GPU/HW: Support SSBOs instead of texture buffers for VRAM writes

This commit is contained in:
Connor McLaughlin
2020-06-24 01:39:53 +10:00
parent eec37df1e0
commit 08ef8c1e8d
6 changed files with 44 additions and 13 deletions

View File

@ -705,8 +705,7 @@ float4 SampleFromVRAM(uint4 texpage, float2 coords)
if (textured)
{
DeclareFragmentEntryPoint(ss, 1, 1, {{"nointerpolation", "uint4 v_texpage"}},
true, use_dual_source ? 2 : 1, true);
DeclareFragmentEntryPoint(ss, 1, 1, {{"nointerpolation", "uint4 v_texpage"}}, true, use_dual_source ? 2 : 1, true);
}
else
{
@ -1167,7 +1166,7 @@ uint SampleVRAM(uint2 coords)
return ss.str();
}
std::string GPU_HW_ShaderGen::GenerateVRAMWriteFragmentShader()
std::string GPU_HW_ShaderGen::GenerateVRAMWriteFragmentShader(bool use_ssbo)
{
std::stringstream ss;
WriteHeader(ss);
@ -1177,7 +1176,26 @@ std::string GPU_HW_ShaderGen::GenerateVRAMWriteFragmentShader()
{"uint2 u_base_coords", "uint2 u_size", "uint u_buffer_base_offset", "uint u_mask_or_bits", "float u_depth_value"},
true);
DeclareTextureBuffer(ss, "samp0", 0, true, true);
if (use_ssbo && m_glsl)
{
ss << "layout(std430";
if (IsVulkan())
ss << ", set = 0, binding = 0";
else if (m_use_glsl_binding_layout)
ss << ", binding = 0";
ss << ") buffer SSBO {\n";
ss << " uint ssbo_data[];\n";
ss << "};\n\n";
ss << "#define GET_VALUE(buffer_offset) (ssbo_data[(buffer_offset) / 2u] >> (((buffer_offset) % 2u) * 16u))\n\n";
}
else
{
DeclareTextureBuffer(ss, "samp0", 0, true, true);
ss << "#define GET_VALUE(buffer_offset) (LOAD_TEXTURE_BUFFER(samp0, int(buffer_offset)).r)\n\n";
}
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, true);
ss << R"(
{
@ -1190,7 +1208,7 @@ std::string GPU_HW_ShaderGen::GenerateVRAMWriteFragmentShader()
#endif
uint buffer_offset = u_buffer_base_offset + (offset.y * u_size.x) + offset.x;
uint value = LOAD_TEXTURE_BUFFER(samp0, int(buffer_offset)).r | u_mask_or_bits;
uint value = GET_VALUE(buffer_offset) | u_mask_or_bits;
o_col0 = RGBA5551ToRGBA8(value);
o_depth = (o_col0.a == 1.0) ? u_depth_value : 0.0;