shader: Emulate 64-bit integers when not supported
Useful for mobile and Intel Xe devices.
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d8d5501459
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@ -154,6 +154,9 @@ IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Blo
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if (!host_info.support_float16) {
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if (!host_info.support_float16) {
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Optimization::LowerFp16ToFp32(program);
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Optimization::LowerFp16ToFp32(program);
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}
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}
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if (!host_info.support_int64) {
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Optimization::LowerInt64ToInt32(program);
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}
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Optimization::SsaRewritePass(program);
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Optimization::SsaRewritePass(program);
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Optimization::GlobalMemoryToStorageBufferPass(program);
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Optimization::GlobalMemoryToStorageBufferPass(program);
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@ -159,6 +159,7 @@ Device::Device() {
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has_debugging_tool_attached = IsDebugToolAttached(extensions);
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has_debugging_tool_attached = IsDebugToolAttached(extensions);
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has_depth_buffer_float = HasExtension(extensions, "GL_NV_depth_buffer_float");
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has_depth_buffer_float = HasExtension(extensions, "GL_NV_depth_buffer_float");
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has_nv_gpu_shader_5 = GLAD_GL_NV_gpu_shader5;
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has_nv_gpu_shader_5 = GLAD_GL_NV_gpu_shader5;
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has_shader_int64 = HasExtension(extensions, "GL_ARB_gpu_shader_int64");
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has_amd_shader_half_float = GLAD_GL_AMD_gpu_shader_half_float;
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has_amd_shader_half_float = GLAD_GL_AMD_gpu_shader_half_float;
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has_sparse_texture_2 = GLAD_GL_ARB_sparse_texture2;
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has_sparse_texture_2 = GLAD_GL_ARB_sparse_texture2;
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warp_size_potentially_larger_than_guest = !is_nvidia && !is_intel;
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warp_size_potentially_larger_than_guest = !is_nvidia && !is_intel;
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@ -124,6 +124,10 @@ public:
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return has_nv_gpu_shader_5;
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return has_nv_gpu_shader_5;
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}
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}
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bool HasShaderInt64() const {
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return has_shader_int64;
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}
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bool HasAmdShaderHalfFloat() const {
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bool HasAmdShaderHalfFloat() const {
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return has_amd_shader_half_float;
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return has_amd_shader_half_float;
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}
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}
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@ -172,6 +176,7 @@ private:
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bool use_driver_cache{};
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bool use_driver_cache{};
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bool has_depth_buffer_float{};
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bool has_depth_buffer_float{};
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bool has_nv_gpu_shader_5{};
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bool has_nv_gpu_shader_5{};
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bool has_shader_int64{};
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bool has_amd_shader_half_float{};
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bool has_amd_shader_half_float{};
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bool has_sparse_texture_2{};
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bool has_sparse_texture_2{};
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bool warp_size_potentially_larger_than_guest{};
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bool warp_size_potentially_larger_than_guest{};
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@ -211,7 +211,7 @@ ShaderCache::ShaderCache(RasterizerOpenGL& rasterizer_, Core::Frontend::EmuWindo
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},
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},
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host_info{
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host_info{
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.support_float16 = false,
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.support_float16 = false,
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.support_int64 = true,
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.support_int64 = device.HasShaderInt64(),
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} {
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} {
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if (use_asynchronous_shaders) {
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if (use_asynchronous_shaders) {
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workers = CreateWorkers();
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workers = CreateWorkers();
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@ -315,7 +315,7 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, Tegra::Engines::Maxw
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};
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};
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host_info = Shader::HostTranslateInfo{
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host_info = Shader::HostTranslateInfo{
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.support_float16 = device.IsFloat16Supported(),
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.support_float16 = device.IsFloat16Supported(),
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.support_int64 = true,
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.support_int64 = device.IsShaderInt64Supported(),
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};
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};
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}
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}
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@ -164,6 +164,11 @@ public:
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return is_formatless_image_load_supported;
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return is_formatless_image_load_supported;
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}
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}
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/// Returns true if shader int64 is supported.
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bool IsShaderInt64Supported() const {
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return is_shader_int64_supported;
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}
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/// Returns true if shader int16 is supported.
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/// Returns true if shader int16 is supported.
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bool IsShaderInt16Supported() const {
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bool IsShaderInt16Supported() const {
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return is_shader_int16_supported;
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return is_shader_int16_supported;
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