GPU/Vulkan: Possible workaround for Adreno GS shader compiler bug

This commit is contained in:
Connor McLaughlin
2020-07-25 15:17:29 +10:00
parent d711baaa31
commit caf9943418
5 changed files with 29 additions and 16 deletions

View File

@ -578,7 +578,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
// vertex shaders - [textured]
// fragment shaders - [render_mode][texture_mode][dithering][interlacing]
DimensionalArray<VkShaderModule, 2> batch_vertex_shaders{};
DimensionalArray<VkShaderModule, 2, 2> batch_vertex_shaders{};
DimensionalArray<VkShaderModule, 2, 2, 9, 4> batch_fragment_shaders{};
VkShaderModule batch_line_geometry_shader = VK_NULL_HANDLE;
Common::ScopeGuard batch_shader_guard(
@ -590,12 +590,12 @@ bool GPU_HW_Vulkan::CompilePipelines()
for (u8 textured = 0; textured < 2; textured++)
{
const std::string vs = shadergen.GenerateBatchVertexShader(ConvertToBoolUnchecked(textured));
const std::string vs = shadergen.GenerateBatchVertexShader(ConvertToBoolUnchecked(textured), false);
VkShaderModule shader = g_vulkan_shader_cache->GetVertexShader(vs);
if (shader == VK_NULL_HANDLE)
return false;
batch_vertex_shaders[textured] = shader;
batch_vertex_shaders[textured][0] = shader;
}
for (u8 render_mode = 0; render_mode < 4; render_mode++)
@ -628,6 +628,16 @@ bool GPU_HW_Vulkan::CompilePipelines()
batch_line_geometry_shader = g_vulkan_shader_cache->GetGeometryShader(gs);
if (batch_line_geometry_shader == VK_NULL_HANDLE)
return false;
for (u8 textured = 0; textured < 2; textured++)
{
const std::string vs = shadergen.GenerateBatchVertexShader(ConvertToBoolUnchecked(textured), true);
VkShaderModule shader = g_vulkan_shader_cache->GetVertexShader(vs);
if (shader == VK_NULL_HANDLE)
return false;
batch_vertex_shaders[textured][1] = shader;
}
}
else
{
@ -667,17 +677,18 @@ bool GPU_HW_Vulkan::CompilePipelines()
}
gpbuilder.SetPrimitiveTopology(primitive_mapping[primitive]);
gpbuilder.SetVertexShader(batch_vertex_shaders[BoolToUInt8(textured)]);
gpbuilder.SetFragmentShader(batch_fragment_shaders[render_mode][texture_mode][dithering][interlacing]);
if (static_cast<BatchPrimitive>(primitive) == BatchPrimitive::Lines &&
batch_line_geometry_shader != VK_NULL_HANDLE)
{
gpbuilder.SetVertexShader(batch_vertex_shaders[BoolToUInt8(textured)][1]);
gpbuilder.SetGeometryShader(batch_line_geometry_shader);
gpbuilder.SetRasterizationState(polygon_mode_mapping[static_cast<u8>(BatchPrimitive::Triangles)],
VK_CULL_MODE_NONE, VK_FRONT_FACE_CLOCKWISE);
}
else
{
gpbuilder.SetVertexShader(batch_vertex_shaders[BoolToUInt8(textured)][0]);
gpbuilder.SetRasterizationState(polygon_mode_mapping[primitive], VK_CULL_MODE_NONE,
VK_FRONT_FACE_CLOCKWISE);
}