Omit image format if possible, and fix BA bit (#1280)
* Omit image format if possible, and fix BA bit * Match extension name
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0b6d206daa
8 changed files with 27 additions and 2 deletions
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@ -3,6 +3,7 @@ namespace Ryujinx.Graphics.GAL
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public struct Capabilities
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{
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public bool SupportsAstcCompression { get; }
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public bool SupportsImageLoadFormatted { get; }
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public bool SupportsNonConstantTextureOffset { get; }
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public int MaximumComputeSharedMemorySize { get; }
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@ -12,12 +13,14 @@ namespace Ryujinx.Graphics.GAL
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public Capabilities(
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bool supportsAstcCompression,
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bool supportsImageLoadFormatted,
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bool supportsNonConstantTextureOffset,
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int maximumComputeSharedMemorySize,
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int storageBufferOffsetAlignment,
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float maxSupportedAnisotropy)
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{
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SupportsAstcCompression = supportsAstcCompression;
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SupportsImageLoadFormatted = supportsImageLoadFormatted;
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SupportsNonConstantTextureOffset = supportsNonConstantTextureOffset;
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MaximumComputeSharedMemorySize = maximumComputeSharedMemorySize;
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StorageBufferOffsetAlignment = storageBufferOffsetAlignment;
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@ -175,6 +175,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <returns>Host storage buffer alignment in bytes</returns>
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public int QueryStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
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/// <summary>
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/// Queries host support for readable images without a explicit format declaration on the shader.
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/// </summary>
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/// <returns>True if formatted image load is supported, false otherwise</returns>
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public bool QuerySupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
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/// <summary>
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/// Queries host GPU non-constant texture offset support.
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/// </summary>
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@ -6,6 +6,7 @@ namespace Ryujinx.Graphics.OpenGL
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static class HwCapabilities
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{
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private static readonly Lazy<bool> _supportsAstcCompression = new Lazy<bool>(() => HasExtension("GL_KHR_texture_compression_astc_ldr"));
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private static readonly Lazy<bool> _supportsImageLoadFormatted = new Lazy<bool>(() => HasExtension("GL_EXT_shader_image_load_formatted"));
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private static readonly Lazy<int> _maximumComputeSharedMemorySize = new Lazy<int>(() => GetLimit(All.MaxComputeSharedMemorySize));
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private static readonly Lazy<int> _storageBufferOffsetAlignment = new Lazy<int>(() => GetLimit(All.ShaderStorageBufferOffsetAlignment));
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@ -25,6 +26,7 @@ namespace Ryujinx.Graphics.OpenGL
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private static Lazy<float> _maxSupportedAnisotropy = new Lazy<float>(GL.GetFloat((GetPName)All.MaxTextureMaxAnisotropy));
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public static bool SupportsAstcCompression => _supportsAstcCompression.Value;
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public static bool SupportsImageLoadFormatted => _supportsImageLoadFormatted.Value;
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public static bool SupportsNonConstantTextureOffset => _gpuVendor.Value == GpuVendor.Nvidia;
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public static int MaximumComputeSharedMemorySize => _maximumComputeSharedMemorySize.Value;
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@ -73,6 +73,7 @@ namespace Ryujinx.Graphics.OpenGL
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{
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return new Capabilities(
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HwCapabilities.SupportsAstcCompression,
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HwCapabilities.SupportsImageLoadFormatted,
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HwCapabilities.SupportsNonConstantTextureOffset,
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HwCapabilities.MaximumComputeSharedMemorySize,
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HwCapabilities.StorageBufferOffsetAlignment,
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@ -19,6 +19,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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context.AppendLine("#extension GL_ARB_gpu_shader_int64 : enable");
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context.AppendLine("#extension GL_ARB_shader_ballot : enable");
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context.AppendLine("#extension GL_ARB_shader_group_vote : enable");
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context.AppendLine("#extension GL_EXT_shader_image_load_formatted : enable");
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if (context.Config.Stage == ShaderStage.Compute)
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{
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@ -37,7 +37,7 @@ namespace Ryujinx.Graphics.Shader.Decoders
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Size = (IntegerSize)opCode.Extract(20, 4);
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}
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ByteAddress = !opCode.Extract(23);
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ByteAddress = opCode.Extract(23);
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Dimensions = (ImageDimensions)opCode.Extract(33, 3);
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@ -54,6 +54,11 @@
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return 16;
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}
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public bool QuerySupportsImageLoadFormatted()
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{
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return true;
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}
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public bool QuerySupportsNonConstantTextureOffset()
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{
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return true;
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@ -1217,6 +1217,13 @@ namespace Ryujinx.Graphics.Shader.Instructions
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private static TextureFormat GetTextureFormat(EmitterContext context, int handle)
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{
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// When the formatted load extension is supported, we don't need to
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// specify a format, we can just declare it without a format and the GPU will handle it.
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if (context.Config.GpuAccessor.QuerySupportsImageLoadFormatted())
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{
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return TextureFormat.Unknown;
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}
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var format = context.Config.GpuAccessor.QueryTextureFormat(handle);
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if (format == TextureFormat.Unknown)
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