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https://git.eden-emu.dev/eden-emu/eden
synced 2026-04-24 09:48:57 +02:00
[common] merge RenderBackend and ShaderBackend options (#3313)
first of all it makes UI a tad bit more simple and benefits the end user second, it allows to add new backends a bit more easily and also, there was a shader backend option in android... we don't use opengl in android so may as well save ourselves the trouble, aye  Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3313 Reviewed-by: Maufeat <sahyno1996@gmail.com> Reviewed-by: DraVee <dravee@eden-emu.dev> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
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parent
ed0276582e
commit
291b5febec
45 changed files with 133 additions and 351 deletions
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@ -8,7 +8,7 @@
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#include <bit>
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#include <numeric>
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#include "common/cityhash.h"
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#include "common/settings.h" // for enum class Settings::ShaderBackend
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#include "common/settings.h"
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#include "video_core/renderer_opengl/gl_compute_pipeline.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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@ -37,19 +37,20 @@ ComputePipeline::ComputePipeline(const Device& device, TextureCache& texture_cac
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std::vector<u32> code_v, bool force_context_flush)
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: texture_cache{texture_cache_}, buffer_cache{buffer_cache_},
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program_manager{program_manager_}, info{info_} {
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switch (device.GetShaderBackend()) {
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case Settings::ShaderBackend::Glsl:
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switch (::Settings::values.renderer_backend.GetValue()) {
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case Settings::RendererBackend::OpenGL_GLSL:
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source_program = CreateProgram(code, GL_COMPUTE_SHADER);
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break;
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case Settings::ShaderBackend::Glasm:
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case Settings::RendererBackend::OpenGL_GLASM:
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assembly_program = CompileProgram(code, GL_COMPUTE_PROGRAM_NV);
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break;
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case Settings::ShaderBackend::SpirV:
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case Settings::RendererBackend::OpenGL_SPIRV:
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source_program = CreateProgram(code_v, GL_COMPUTE_SHADER);
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break;
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default:
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UNREACHABLE();
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}
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std::copy_n(info.constant_buffer_used_sizes.begin(), uniform_buffer_sizes.size(),
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uniform_buffer_sizes.begin());
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std::copy_n(info.constant_buffer_used_sizes.begin(), uniform_buffer_sizes.size(), uniform_buffer_sizes.begin());
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num_texture_buffers = Shader::NumDescriptors(info.texture_buffer_descriptors);
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num_image_buffers = Shader::NumDescriptors(info.image_buffer_descriptors);
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@ -233,19 +233,17 @@ Device::Device(Core::Frontend::EmuWindow& emu_window) {
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// uniform buffers as "push constants"
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has_fast_buffer_sub_data = is_nvidia && !disable_fast_buffer_sub_data;
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shader_backend = Settings::values.shader_backend.GetValue();
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use_assembly_shaders = shader_backend == Settings::ShaderBackend::Glasm &&
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GLAD_GL_NV_gpu_program5 && GLAD_GL_NV_compute_program5 &&
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GLAD_GL_NV_transform_feedback && GLAD_GL_NV_transform_feedback2;
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if (shader_backend == Settings::ShaderBackend::Glasm && !use_assembly_shaders) {
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LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported");
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shader_backend = Settings::ShaderBackend::Glsl;
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auto const shader_backend = Settings::values.renderer_backend.GetValue();
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use_assembly_shaders = shader_backend == Settings::RendererBackend::OpenGL_GLASM
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&& GLAD_GL_NV_gpu_program5 && GLAD_GL_NV_compute_program5
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&& GLAD_GL_NV_transform_feedback && GLAD_GL_NV_transform_feedback2;
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if (shader_backend == Settings::RendererBackend::OpenGL_GLASM && !use_assembly_shaders) {
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LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported - expect instability!");
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}
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if (shader_backend == Settings::ShaderBackend::Glsl && is_nvidia) {
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if (shader_backend == Settings::RendererBackend::OpenGL_GLSL && is_nvidia) {
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const std::string driver_version = version.substr(13);
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const int version_major =
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std::atoi(driver_version.substr(0, driver_version.find(".")).data());
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const int version_major = std::atoi(driver_version.substr(0, driver_version.find(".")).data());
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if (version_major >= 495) {
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has_cbuf_ftou_bug = true;
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has_bool_ref_bug = true;
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@ -1,3 +1,6 @@
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2019 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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@ -10,10 +13,6 @@
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#include "core/frontend/emu_window.h"
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#include "shader_recompiler/stage.h"
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namespace Settings {
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enum class ShaderBackend : u32;
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};
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namespace OpenGL {
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class Device {
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@ -168,10 +167,6 @@ public:
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return has_bool_ref_bug;
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}
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Settings::ShaderBackend GetShaderBackend() const {
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return shader_backend;
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}
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bool IsAmd() const {
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return vendor_name == "ATI Technologies Inc.";
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}
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@ -208,8 +203,6 @@ private:
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u32 max_compute_shared_memory_size{};
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u32 max_glasm_storage_buffer_blocks{};
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Settings::ShaderBackend shader_backend{};
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bool has_warp_intrinsics{};
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bool has_shader_ballot{};
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bool has_vertex_viewport_layer{};
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@ -10,7 +10,7 @@
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#include <vector>
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#include <bit>
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#include <numeric>
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#include "common/settings.h" // for enum class Settings::ShaderBackend
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#include "common/settings.h"
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#include "common/thread_worker.h"
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#include "shader_recompiler/shader_info.h"
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#include "video_core/renderer_opengl/gl_graphics_pipeline.h"
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@ -224,8 +224,8 @@ GraphicsPipeline::GraphicsPipeline(const Device& device, TextureCache& texture_c
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ASSERT(num_textures <= MAX_TEXTURES);
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ASSERT(num_images <= MAX_IMAGES);
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const auto backend = device.GetShaderBackend();
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const bool assembly_shaders{backend == Settings::ShaderBackend::Glasm};
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const auto backend = ::Settings::values.renderer_backend.GetValue();
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const bool assembly_shaders = backend == Settings::RendererBackend::OpenGL_GLASM;
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use_storage_buffers =
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!assembly_shaders || num_storage_buffers <= device.GetMaxGLASMStorageBufferBlocks();
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writes_global_memory &= !use_storage_buffers;
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@ -240,21 +240,19 @@ GraphicsPipeline::GraphicsPipeline(const Device& device, TextureCache& texture_c
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force_context_flush](ShaderContext::Context*) mutable {
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for (size_t stage = 0; stage < 5; ++stage) {
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switch (backend) {
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case Settings::ShaderBackend::Glsl:
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if (!sources_[stage].empty()) {
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case Settings::RendererBackend::OpenGL_GLSL:
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if (!sources_[stage].empty())
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source_programs[stage] = CreateProgram(sources_[stage], Stage(stage));
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}
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break;
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case Settings::ShaderBackend::Glasm:
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if (!sources_[stage].empty()) {
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assembly_programs[stage] =
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CompileProgram(sources_[stage], AssemblyStage(stage));
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}
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case Settings::RendererBackend::OpenGL_GLASM:
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if (!sources_[stage].empty())
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assembly_programs[stage] = CompileProgram(sources_[stage], AssemblyStage(stage));
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break;
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case Settings::ShaderBackend::SpirV:
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if (!sources_spirv_[stage].empty()) {
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case Settings::RendererBackend::OpenGL_SPIRV:
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if (!sources_spirv_[stage].empty())
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source_programs[stage] = CreateProgram(sources_spirv_[stage], Stage(stage));
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}
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break;
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default:
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break;
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}
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}
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@ -465,8 +465,8 @@ std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline(
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Shader::IR::Program* layer_source_program{};
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for (size_t index = 0; index < Maxwell::MaxShaderProgram; ++index) {
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const bool is_emulated_stage = layer_source_program != nullptr &&
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index == static_cast<u32>(Maxwell::ShaderType::Geometry);
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const bool is_emulated_stage = layer_source_program != nullptr
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&& index == u32(Maxwell::ShaderType::Geometry);
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if (key.unique_hashes[index] == 0 && is_emulated_stage) {
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auto topology = MaxwellToOutputTopology(key.gs_input_topology);
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programs[index] = GenerateGeometryPassthrough(pools.inst, pools.block, host_info,
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@ -479,7 +479,7 @@ std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline(
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Shader::Environment& env{*envs[env_index]};
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++env_index;
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const u32 cfg_offset{static_cast<u32>(env.StartAddress() + sizeof(Shader::ProgramHeader))};
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const u32 cfg_offset = u32(env.StartAddress() + sizeof(Shader::ProgramHeader));
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Shader::Maxwell::Flow::CFG cfg(env, pools.flow_block, cfg_offset, index == 0);
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if (Settings::values.dump_shaders) {
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@ -490,14 +490,12 @@ std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline(
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// Normal path
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programs[index] = TranslateProgram(pools.inst, pools.block, env, cfg, host_info);
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total_storage_buffers +=
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Shader::NumDescriptors(programs[index].info.storage_buffers_descriptors);
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total_storage_buffers += Shader::NumDescriptors(programs[index].info.storage_buffers_descriptors);
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} else {
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// VertexB path when VertexA is present.
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auto& program_va{programs[0]};
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auto program_vb{TranslateProgram(pools.inst, pools.block, env, cfg, host_info)};
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total_storage_buffers +=
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Shader::NumDescriptors(program_vb.info.storage_buffers_descriptors);
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total_storage_buffers += Shader::NumDescriptors(program_vb.info.storage_buffers_descriptors);
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programs[index] = MergeDualVertexPrograms(program_va, program_vb, env);
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}
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@ -505,8 +503,8 @@ std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline(
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layer_source_program = &programs[index];
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}
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}
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const u32 glasm_storage_buffer_limit{device.GetMaxGLASMStorageBufferBlocks()};
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const bool glasm_use_storage_buffers{total_storage_buffers <= glasm_storage_buffer_limit};
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const u32 glasm_storage_buffer_limit = device.GetMaxGLASMStorageBufferBlocks();
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const bool glasm_use_storage_buffers = total_storage_buffers <= glasm_storage_buffer_limit;
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std::array<const Shader::Info*, Maxwell::MaxShaderStage> infos{};
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@ -514,7 +512,7 @@ std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline(
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std::array<std::vector<u32>, 5> sources_spirv;
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Shader::Backend::Bindings binding;
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Shader::IR::Program* previous_program{};
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const bool use_glasm{device.UseAssemblyShaders()};
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const bool use_glasm = device.UseAssemblyShaders();
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const size_t first_index = uses_vertex_a && uses_vertex_b ? 1 : 0;
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for (size_t index = first_index; index < Maxwell::MaxShaderProgram; ++index) {
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const bool is_emulated_stage = layer_source_program != nullptr &&
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@ -528,21 +526,21 @@ std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline(
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const size_t stage_index{index - 1};
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infos[stage_index] = &program.info;
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const auto runtime_info{
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MakeRuntimeInfo(key, program, previous_program, glasm_use_storage_buffers, use_glasm)};
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switch (device.GetShaderBackend()) {
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case Settings::ShaderBackend::Glsl:
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const auto runtime_info = MakeRuntimeInfo(key, program, previous_program, glasm_use_storage_buffers, use_glasm);
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switch (::Settings::values.renderer_backend.GetValue()) {
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case Settings::RendererBackend::OpenGL_GLSL:
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ConvertLegacyToGeneric(program, runtime_info);
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sources[stage_index] = EmitGLSL(profile, runtime_info, program, binding);
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break;
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case Settings::ShaderBackend::Glasm:
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case Settings::RendererBackend::OpenGL_GLASM:
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sources[stage_index] = EmitGLASM(profile, runtime_info, program, binding);
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break;
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case Settings::ShaderBackend::SpirV:
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case Settings::RendererBackend::OpenGL_SPIRV:
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ConvertLegacyToGeneric(program, runtime_info);
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sources_spirv[stage_index] =
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EmitSPIRV(profile, runtime_info, program, binding, this->optimize_spirv_output);
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sources_spirv[stage_index] = EmitSPIRV(profile, runtime_info, program, binding, this->optimize_spirv_output);
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break;
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default:
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UNREACHABLE();
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}
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previous_program = &program;
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}
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@ -592,20 +590,20 @@ std::unique_ptr<ComputePipeline> ShaderCache::CreateComputePipeline(
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std::string code{};
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std::vector<u32> code_spirv;
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switch (device.GetShaderBackend()) {
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case Settings::ShaderBackend::Glsl:
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switch (::Settings::values.renderer_backend.GetValue()) {
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case Settings::RendererBackend::OpenGL_GLSL:
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code = EmitGLSL(profile, program);
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break;
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case Settings::ShaderBackend::Glasm:
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case Settings::RendererBackend::OpenGL_GLASM:
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code = EmitGLASM(profile, info, program);
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break;
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case Settings::ShaderBackend::SpirV:
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case Settings::RendererBackend::OpenGL_SPIRV:
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code_spirv = EmitSPIRV(profile, program, this->optimize_spirv_output);
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break;
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default:
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UNREACHABLE();
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}
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return std::make_unique<ComputePipeline>(device, texture_cache, buffer_cache, program_manager,
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program.info, code, code_spirv, force_context_flush);
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return std::make_unique<ComputePipeline>(device, texture_cache, buffer_cache, program_manager, program.info, code, code_spirv, force_context_flush);
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} catch (Shader::Exception& exception) {
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LOG_ERROR(Render_OpenGL, "{}", exception.what());
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return nullptr;
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@ -1,3 +1,6 @@
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: 2014 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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@ -22,12 +25,12 @@ std::unique_ptr<VideoCore::RendererBase> CreateRenderer(
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auto& device_memory = system.Host1x().MemoryManager();
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switch (Settings::values.renderer_backend.GetValue()) {
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case Settings::RendererBackend::OpenGL:
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return std::make_unique<OpenGL::RendererOpenGL>(emu_window, device_memory, gpu,
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std::move(context));
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case Settings::RendererBackend::OpenGL_GLSL:
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case Settings::RendererBackend::OpenGL_GLASM:
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case Settings::RendererBackend::OpenGL_SPIRV:
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return std::make_unique<OpenGL::RendererOpenGL>(emu_window, device_memory, gpu, std::move(context));
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case Settings::RendererBackend::Vulkan:
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return std::make_unique<Vulkan::RendererVulkan>(emu_window, device_memory, gpu,
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std::move(context));
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return std::make_unique<Vulkan::RendererVulkan>(emu_window, device_memory, gpu, std::move(context));
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case Settings::RendererBackend::Null:
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return std::make_unique<Null::RendererNull>(emu_window, gpu, std::move(context));
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default:
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