Vulkan: Add workarounds for MoltenVK (#4202)
* Add MVK basics. * Use appropriate output attribute types * 4kb vertex alignment, bunch of fixes * Add reduced shader precision mode for mvk. * Disable ASTC on MVK for now * Only request robustnes2 when it is available. * It's just the one feature actually * Add triangle fan conversion * Allow NullDescriptor on MVK for some reason. * Force safe blit on MoltenVK * Use ASTC only when formats are all available. * Disable multilevel 3d texture views * Filter duplicate render targets (on backend) * Add Automatic MoltenVK Configuration * Do not create color attachment views with formats that are not RT compatible * Make sure that the host format matches the vertex shader input types for invalid/unknown guest formats * FIx rebase for Vertex Attrib State * Fix 4b alignment for vertex * Use asynchronous queue submits for MVK * Ensure color clear shader has correct output type * Update MoltenVK config * Always use MoltenVK workarounds on MacOS * Make MVK supersede all vendors * Fix rebase * Various fixes on rebase * Get portability flags from extension * Fix some minor rebasing issues * Style change * Use LibraryImport for MVKConfiguration * Rename MoltenVK vendor to Apple Intel and AMD GPUs on moltenvk report with the those vendors - only apple silicon reports with vendor 0x106B. * Fix features2 rebase conflict * Rename fragment output type * Add missing check for fragment output types Might have caused the crash in MK8 * Only do fragment output specialization on MoltenVK * Avoid copy when passing capabilities * Self feedback * Address feedback Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: nastys <nastys@users.noreply.github.com>
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36 changed files with 739 additions and 61 deletions
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@ -346,12 +346,17 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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string name = context.OperandManager.DeclareLocal(decl);
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context.AppendLine(GetVarTypeName(decl.VarType) + " " + name + ";");
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context.AppendLine(GetVarTypeName(context, decl.VarType) + " " + name + ";");
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}
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}
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public static string GetVarTypeName(AggregateType type, bool precise = true)
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public static string GetVarTypeName(CodeGenContext context, AggregateType type, bool precise = true)
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{
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if (context.Config.GpuAccessor.QueryHostReducedPrecision())
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{
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precise = false;
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}
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return type switch
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{
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AggregateType.Void => "void",
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@ -666,7 +671,22 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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}
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else
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{
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context.AppendLine($"layout (location = {attr}) out vec4 {name};");
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string type = context.Config.Stage != ShaderStage.Fragment ? "vec4" :
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context.Config.GpuAccessor.QueryFragmentOutputType(attr) switch
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{
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AttributeType.Sint => "ivec4",
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AttributeType.Uint => "uvec4",
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_ => "vec4"
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};
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if (context.Config.GpuAccessor.QueryHostReducedPrecision() && context.Config.Stage == ShaderStage.Vertex && attr == 0)
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{
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context.AppendLine($"layout (location = {attr}) invariant out {type} {name};");
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}
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else
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{
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context.AppendLine($"layout (location = {attr}) out {type} {name};");
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}
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}
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}
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