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https://github.com/ZDoom/gzdoom.git
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- use uniform buffers for dynamic lights everywhere.
Branching on SSBO content does not work that well on NVidia so it is better disabled. So far only implemented for OpenGL - Vulkan needs more work.
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parent
b84bf176e1
commit
087050c201
8 changed files with 37 additions and 50 deletions
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@ -391,25 +391,17 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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assert(screen->mLights != NULL);
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assert(screen->mBones != NULL);
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bool lightbuffertype = screen->mLights->GetBufferType();
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unsigned int lightbuffersize = screen->mLights->GetBlockSize();
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if (!lightbuffertype)
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{
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vp_comb.Format("#version 330 core\n#define NUM_UBO_LIGHTS %d\n#define NUM_UBO_BONES %d\n", lightbuffersize, screen->mBones->GetBlockSize());
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}
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else
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{
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// This differentiation is for Intel which do not seem to expose the full extension, even if marked as required.
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if (gl.glslversion < 4.3f)
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vp_comb = "#version 400 core\n#extension GL_ARB_shader_storage_buffer_object : require\n#define SHADER_STORAGE_LIGHTS\n#define SHADER_STORAGE_BONES\n";
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else
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vp_comb = "#version 430 core\n#define SHADER_STORAGE_LIGHTS\n#define SHADER_STORAGE_BONES\n";
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}
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if ((gl.flags & RFL_SHADER_STORAGE_BUFFER) && screen->allowSSBO())
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{
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vp_comb << "#define SUPPORTS_SHADOWMAPS\n";
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}
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vp_comb << "#version 430 core\n#define SUPPORTS_SHADOWMAPS\n";
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else
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vp_comb << "#version 330 core\n";
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bool lightbuffertype = screen->mLights->GetBufferType();
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if (!lightbuffertype)
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vp_comb.AppendFormat("#define NUM_UBO_LIGHTS %d\n#define NUM_UBO_BONES %d\n", screen->mLights->GetBlockSize(), screen->mBones->GetBlockSize());
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else
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vp_comb << "#define SHADER_STORAGE_LIGHTS\n#define SHADER_STORAGE_BONES\n";
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FString fp_comb = vp_comb;
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vp_comb << defines << i_data.GetChars();
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@ -108,6 +108,8 @@ static void InitContext()
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void gl_LoadExtensions()
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{
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int v = 0;
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InitContext();
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CollectExtensions();
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@ -162,32 +164,18 @@ void gl_LoadExtensions()
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#endif
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gl.glslversion = 3.31f; // Force GLSL down to 3.3.
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}
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else if (gl_version < 4.5f)
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{
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// don't use GL 4.x features when running a GL 3.x context.
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if (CheckExtension("GL_ARB_buffer_storage"))
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{
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// work around a problem with older AMD drivers: Their implementation of shader storage buffer objects is piss-poor and does not match uniform buffers even closely.
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// Recent drivers, GL 4.4 don't have this problem, these can easily be recognized by also supporting the GL_ARB_buffer_storage extension.
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if (CheckExtension("GL_ARB_shader_storage_buffer_object"))
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{
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gl.flags |= RFL_SHADER_STORAGE_BUFFER;
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}
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gl.flags |= RFL_BUFFER_STORAGE;
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}
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}
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else
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else if (gl_version >= 4.5f)
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{
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// Assume that everything works without problems on GL 4.5 drivers where these things are core features.
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gl.flags |= RFL_SHADER_STORAGE_BUFFER | RFL_BUFFER_STORAGE;
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}
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// Mesa implements shader storage only for fragment shaders.
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// Just disable the feature there. The light buffer may just use a uniform buffer without any adverse effects.
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int v = 0;
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glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &v);
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if (v == 0)
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gl.flags &= ~RFL_SHADER_STORAGE_BUFFER;
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}
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if (gl_version >= 4.3f || CheckExtension("GL_ARB_invalidate_subdata")) gl.flags |= RFL_INVALIDATE_BUFFER;
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@ -33,10 +33,7 @@ BoneBuffer::BoneBuffer(int pipelineNbr) : mPipelineNbr(pipelineNbr)
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mBufferSize = maxNumberOfBones;
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mByteSize = mBufferSize * BONE_SIZE;
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// Hack alert: On Intel's GL driver SSBO's perform quite worse than UBOs.
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// We only want to disable using SSBOs for bones but not disable the feature entirely.
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// Note that using an uniform buffer here will limit the number of bones per model so it isn't done for NVidia and AMD.
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if (screen->IsVulkan() || screen->IsPoly() || ((screen->hwcaps & RFL_SHADER_STORAGE_BUFFER) && screen->allowSSBO() && !strstr(screen->vendorstring, "Intel")))
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if (screen->useSSBO())
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{
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mBufferType = true;
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mBlockAlign = 0;
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@ -41,10 +41,7 @@ FLightBuffer::FLightBuffer(int pipelineNbr):
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mBufferSize = maxNumberOfLights * ELEMENTS_PER_LIGHT;
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mByteSize = mBufferSize * ELEMENT_SIZE;
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// Hack alert: On Intel's GL driver SSBO's perform quite worse than UBOs.
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// We only want to disable using SSBOs for lights but not disable the feature entirely.
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// Note that using an uniform buffer here will limit the number of lights per surface so it isn't done for NVidia and AMD.
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if (screen->IsVulkan() || screen->IsPoly() || ((screen->hwcaps & RFL_SHADER_STORAGE_BUFFER) && screen->allowSSBO() && !strstr(screen->vendorstring, "Intel")))
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if (screen->useSSBO())
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{
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mBufferType = true;
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mBlockAlign = 0;
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@ -170,7 +170,7 @@ public:
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mShadowMap.SetAABBTree(tree);
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}
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virtual void SetLevelMesh(hwrenderer::LevelMesh *mesh) { }
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bool allowSSBO()
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bool allowSSBO() const
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{
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#ifndef HW_BLOCK_SSBO
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return true;
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@ -179,6 +179,14 @@ public:
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#endif
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}
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// Hack alert: On Intel's GL driver SSBO's perform quite worse than UBOs.
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// We only want to disable using SSBOs for lights but not disable the feature entirely.
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// Note that using an uniform buffer here will limit the number of lights per surface so it isn't done for NVidia and AMD.
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bool useSSBO()
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{
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return IsVulkan();// || ((hwcaps & RFL_SHADER_STORAGE_BUFFER) && allowSSBO() && !strstr(vendorstring, "Intel"));
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}
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virtual DCanvas* GetCanvas() { return nullptr; }
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void SetSize(int width, int height);
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@ -249,6 +249,7 @@ enum
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BCOMPATF_FLOATBOB = 1 << 8, // Use Hexen's original method of preventing floatbobbing items from falling down
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BCOMPATF_NOSLOPEID = 1 << 9, // disable line IDs on slopes.
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BCOMPATF_CLIPMIDTEX = 1 << 10, // Always Clip midtex's in the software renderer (required to run certain GZDoom maps, has no effect in the hardware renderer)
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BCOMPATF_NOSECTIONMERGE = 1 << 11, // (for IWAD maps) keep separate sections for sectors with intra-sector linedefs.
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};
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// phares 3/20/98:
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@ -126,6 +126,8 @@ static FCompatOption Options[] =
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{ "floatbob", BCOMPATF_FLOATBOB, SLOT_BCOMPAT },
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{ "noslopeid", BCOMPATF_NOSLOPEID, SLOT_BCOMPAT },
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{ "clipmidtex", BCOMPATF_CLIPMIDTEX, SLOT_BCOMPAT },
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{ "nosectionmerge", BCOMPATF_NOSECTIONMERGE, SLOT_BCOMPAT },
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// list copied from g_mapinfo.cpp
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{ "shorttex", COMPATF_SHORTTEX, SLOT_COMPAT },
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@ -288,12 +290,13 @@ FName MapLoader::CheckCompatibility(MapData *map)
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Level->ii_compatflags2 = 0;
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Level->ib_compatflags = 0;
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// When playing Doom IWAD levels force COMPAT_SHORTTEX and COMPATF_LIGHT.
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// I'm not sure if the IWAD maps actually need COMPATF_LIGHT but it certainly does not hurt.
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// When playing Doom IWAD levels force BCOMPATF_NOSECTIONMERGE, COMPAT_SHORTTEX and COMPATF_LIGHT.
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// I'm not sure if the IWAD maps actually need COMPATF_LIGHT but it certainly does not hurt. BCOMPATF_NOSECTIONMERGE is mainly for MAP18's sector 0
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// TNT's MAP31 also needs COMPATF_STAIRINDEX but that only gets activated for TNT.WAD.
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if (fileSystem.GetFileContainer(map->lumpnum) == fileSystem.GetIwadNum() && (gameinfo.flags & GI_COMPATSHORTTEX) && Level->maptype == MAPTYPE_DOOM)
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{
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Level->ii_compatflags = COMPATF_SHORTTEX|COMPATF_LIGHT;
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Level->ib_compatflags = BCOMPATF_NOSECTIONMERGE;
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if (gameinfo.flags & GI_COMPATSTAIRS) Level->ii_compatflags |= COMPATF_STAIRINDEX;
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}
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@ -243,6 +243,7 @@ public:
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{
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if (sub->firstline[i].PartnerSeg && sub->firstline[i].Subsector->render_sector == sub->firstline[i].PartnerSeg->Subsector->render_sector)
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{
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if (sub->firstline[i].sidedef == nullptr || !(Level->ib_compatflags & BCOMPATF_NOSECTIONMERGE))
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seglist.Push(sub->firstline[i].PartnerSeg);
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}
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}
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