From 323aea60d6cad5ef0799c46675a3872e2aeaf96e Mon Sep 17 00:00:00 2001 From: TellowKrinkle Date: Tue, 24 Oct 2023 23:18:01 -0500 Subject: [PATCH 1/2] VideoCommon: Fix VS point/line on older GLSL --- Source/Core/VideoCommon/UberShaderVertex.cpp | 2 +- Source/Core/VideoCommon/VertexShaderGen.cpp | 8 ++++---- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/Source/Core/VideoCommon/UberShaderVertex.cpp b/Source/Core/VideoCommon/UberShaderVertex.cpp index 71fc974ced..eceda62e48 100644 --- a/Source/Core/VideoCommon/UberShaderVertex.cpp +++ b/Source/Core/VideoCommon/UberShaderVertex.cpp @@ -101,7 +101,7 @@ SSBO_BINDING(1) readonly restrict buffer Vertices {{ out.Write(R"( uint4 load_input_uint4_ubyte4(uint vtx_offset, uint attr_offset) {{ uint value = vertex_buffer[vtx_offset + attr_offset]; - return uint4(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, value >> 24); + return uint4(value & 0xffu, (value >> 8) & 0xffu, (value >> 16) & 0xffu, value >> 24); }} float4 load_input_float4_ubyte4(uint vtx_offset, uint attr_offset) {{ diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp index d2898cb412..9f854f2d9e 100644 --- a/Source/Core/VideoCommon/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/VertexShaderGen.cpp @@ -149,7 +149,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho // Can't use float3, etc because we want 4-byte alignment out.Write( "uint4 unpack_ubyte4(uint value) {{\n" - " return uint4(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, value >> 24);\n" + " return uint4(value & 0xffu, (value >> 8) & 0xffu, (value >> 16) & 0xffu, value >> 24);\n" "}}\n\n" "struct InputData {{\n"); if (uid_data->components & VB_HAS_POSMTXIDX) @@ -271,7 +271,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho if (api_type == APIType::D3D) out.Write("uint vertex_id = (gl_VertexID >> 2) + base_vertex;\n"); else - out.Write("uint vertex_id = gl_VertexID >> 2;\n"); + out.Write("uint vertex_id = uint(gl_VertexID) >> 2u;\n"); out.Write("InputData i = input_buffer[vertex_id];\n" "{}", input_extract.GetBuffer()); @@ -524,9 +524,9 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho out.Write("// Line expansion\n" "uint other_id = vertex_id;\n" "if (is_bottom) {{\n" - " other_id -= 1;\n" + " other_id -= 1u;\n" "}} else {{\n" - " other_id += 1;\n" + " other_id += 1u;\n" "}}\n" "InputData other = input_buffer[other_id];\n"); if (uid_data->position_has_3_elems) From 4f2a79058a35a51e549c0ad5416cd5709fc35df4 Mon Sep 17 00:00:00 2001 From: TellowKrinkle Date: Tue, 24 Oct 2023 23:18:26 -0500 Subject: [PATCH 2/2] VideoBackends:OGL: Handle when SSBOs are only supported in some shader stages --- Source/Core/VideoBackends/OGL/OGLConfig.cpp | 19 +++++++++++++++---- 1 file changed, 15 insertions(+), 4 deletions(-) diff --git a/Source/Core/VideoBackends/OGL/OGLConfig.cpp b/Source/Core/VideoBackends/OGL/OGLConfig.cpp index 2695402b63..b51c43aa89 100644 --- a/Source/Core/VideoBackends/OGL/OGLConfig.cpp +++ b/Source/Core/VideoBackends/OGL/OGLConfig.cpp @@ -287,10 +287,6 @@ bool PopulateConfig(GLContext* m_main_gl_context) g_Config.backend_info.bSupportsPrimitiveRestart = !DriverDetails::HasBug(DriverDetails::BUG_PRIMITIVE_RESTART) && ((GLExtensions::Version() >= 310) || GLExtensions::Supports("GL_NV_primitive_restart")); - g_Config.backend_info.bSupportsFragmentStoresAndAtomics = - GLExtensions::Supports("GL_ARB_shader_storage_buffer_object"); - g_Config.backend_info.bSupportsVSLinePointExpand = - GLExtensions::Supports("GL_ARB_shader_storage_buffer_object"); g_Config.backend_info.bSupportsGSInstancing = GLExtensions::Supports("GL_ARB_gpu_shader5"); g_Config.backend_info.bSupportsSSAA = GLExtensions::Supports("GL_ARB_gpu_shader5") && GLExtensions::Supports("GL_ARB_sample_shading"); @@ -351,6 +347,21 @@ bool PopulateConfig(GLContext* m_main_gl_context) g_Config.backend_info.bSupportsTextureQueryLevels = GLExtensions::Supports("GL_ARB_texture_query_levels") || GLExtensions::Version() >= 430; + if (GLExtensions::Supports("GL_ARB_shader_storage_buffer_object")) + { + GLint fs = 0; + GLint vs = 0; + glGetIntegerv(GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, &fs); + glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &vs); + g_Config.backend_info.bSupportsFragmentStoresAndAtomics = fs >= 1; + g_Config.backend_info.bSupportsVSLinePointExpand = vs >= 1; + } + else + { + g_Config.backend_info.bSupportsFragmentStoresAndAtomics = false; + g_Config.backend_info.bSupportsVSLinePointExpand = false; + } + if (GLExtensions::Supports("GL_EXT_shader_framebuffer_fetch")) { g_ogl_config.SupportedFramebufferFetch = EsFbFetchType::FbFetchExt;