shader: Emulate 64-bit integers when not supported

Useful for mobile and Intel Xe devices.
This commit is contained in:
ReinUsesLisp 2021-06-23 01:39:21 -03:00 committed by ameerj
parent d8d5501459
commit fb166b5ff4
6 changed files with 16 additions and 2 deletions

View file

@ -159,6 +159,7 @@ Device::Device() {
has_debugging_tool_attached = IsDebugToolAttached(extensions);
has_depth_buffer_float = HasExtension(extensions, "GL_NV_depth_buffer_float");
has_nv_gpu_shader_5 = GLAD_GL_NV_gpu_shader5;
has_shader_int64 = HasExtension(extensions, "GL_ARB_gpu_shader_int64");
has_amd_shader_half_float = GLAD_GL_AMD_gpu_shader_half_float;
has_sparse_texture_2 = GLAD_GL_ARB_sparse_texture2;
warp_size_potentially_larger_than_guest = !is_nvidia && !is_intel;

View file

@ -124,6 +124,10 @@ public:
return has_nv_gpu_shader_5;
}
bool HasShaderInt64() const {
return has_shader_int64;
}
bool HasAmdShaderHalfFloat() const {
return has_amd_shader_half_float;
}
@ -172,6 +176,7 @@ private:
bool use_driver_cache{};
bool has_depth_buffer_float{};
bool has_nv_gpu_shader_5{};
bool has_shader_int64{};
bool has_amd_shader_half_float{};
bool has_sparse_texture_2{};
bool warp_size_potentially_larger_than_guest{};

View file

@ -211,7 +211,7 @@ ShaderCache::ShaderCache(RasterizerOpenGL& rasterizer_, Core::Frontend::EmuWindo
},
host_info{
.support_float16 = false,
.support_int64 = true,
.support_int64 = device.HasShaderInt64(),
} {
if (use_asynchronous_shaders) {
workers = CreateWorkers();