool HasShaderBallot() const {
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return has_shader_ballot;
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}
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bool HasVertexViewportLayer() const {
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bool HasVertexViewportLayer() const {
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return has_vertex_viewport_layer;
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return has_vertex_viewport_layer;
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}
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}
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@ -68,6 +72,7 @@ private:
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u32 max_vertex_attributes{};
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u32 max_vertex_attributes{};
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u32 max_varyings{};
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u32 max_varyings{};
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bool has_warp_intrinsics{};
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bool has_warp_intrinsics{};
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bool has_shader_ballot{};
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bool has_vertex_viewport_layer{};
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bool has_vertex_viewport_layer{};
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bool has_image_load_formatted{};
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bool has_image_load_formatted{};
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bool has_variable_aoffi{};
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bool has_variable_aoffi{};
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@ -1382,13 +1382,19 @@ private:
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Expression FSwizzleAdd(Operation operation) {
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Expression FSwizzleAdd(Operation operation) {
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const std::string op_a = VisitOperand(operation, 0).AsFloat();
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const std::string op_a = VisitOperand(operation, 0).AsFloat();
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const std::string op_b = VisitOperand(operation, 1).AsFloat();
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const std::string op_b = VisitOperand(operation, 1).AsFloat();
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if (!device.HasShaderBallot()) {
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LOG_ERROR(Render_OpenGL, "Shader ballot is unavailable but required by the shader");
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return {fmt::format("{} + {}", op_a, op_b), Type::Float};
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}
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const std::string instr_mask = VisitOperand(operation, 2).AsUint();
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const std::string instr_mask = VisitOperand(operation, 2).AsUint();
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const std::string mask = code.GenerateTemporary();
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const std::string mask = code.GenerateTemporary();
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code.AddLine("uint {} = {} >> ((gl_SubGroupInvocationARB & 3) << 1);", mask, instr_mask);
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code.AddLine("uint {} = ({} >> ((gl_SubGroupInvocationARB & 3) << 1)) & 3;", mask,
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instr_mask);
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const std::string modifier_a = fmt::format("fswzadd_modifiers_a[{} & 3]", mask);
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const std::string modifier_a = fmt::format("fswzadd_modifiers_a[{}]", mask);
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const std::string modifier_b = fmt::format("fswzadd_modifiers_b[{} & 3]", mask);
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const std::string modifier_b = fmt::format("fswzadd_modifiers_b[{}]", mask);
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return {fmt::format("(({} * {}) + ({} * {}))", op_a, modifier_a, op_b, modifier_b),
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return {fmt::format("(({} * {}) + ({} * {}))", op_a, modifier_a, op_b, modifier_b),
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Type::Float};
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Type::Float};
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}
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}
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@ -1957,11 +1963,21 @@ private:
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}
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}
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Expression ThreadId(Operation operation) {
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Expression ThreadId(Operation operation) {
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if (!device.HasShaderBallot()) {
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LOG_ERROR(Render_OpenGL, "Shader ballot is unavailable but required by the shader");
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return {"0U", Type::Uint};
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}
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return {"gl_SubGroupInvocationARB", Type::Uint};
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return {"gl_SubGroupInvocationARB", Type::Uint};
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}
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}
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Expression ShuffleIndexed(Operation operation) {
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Expression ShuffleIndexed(Operation operation) {
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const std::string value = VisitOperand(operation, 0).AsFloat();
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std::string value = VisitOperand(operation, 0).AsFloat();
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if (!device.HasShaderBallot()) {
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LOG_ERROR(Render_OpenGL, "Shader ballot is unavailable but required by the shader");
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return {std::move(value), Type::Float};
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}
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const std::string index = VisitOperand(operation, 1).AsUint();
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const std::string index = VisitOperand(operation, 1).AsUint();
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return {fmt::format("readInvocationARB({}, {})", value, index), Type::Float};
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return {fmt::format("readInvocationARB({}, {})", value, index), Type::Float};
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}
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}
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