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GPUDevice: Use driver type fields
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@ -347,53 +347,16 @@ bool OpenGLDevice::CheckFeatures(FeatureMask disabled_features)
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glGetIntegerv(GL_MINOR_VERSION, &minor_version);
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m_render_api_version = (static_cast<u32>(major_version) * 100u) + (static_cast<u32>(minor_version) * 10u);
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bool vendor_id_amd = false;
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// bool vendor_id_nvidia = false;
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bool vendor_id_intel = false;
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bool vendor_id_arm = false;
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bool vendor_id_qualcomm = false;
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bool vendor_id_powervr = false;
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const char* vendor = (const char*)glGetString(GL_VENDOR);
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const char* renderer = (const char*)glGetString(GL_RENDERER);
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SetDriverType(GuessDriverType(0, vendor, renderer));
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if (std::strstr(vendor, "Advanced Micro Devices") || std::strstr(vendor, "ATI Technologies Inc.") ||
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std::strstr(vendor, "ATI"))
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{
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INFO_LOG("AMD GPU detected.");
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vendor_id_amd = true;
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}
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else if (std::strstr(vendor, "NVIDIA Corporation"))
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{
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INFO_LOG("NVIDIA GPU detected.");
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// vendor_id_nvidia = true;
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}
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else if (std::strstr(vendor, "Intel"))
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{
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INFO_LOG("Intel GPU detected.");
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vendor_id_intel = true;
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}
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else if (std::strstr(vendor, "ARM"))
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{
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INFO_LOG("ARM GPU detected.");
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vendor_id_arm = true;
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}
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else if (std::strstr(vendor, "Qualcomm"))
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{
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INFO_LOG("Qualcomm GPU detected.");
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vendor_id_qualcomm = true;
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}
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else if (std::strstr(vendor, "Imagination Technologies") || std::strstr(renderer, "PowerVR"))
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{
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INFO_LOG("PowerVR GPU detected.");
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vendor_id_powervr = true;
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}
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// Don't use PBOs when we don't have ARB_buffer_storage, orphaning buffers probably ends up worse than just
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// using the normal texture update routines and letting the driver take care of it. PBOs are also completely
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// broken on mobile drivers.
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const bool is_shitty_mobile_driver = (vendor_id_powervr || vendor_id_qualcomm || vendor_id_arm);
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const bool is_shitty_mobile_driver =
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(m_driver_type == GPUDriverType::ARMProprietary || m_driver_type == GPUDriverType::QualcommProprietary ||
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m_driver_type == GPUDriverType::ImaginationProprietary);
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m_disable_pbo =
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(!GLAD_GL_VERSION_4_4 && !GLAD_GL_ARB_buffer_storage && !GLAD_GL_EXT_buffer_storage) || is_shitty_mobile_driver;
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if (m_disable_pbo && !is_shitty_mobile_driver)
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@ -472,14 +435,16 @@ bool OpenGLDevice::CheckFeatures(FeatureMask disabled_features)
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// Sample rate shading is broken on AMD and Intel.
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// If AMD and Intel can't get it right, I very much doubt broken mobile drivers can.
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m_features.per_sample_shading = (GLAD_GL_VERSION_4_0 || GLAD_GL_ES_VERSION_3_2 || GLAD_GL_ARB_sample_shading) &&
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(!vendor_id_amd && !vendor_id_intel && !is_shitty_mobile_driver);
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(m_driver_type != GPUDriverType::AMDProprietary &&
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m_driver_type != GPUDriverType::IntelProprietary && !is_shitty_mobile_driver);
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// noperspective is not supported in GLSL ES.
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m_features.noperspective_interpolation = !is_gles;
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// glBlitFramebufer with same source/destination should be legal, but on Mali (at least Bifrost) it breaks.
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// So, blit from the shadow texture, like in the other renderers.
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m_features.texture_copy_to_self = !vendor_id_arm && !(disabled_features & FEATURE_MASK_TEXTURE_COPY_TO_SELF);
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m_features.texture_copy_to_self =
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(m_driver_type != GPUDriverType::ARMProprietary) && !(disabled_features & FEATURE_MASK_TEXTURE_COPY_TO_SELF);
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m_features.feedback_loops = false;
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@ -520,9 +485,10 @@ bool OpenGLDevice::CheckFeatures(FeatureMask disabled_features)
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}
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// Mobile drivers prefer textures to not be updated mid-frame.
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m_features.prefer_unused_textures = is_gles || vendor_id_arm || vendor_id_powervr || vendor_id_qualcomm;
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m_features.prefer_unused_textures =
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is_gles || ((m_driver_type & GPUDriverType::MobileFlag) == GPUDriverType::MobileFlag);
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if (vendor_id_intel)
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if (m_driver_type == GPUDriverType::IntelProprietary)
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{
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// Intel drivers corrupt image on readback when syncs are used for downloads.
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WARNING_LOG("Disabling async downloads with PBOs due to it being broken on Intel drivers.");
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@ -623,7 +623,8 @@ bool VulkanDevice::EnableOptionalDeviceExtensions(VkPhysicalDevice physical_devi
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m_optional_extensions.vk_ext_external_memory_host &=
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(external_memory_host_properties.minImportedHostPointerAlignment <= HOST_PAGE_SIZE);
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if (IsBrokenMobileDriver())
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if (m_driver_type == GPUDriverType::QualcommProprietary || m_driver_type == GPUDriverType::ARMProprietary ||
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m_driver_type == GPUDriverType::ImaginationProprietary)
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{
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// Push descriptor is broken on Adreno v502.. don't want to think about dynamic rendending.
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if (m_optional_extensions.vk_khr_dynamic_rendering)
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@ -639,7 +640,7 @@ bool VulkanDevice::EnableOptionalDeviceExtensions(VkPhysicalDevice physical_devi
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WARNING_LOG("Disabling VK_KHR_push_descriptor on broken mobile driver.");
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}
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}
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else if (IsDeviceAMD())
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else if (m_driver_type == GPUDriverType::AMDProprietary)
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{
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// VK_KHR_dynamic_rendering_local_read appears to be broken on RDNA3, like everything else...
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// Just causes GPU resets when you actually use a feedback loop. Assume Mesa is fine.
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@ -1772,41 +1773,6 @@ void VulkanDevice::DisableDebugUtils()
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}
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}
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bool VulkanDevice::IsDeviceNVIDIA() const
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{
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return (m_device_properties.vendorID == 0x10DE);
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}
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bool VulkanDevice::IsDeviceAMD() const
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{
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return (m_device_properties.vendorID == 0x1002);
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}
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bool VulkanDevice::IsDeviceAdreno() const
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{
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// Assume turnip is fine...
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return ((m_device_properties.vendorID == 0x5143 ||
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m_device_driver_properties.driverID == VK_DRIVER_ID_QUALCOMM_PROPRIETARY) &&
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m_device_driver_properties.driverID != VK_DRIVER_ID_MESA_TURNIP);
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}
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bool VulkanDevice::IsDeviceMali() const
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{
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return (m_device_properties.vendorID == 0x13B5 ||
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m_device_driver_properties.driverID == VK_DRIVER_ID_ARM_PROPRIETARY);
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}
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bool VulkanDevice::IsDeviceImgTec() const
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{
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return (m_device_properties.vendorID == 0x1010 ||
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m_device_driver_properties.driverID == VK_DRIVER_ID_IMAGINATION_PROPRIETARY);
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}
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bool VulkanDevice::IsBrokenMobileDriver() const
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{
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return (IsDeviceAdreno() || IsDeviceMali() || IsDeviceImgTec());
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}
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VkRenderPass VulkanDevice::CreateCachedRenderPass(RenderPassCacheKey key)
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{
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std::array<VkAttachmentReference, MAX_RENDER_TARGETS> color_references;
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@ -2747,7 +2713,7 @@ void VulkanDevice::ClearRenderTarget(GPUTexture* t, u32 c)
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{
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VulkanTexture* T = static_cast<VulkanTexture*>(t);
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if (IsDeviceNVIDIA())
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if (m_driver_type == GPUDriverType::NVIDIAProprietary)
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{
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EndRenderPass();
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}
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@ -2775,7 +2741,7 @@ void VulkanDevice::ClearDepth(GPUTexture* t, float d)
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// should be failing. Breaking/restarting the render pass isn't enough to work around the bug,
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// it needs an explicit pipeline barrier.
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VulkanTexture* T = static_cast<VulkanTexture*>(t);
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if (IsDeviceNVIDIA())
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if (m_driver_type == GPUDriverType::NVIDIAProprietary)
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{
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EndRenderPass();
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T->TransitionSubresourcesToLayout(GetCurrentCommandBuffer(), 0, 1, 0, 1, T->GetLayout(), T->GetLayout());
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@ -3344,7 +3310,7 @@ void VulkanDevice::BeginRenderPass()
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// NVIDIA drivers appear to return random garbage when sampling the RT via a feedback loop, if the load op for
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// the render pass is CLEAR. Using vkCmdClearAttachments() doesn't work, so we have to clear the image instead.
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if (m_current_render_pass_flags & GPUPipeline::ColorFeedbackLoop && IsDeviceNVIDIA())
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if (m_current_render_pass_flags & GPUPipeline::ColorFeedbackLoop && m_driver_type == GPUDriverType::NVIDIAProprietary)
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{
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for (u32 i = 0; i < m_num_current_render_targets; i++)
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{
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@ -325,18 +325,6 @@ private:
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bool EnableDebugUtils();
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void DisableDebugUtils();
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/// Returns true if running on an NVIDIA GPU.
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bool IsDeviceNVIDIA() const;
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/// Returns true if running on an AMD GPU.
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bool IsDeviceAMD() const;
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// Vendor queries.
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bool IsDeviceAdreno() const;
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bool IsDeviceMali() const;
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bool IsDeviceImgTec() const;
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bool IsBrokenMobileDriver() const;
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using ExtensionList = std::vector<const char*>;
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static bool SelectInstanceExtensions(ExtensionList* extension_list, const WindowInfo& wi, OptionalExtensions* oe,
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bool enable_debug_utils);
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