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| author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-05-17 22:32:49 -0300 |
|---|---|---|
| committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-05-19 18:00:04 -0300 |
| commit | 420cc13248350ef5c2d19e0b961cb4185cd16a8a (patch) | |
| tree | 7c20805090bbdfd42de380644bb719122fbc85a8 /src/video_core/renderer_opengl/gl_device.cpp | |
| parent | 47a7c4f4fed12d30c2c724df8c320cf34b654433 (diff) | |
renderer_opengl: Add assembly program code paths
Add code required to use OpenGL assembly programs based on
NV_gpu_program5. Decompilation for ARB programs is intended to be added
in a follow up commit. This does **not** include ARB decompilation and
it's not in an usable state.
The intention behind assembly programs is to reduce shader stutter
significantly on drivers supporting NV_gpu_program5 (and other required
extensions). Currently only Nvidia's proprietary driver supports these
extensions.
Add a UI option hidden for now to avoid people enabling this option
accidentally.
This code path has some limitations that OpenGL compatibility doesn't
have:
- NV_shader_storage_buffer_object is limited to 16 entries for a single
OpenGL context state (I don't know if this is an intended limitation, an
specification issue or I am missing something). Currently causes issues
on The Legend of Zelda: Link's Awakening.
- NV_parameter_buffer_object can't bind buffers using an offset
different to zero. The used workaround is to copy to a temporary buffer
(this doesn't happen often so it's not an issue).
On the other hand, it has the following advantages:
- Shaders build a lot faster.
- We have control over how floating point rounding is done over
individual instructions (SPIR-V on Vulkan can't do this).
- Operations on shared memory can be unsigned and signed.
- Transform feedbacks are dynamic state (not yet implemented).
- Parameter buffers (uniform buffers) are per stage, matching NVN and
hardware's behavior.
- The API to bind and create assembly programs makes sense, unlike
ARB_separate_shader_objects.
Diffstat (limited to 'src/video_core/renderer_opengl/gl_device.cpp')
| -rw-r--r-- | src/video_core/renderer_opengl/gl_device.cpp | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/gl_device.cpp b/src/video_core/renderer_opengl/gl_device.cpp index d83dca25a..466a911db 100644 --- a/src/video_core/renderer_opengl/gl_device.cpp +++ b/src/video_core/renderer_opengl/gl_device.cpp @@ -13,6 +13,7 @@ #include "common/logging/log.h" #include "common/scope_exit.h" +#include "core/settings.h" #include "video_core/renderer_opengl/gl_device.h" #include "video_core/renderer_opengl/gl_resource_manager.h" @@ -183,10 +184,16 @@ Device::Device() : base_bindings{BuildBaseBindings()} { has_precise_bug = TestPreciseBug(); has_broken_compute = is_intel_proprietary; has_fast_buffer_sub_data = is_nvidia; + use_assembly_shaders = Settings::values.use_assembly_shaders && GLAD_GL_NV_gpu_program5 && + GLAD_GL_NV_compute_program5; LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi); LOG_INFO(Render_OpenGL, "Renderer_ComponentIndexingBug: {}", has_component_indexing_bug); LOG_INFO(Render_OpenGL, "Renderer_PreciseBug: {}", has_precise_bug); + + if (Settings::values.use_assembly_shaders && !use_assembly_shaders) { + LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported"); + } } Device::Device(std::nullptr_t) { |
