Partially Revert "renderer_opengl: Remove amd hacks and legacy paths" (#6122)
This reverts commit 07a69b7c7b
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30831e6367
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baecc18d8c
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@ -26,6 +26,10 @@ MICROPROFILE_DEFINE(OpenGL_Drawing, "OpenGL", "Drawing", MP_RGB(128, 128, 192));
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MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
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MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
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static bool IsVendorAmd() {
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const std::string_view gpu_vendor{reinterpret_cast<char const*>(glGetString(GL_VENDOR))};
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return gpu_vendor == "ATI Technologies Inc." || gpu_vendor == "Advanced Micro Devices, Inc.";
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}
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#ifdef __APPLE__
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static bool IsVendorIntel() {
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std::string gpu_vendor{reinterpret_cast<char const*>(glGetString(GL_VENDOR))};
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@ -34,11 +38,11 @@ static bool IsVendorIntel() {
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#endif
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RasterizerOpenGL::RasterizerOpenGL(Frontend::EmuWindow& emu_window)
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: vertex_buffer(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE),
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uniform_buffer(GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE),
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index_buffer(GL_ELEMENT_ARRAY_BUFFER, INDEX_BUFFER_SIZE),
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texture_buffer(GL_TEXTURE_BUFFER, TEXTURE_BUFFER_SIZE),
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texture_lf_buffer(GL_TEXTURE_BUFFER, TEXTURE_BUFFER_SIZE) {
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: is_amd(IsVendorAmd()), vertex_buffer(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE, is_amd),
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uniform_buffer(GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE, false),
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index_buffer(GL_ELEMENT_ARRAY_BUFFER, INDEX_BUFFER_SIZE, false),
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texture_buffer(GL_TEXTURE_BUFFER, TEXTURE_BUFFER_SIZE, false),
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texture_lf_buffer(GL_TEXTURE_BUFFER, TEXTURE_BUFFER_SIZE, false) {
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// Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
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state.clip_distance[0] = true;
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@ -144,12 +148,13 @@ RasterizerOpenGL::RasterizerOpenGL(Frontend::EmuWindow& emu_window)
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#ifdef __APPLE__
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if (IsVendorIntel()) {
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shader_program_manager = std::make_unique<ShaderProgramManager>(emu_window, false);
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shader_program_manager = std::make_unique<ShaderProgramManager>(
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emu_window, VideoCore::g_separable_shader_enabled, is_amd);
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} else {
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shader_program_manager = std::make_unique<ShaderProgramManager>(emu_window, false);
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shader_program_manager = std::make_unique<ShaderProgramManager>(emu_window, true, is_amd);
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}
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#else
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shader_program_manager = std::make_unique<ShaderProgramManager>(emu_window, !GLES);
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shader_program_manager = std::make_unique<ShaderProgramManager>(emu_window, !GLES, is_amd);
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#endif
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glEnable(GL_BLEND);
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@ -247,6 +247,8 @@ private:
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/// Setup geometry shader for AccelerateDrawBatch
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bool SetupGeometryShader();
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bool is_amd;
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OpenGLState state;
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GLuint default_texture;
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@ -327,8 +327,8 @@ using FragmentShaders = ShaderCache<PicaFSConfig, &GenerateFragmentShader, GL_FR
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class ShaderProgramManager::Impl {
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public:
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explicit Impl(bool separable)
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: separable(separable), programmable_vertex_shaders(separable),
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explicit Impl(bool separable, bool is_amd)
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: is_amd(is_amd), separable(separable), programmable_vertex_shaders(separable),
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trivial_vertex_shader(separable), fixed_geometry_shaders(separable),
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fragment_shaders(separable), disk_cache(separable) {
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if (separable)
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@ -361,6 +361,7 @@ public:
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}
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};
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bool is_amd;
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bool separable;
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ShaderTuple current;
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@ -376,8 +377,9 @@ public:
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ShaderDiskCache disk_cache;
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};
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ShaderProgramManager::ShaderProgramManager(Frontend::EmuWindow& emu_window_, bool separable)
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: impl(std::make_unique<Impl>(separable)), emu_window{emu_window_} {}
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ShaderProgramManager::ShaderProgramManager(Frontend::EmuWindow& emu_window_, bool separable,
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bool is_amd)
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: impl(std::make_unique<Impl>(separable, is_amd)), emu_window{emu_window_} {}
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ShaderProgramManager::~ShaderProgramManager() = default;
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@ -439,6 +441,15 @@ void ShaderProgramManager::UseFragmentShader(const Pica::Regs& regs) {
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void ShaderProgramManager::ApplyTo(OpenGLState& state) {
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if (impl->separable) {
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if (impl->is_amd) {
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// Without this reseting, AMD sometimes freezes when one stage is changed but not
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// for the others. On the other hand, including this reset seems to introduce memory
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// leak in Intel Graphics.
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glUseProgramStages(
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impl->pipeline.handle,
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GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, 0);
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}
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glUseProgramStages(impl->pipeline.handle, GL_VERTEX_SHADER_BIT, impl->current.vs);
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glUseProgramStages(impl->pipeline.handle, GL_GEOMETRY_SHADER_BIT, impl->current.gs);
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glUseProgramStages(impl->pipeline.handle, GL_FRAGMENT_SHADER_BIT, impl->current.fs);
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@ -108,7 +108,7 @@ class OpenGLState;
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/// A class that manage different shader stages and configures them with given config data.
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class ShaderProgramManager {
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public:
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ShaderProgramManager(Frontend::EmuWindow& emu_window_, bool separable);
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ShaderProgramManager(Frontend::EmuWindow& emu_window_, bool separable, bool is_amd);
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~ShaderProgramManager();
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void LoadDiskCache(const std::atomic_bool& stop_loading,
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@ -12,12 +12,21 @@ MICROPROFILE_DEFINE(OpenGL_StreamBuffer, "OpenGL", "Stream Buffer Orphaning",
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namespace OpenGL {
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OGLStreamBuffer::OGLStreamBuffer(GLenum target, GLsizeiptr size, bool prefer_coherent)
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OGLStreamBuffer::OGLStreamBuffer(GLenum target, GLsizeiptr size, bool array_buffer_for_amd,
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bool prefer_coherent)
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: gl_target(target), buffer_size(size) {
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gl_buffer.Create();
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glBindBuffer(gl_target, gl_buffer.handle);
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GLsizeiptr allocate_size = size;
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if (array_buffer_for_amd) {
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// On AMD GPU there is a strange crash in indexed drawing. The crash happens when the buffer
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// read position is near the end and is an out-of-bound access to the vertex buffer. This is
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// probably a bug in the driver and is related to the usage of vec3<byte> attributes in the
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// vertex array. Doubling the allocation size for the vertex buffer seems to avoid the
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// crash.
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allocate_size *= 2;
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}
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if (GLAD_GL_ARB_buffer_storage) {
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persistent = true;
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@ -10,7 +10,8 @@ namespace OpenGL {
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class OGLStreamBuffer : private NonCopyable {
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public:
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explicit OGLStreamBuffer(GLenum target, GLsizeiptr size, bool prefer_coherent = false);
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explicit OGLStreamBuffer(GLenum target, GLsizeiptr size, bool array_buffer_for_amd,
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bool prefer_coherent = false);
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~OGLStreamBuffer();
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GLuint GetHandle() const;
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