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-rw-r--r--src/shader_recompiler/backend/glsl/emit_context.cpp4
-rw-r--r--src/shader_recompiler/backend/glsl/emit_glsl_image.cpp44
2 files changed, 40 insertions, 8 deletions
diff --git a/src/shader_recompiler/backend/glsl/emit_context.cpp b/src/shader_recompiler/backend/glsl/emit_context.cpp
index ecc7335ba..76cf0bdf0 100644
--- a/src/shader_recompiler/backend/glsl/emit_context.cpp
+++ b/src/shader_recompiler/backend/glsl/emit_context.cpp
@@ -282,8 +282,10 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
void EmitContext::SetupExtensions(std::string&) {
// TODO: track this usage
header += "#extension GL_ARB_sparse_texture2 : enable\n"
- "#extension GL_EXT_texture_shadow_lod : enable\n"
"#extension GL_EXT_shader_image_load_formatted : enable\n";
+ if (profile.support_gl_texture_shadow_lod) {
+ header += "#extension GL_EXT_texture_shadow_lod : enable\n";
+ }
if (info.uses_int64) {
header += "#extension GL_ARB_gpu_shader_int64 : enable\n";
}
diff --git a/src/shader_recompiler/backend/glsl/emit_glsl_image.cpp b/src/shader_recompiler/backend/glsl/emit_glsl_image.cpp
index a62e2b181..6cf0300ab 100644
--- a/src/shader_recompiler/backend/glsl/emit_glsl_image.cpp
+++ b/src/shader_recompiler/backend/glsl/emit_glsl_image.cpp
@@ -8,6 +8,7 @@
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/modifiers.h"
#include "shader_recompiler/frontend/ir/value.h"
+#include "shader_recompiler/profile.h"
namespace Shader::Backend::GLSL {
namespace {
@@ -67,14 +68,14 @@ std::string TexelFetchCastToInt(std::string_view value, const IR::TextureInstInf
}
}
-std::string ShadowSamplerVecCast(TextureType type) {
+bool NeedsShadowLodExt(TextureType type) {
switch (type) {
case TextureType::ColorArray2D:
case TextureType::ColorCube:
case TextureType::ColorArrayCube:
- return "vec4";
+ return true;
default:
- return "vec3";
+ return false;
}
}
@@ -221,7 +222,22 @@ void EmitImageSampleDrefImplicitLod([[maybe_unused]] EmitContext& ctx,
}
const auto texture{Texture(ctx, info, index)};
const auto bias{info.has_bias ? fmt::format(",{}", bias_lc) : ""};
- const auto cast{ShadowSamplerVecCast(info.type)};
+ const bool needs_shadow_ext{NeedsShadowLodExt(info.type)};
+ const auto cast{needs_shadow_ext ? "vec4" : "vec3"};
+ const bool use_grad{!ctx.profile.support_gl_texture_shadow_lod &&
+ ctx.stage != Stage::Fragment && needs_shadow_ext};
+ if (use_grad) {
+ // LOG_WARNING(..., "Device lacks GL_EXT_texture_shadow_lod. Using textureGrad fallback");
+ if (info.type == TextureType::ColorArrayCube) {
+ // LOG_WARNING(..., "textureGrad does not support ColorArrayCube. Stubbing");
+ ctx.AddF32("{}=0.0f;", inst);
+ return;
+ }
+ const auto d_cast{info.type == TextureType::ColorArray2D ? "vec2" : "vec3"};
+ ctx.AddF32("{}=textureGrad({},{}({},{}),{}(0),{}(0));", inst, texture, cast, coords, dref,
+ d_cast, d_cast);
+ return;
+ }
if (!offset.IsEmpty()) {
const auto offset_str{GetOffsetVec(ctx, offset)};
if (ctx.stage == Stage::Fragment) {
@@ -263,15 +279,29 @@ void EmitImageSampleDrefExplicitLod([[maybe_unused]] EmitContext& ctx,
throw NotImplementedException("EmitImageSampleDrefExplicitLod Lod clamp samples");
}
const auto texture{Texture(ctx, info, index)};
- const auto cast{ShadowSamplerVecCast(info.type)};
+ const bool needs_shadow_ext{NeedsShadowLodExt(info.type)};
+ const bool use_grad{!ctx.profile.support_gl_texture_shadow_lod && needs_shadow_ext};
+ const auto cast{needs_shadow_ext ? "vec4" : "vec3"};
+ if (use_grad) {
+ // LOG_WARNING(..., "Device lacks GL_EXT_texture_shadow_lod. Using textureGrad fallback");
+ if (info.type == TextureType::ColorArrayCube) {
+ // LOG_WARNING(..., "textureGrad does not support ColorArrayCube. Stubbing");
+ ctx.AddF32("{}=0.0f;", inst);
+ return;
+ }
+ const auto d_cast{info.type == TextureType::ColorArray2D ? "vec2" : "vec3"};
+ ctx.AddF32("{}=textureGrad({},{}({},{}),{}(0),{}(0));", inst, texture, cast, coords, dref,
+ d_cast, d_cast);
+ return;
+ }
if (!offset.IsEmpty()) {
const auto offset_str{GetOffsetVec(ctx, offset)};
if (info.type == TextureType::ColorArrayCube) {
ctx.AddF32("{}=textureLodOffset({},{},{},{},{});", inst, texture, coords, dref, lod_lc,
offset_str);
} else {
- ctx.AddF32("{}=textureLodOffset({},vec3({},{}),{},{});", inst, texture, coords, dref,
- lod_lc, offset_str);
+ ctx.AddF32("{}=textureLodOffset({},{}({},{}),{},{});", inst, texture, cast, coords,
+ dref, lod_lc, offset_str);
}
} else {
if (info.type == TextureType::ColorArrayCube) {