GPU/HW: Add fallback path for no-texture-buffers

Yay, old Mali drivers without SSBOs...
This commit is contained in:
Stenzek 2023-12-19 01:47:40 +10:00
parent 4942964e2f
commit 5ef2ba0eb2
No known key found for this signature in database
4 changed files with 57 additions and 20 deletions

View file

@ -645,12 +645,17 @@ bool GPU_HW::CreateBuffers()
GL_OBJECT_NAME(m_vram_read_texture, "VRAM Read Texture");
GL_OBJECT_NAME(m_vram_readback_texture, "VRAM Readback Texture");
if (g_gpu_device->GetFeatures().supports_texture_buffers)
{
if (!(m_vram_upload_buffer =
g_gpu_device->CreateTextureBuffer(GPUTextureBuffer::Format::R16UI, GPUDevice::MIN_TEXEL_BUFFER_ELEMENTS)))
{
return false;
}
GL_OBJECT_NAME(m_vram_upload_buffer, "VRAM Upload Buffer");
}
Log_InfoFmt("Created HW framebuffer of {}x{}", texture_width, texture_height);
if (m_downsample_mode == GPUDownsampleMode::Adaptive)
@ -999,9 +1004,10 @@ bool GPU_HW::CompilePipelines()
// VRAM write
{
const bool use_buffer = features.supports_texture_buffers;
const bool use_ssbo = features.texture_buffers_emulated_with_ssbo;
std::unique_ptr<GPUShader> fs =
g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GenerateVRAMWriteFragmentShader(use_ssbo));
std::unique_ptr<GPUShader> fs = g_gpu_device->CreateShader(
GPUShaderStage::Fragment, shadergen.GenerateVRAMWriteFragmentShader(use_buffer, use_ssbo));
if (!fs)
return false;
@ -2438,11 +2444,28 @@ void GPU_HW::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data, b
}
}
std::unique_ptr<GPUTexture> upload_texture;
u32 map_index;
if (!g_gpu_device->GetFeatures().supports_texture_buffers)
{
map_index = 0;
upload_texture = g_gpu_device->FetchTexture(width, height, 1, 1, 1, GPUTexture::Type::Texture,
GPUTexture::Format::R16U, data, width * sizeof(u16));
if (!upload_texture)
{
Log_ErrorFmt("Failed to get {}x{} upload texture. Things are gonna break.", width, height);
return;
}
}
else
{
const u32 num_pixels = width * height;
void* map = m_vram_upload_buffer->Map(num_pixels);
const u32 map_index = m_vram_upload_buffer->GetCurrentPosition();
map_index = m_vram_upload_buffer->GetCurrentPosition();
std::memcpy(map, data, num_pixels * sizeof(u16));
m_vram_upload_buffer->Unmap(num_pixels);
}
struct VRAMWriteUBOData
{
@ -2465,8 +2488,17 @@ void GPU_HW::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data, b
g_gpu_device->SetScissor(scaled_bounds.left, scaled_bounds.top, scaled_bounds.GetWidth(), scaled_bounds.GetHeight());
g_gpu_device->SetPipeline(m_vram_write_pipelines[BoolToUInt8(check_mask && !m_pgxp_depth_buffer)].get());
g_gpu_device->PushUniformBuffer(&uniforms, sizeof(uniforms));
if (upload_texture)
{
g_gpu_device->SetTextureSampler(0, upload_texture.get(), g_gpu_device->GetNearestSampler());
g_gpu_device->Draw(3, 0);
g_gpu_device->RecycleTexture(std::move(upload_texture));
}
else
{
g_gpu_device->SetTextureBuffer(0, m_vram_upload_buffer.get());
g_gpu_device->Draw(3, 0);
}
RestoreDeviceContext();
}

View file

@ -1271,18 +1271,23 @@ uint SampleVRAM(uint2 coords)
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateVRAMWriteFragmentShader(bool use_ssbo)
std::string GPU_HW_ShaderGen::GenerateVRAMWriteFragmentShader(bool use_buffer, bool use_ssbo)
{
std::stringstream ss;
WriteHeader(ss);
WriteCommonFunctions(ss);
DefineMacro(ss, "PGXP_DEPTH", m_pgxp_depth);
DefineMacro(ss, "USE_BUFFER", use_buffer);
DeclareUniformBuffer(ss,
{"uint2 u_base_coords", "uint2 u_end_coords", "uint2 u_size", "uint u_buffer_base_offset",
"uint u_mask_or_bits", "float u_depth_value"},
true);
if (use_ssbo && m_glsl)
if (!use_buffer)
{
DeclareTexture(ss, "samp0", 0, false, true, true);
}
else if (use_ssbo && m_glsl)
{
ss << "layout(std430";
if (IsVulkan())
@ -1316,14 +1321,17 @@ std::string GPU_HW_ShaderGen::GenerateVRAMWriteFragmentShader(bool use_ssbo)
discard;
}
// find offset from the start of the row/column
uint2 offset;
offset.x = (coords.x < u_base_coords.x) ? ((VRAM_SIZE.x / RESOLUTION_SCALE) - u_base_coords.x + coords.x) : (coords.x - u_base_coords.x);
offset.y = (coords.y < u_base_coords.y) ? ((VRAM_SIZE.y / RESOLUTION_SCALE) - u_base_coords.y + coords.y) : (coords.y - u_base_coords.y);
#if !USE_BUFFER
uint value = LOAD_TEXTURE(samp0, int2(offset), 0).x;
#else
uint buffer_offset = u_buffer_base_offset + (offset.y * u_size.x) + offset.x;
uint value = GET_VALUE(buffer_offset) | u_mask_or_bits;
#endif
o_col0 = RGBA5551ToRGBA8(value);
#if !PGXP_DEPTH

View file

@ -22,7 +22,7 @@ public:
std::string GenerateWireframeGeometryShader();
std::string GenerateWireframeFragmentShader();
std::string GenerateVRAMReadFragmentShader();
std::string GenerateVRAMWriteFragmentShader(bool use_ssbo);
std::string GenerateVRAMWriteFragmentShader(bool use_buffer, bool use_ssbo);
std::string GenerateVRAMCopyFragmentShader();
std::string GenerateVRAMFillFragmentShader(bool wrapped, bool interlaced);
std::string GenerateVRAMUpdateDepthFragmentShader();

View file

@ -492,10 +492,7 @@ bool OpenGLDevice::CheckFeatures(bool* buggy_pbo, FeatureMask disabled_features)
}
else
{
Host::ReportErrorAsync(
TRANSLATE_SV("GPUDevice", "Error"),
TRANSLATE_SV("Error", "Both texture buffers and SSBOs are not supported, or are of inadequate size."));
return false;
Log_WarningPrint("Both texture buffers and SSBOs are not supported. Performance will suffer.");
}
}