video_core: Fix fragment shader interlock usage on OpenGL. (#7144)

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Steveice10 2023-11-10 13:14:52 -08:00 committed by GitHub
parent 13d02c14e0
commit d4f31bc617
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8 changed files with 69 additions and 14 deletions

View file

@ -181,6 +181,9 @@ void Driver::CheckExtensionSupport() {
ext_texture_compression_s3tc = GLAD_GL_EXT_texture_compression_s3tc;
ext_shader_framebuffer_fetch = GLAD_GL_EXT_shader_framebuffer_fetch;
arm_shader_framebuffer_fetch = GLAD_GL_ARM_shader_framebuffer_fetch;
arb_fragment_shader_interlock = GLAD_GL_ARB_fragment_shader_interlock;
nv_fragment_shader_interlock = GLAD_GL_NV_fragment_shader_interlock;
intel_fragment_shader_ordering = GLAD_GL_INTEL_fragment_shader_ordering;
blend_minmax_factor = GLAD_GL_AMD_blend_minmax_factor || GLAD_GL_NV_blend_minmax_factor;
is_suitable = GLAD_GL_VERSION_4_3 || GLAD_GL_ES_VERSION_3_1;
}

View file

@ -118,6 +118,18 @@ public:
return arm_shader_framebuffer_fetch;
}
bool HasArbFragmentShaderInterlock() const {
return arb_fragment_shader_interlock;
}
bool HasNvFragmentShaderInterlock() const {
return nv_fragment_shader_interlock;
}
bool HasIntelFragmentShaderOrdering() const {
return intel_fragment_shader_ordering;
}
/// Returns true if the implementation supports (NV/AMD)_blend_minmax_factor
bool HasBlendMinMaxFactor() const {
return blend_minmax_factor;
@ -146,6 +158,9 @@ private:
bool arb_texture_compression_bptc{};
bool arm_shader_framebuffer_fetch{};
bool ext_shader_framebuffer_fetch{};
bool arb_fragment_shader_interlock{};
bool nv_fragment_shader_interlock{};
bool intel_fragment_shader_ordering{};
bool blend_minmax_factor{};
std::string_view gl_version{};

View file

@ -269,15 +269,16 @@ public:
.has_clip_planes = driver.HasClipCullDistance(),
.has_geometry_shader = true,
.has_custom_border_color = true,
.has_fragment_shader_interlock = false,
.has_fragment_shader_interlock = driver.HasArbFragmentShaderInterlock(),
// TODO: This extension requires GLSL 450 / OpenGL 4.5 context.
.has_fragment_shader_barycentric = false,
.has_blend_minmax_factor = driver.HasBlendMinMaxFactor(),
.has_minus_one_to_one_range = true,
.has_logic_op = !driver.IsOpenGLES(),
.has_gl_ext_framebuffer_fetch = driver.HasExtFramebufferFetch(),
.has_gl_arm_framebuffer_fetch = driver.HasArmShaderFramebufferFetch(),
.has_gl_nv_fragment_shader_interlock = driver.GetVendor() == Vendor::Nvidia,
.has_gl_intel_fragment_shader_interlock = driver.GetVendor() == Vendor::Intel,
.has_gl_nv_fragment_shader_interlock = driver.HasNvFragmentShaderInterlock(),
.has_gl_intel_fragment_shader_ordering = driver.HasIntelFragmentShaderOrdering(),
// TODO: This extension requires GLSL 450 / OpenGL 4.5 context.
.has_gl_nv_fragment_shader_barycentric = false,
.is_vulkan = false,

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@ -1234,10 +1234,11 @@ void FragmentModule::DefineExtensions() {
out += "#extension GL_NV_fragment_shader_interlock : enable\n";
out += "#define beginInvocationInterlock beginInvocationInterlockNV\n";
out += "#define endInvocationInterlock endInvocationInterlockNV\n";
} else if (profile.has_gl_intel_fragment_shader_interlock) {
} else if (profile.has_gl_intel_fragment_shader_ordering) {
// NOTE: Intel does not have an end function for this.
out += "#extension GL_INTEL_fragment_shader_ordering : enable\n";
out += "#define beginInvocationInterlock beginFragmentShaderOrderingINTEL\n";
out += "#define endInvocationInterlock\n";
out += "#define endInvocationInterlock()\n";
} else {
use_fragment_shader_interlock = false;
}

View file

@ -19,7 +19,7 @@ struct Profile {
bool has_gl_ext_framebuffer_fetch{};
bool has_gl_arm_framebuffer_fetch{};
bool has_gl_nv_fragment_shader_interlock{};
bool has_gl_intel_fragment_shader_interlock{};
bool has_gl_intel_fragment_shader_ordering{};
bool has_gl_nv_fragment_shader_barycentric{};
bool is_vulkan{};
};