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This is not a legal optimization inside non-uniform control flow due to Vulkan's extremely permissive convergence rules, and apparently breaks on Nvidia as a result. Mesa drivers already do the same thing internally anyway.
58 lines
2.3 KiB
C++
58 lines
2.3 KiB
C++
#include "../d3d11/d3d11_options.h"
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#include "dxbc_options.h"
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namespace dxvk {
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DxbcOptions::DxbcOptions() {
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}
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DxbcOptions::DxbcOptions(const Rc<DxvkDevice>& device, const D3D11Options& options) {
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const Rc<DxvkAdapter> adapter = device->adapter();
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const DxvkDeviceFeatures& devFeatures = device->features();
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const DxvkDeviceInfo& devInfo = adapter->devicePropertiesExt();
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useDepthClipWorkaround
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= !devFeatures.extDepthClipEnable.depthClipEnable;
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VkFormatFeatureFlags2 r32Features
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= device->getFormatFeatures(VK_FORMAT_R32_SFLOAT).optimal
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& device->getFormatFeatures(VK_FORMAT_R32_UINT).optimal
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& device->getFormatFeatures(VK_FORMAT_R32_SINT).optimal;
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supportsTypedUavLoadR32 = (r32Features & VK_FORMAT_FEATURE_2_STORAGE_READ_WITHOUT_FORMAT_BIT);
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supportsRawAccessChains = device->features().nvRawAccessChains.shaderRawAccessChains;
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switch (device->config().useRawSsbo) {
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case Tristate::Auto: minSsboAlignment = devInfo.core.properties.limits.minStorageBufferOffsetAlignment; break;
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case Tristate::True: minSsboAlignment = 4u; break;
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case Tristate::False: minSsboAlignment = ~0u; break;
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}
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invariantPosition = options.invariantPosition;
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zeroInitWorkgroupMemory = options.zeroInitWorkgroupMemory;
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forceVolatileTgsmAccess = options.forceVolatileTgsmAccess;
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disableMsaa = options.disableMsaa;
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forceSampleRateShading = options.forceSampleRateShading;
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enableSampleShadingInterlock = device->features().extFragmentShaderInterlock.fragmentShaderSampleInterlock;
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// Figure out float control flags to match D3D11 rules
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if (options.floatControls) {
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if (devInfo.vk12.shaderSignedZeroInfNanPreserveFloat32)
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floatControl.set(DxbcFloatControlFlag::PreserveNan32);
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if (devInfo.vk12.shaderSignedZeroInfNanPreserveFloat64)
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floatControl.set(DxbcFloatControlFlag::PreserveNan64);
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if (devInfo.vk12.denormBehaviorIndependence != VK_SHADER_FLOAT_CONTROLS_INDEPENDENCE_NONE) {
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if (devInfo.vk12.shaderDenormFlushToZeroFloat32)
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floatControl.set(DxbcFloatControlFlag::DenormFlushToZero32);
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if (devInfo.vk12.shaderDenormPreserveFloat64)
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floatControl.set(DxbcFloatControlFlag::DenormPreserve64);
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}
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}
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}
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} |