Add statically disabled tessellation on macOS/iOS
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@@ -40,13 +40,23 @@
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// True if allow graphics profile events and markers
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#define GPU_ALLOW_PROFILE_EVENTS (!BUILD_RELEASE)
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// True if allow hardware tessellation shaders (Hull and Domain shaders)
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#ifndef GPU_ALLOW_TESSELLATION_SHADERS
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#define GPU_ALLOW_TESSELLATION_SHADERS 1
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#endif
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// Enable/disable creating GPU resources on separate threads (otherwise only the main thread can be used)
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#define GPU_ENABLE_ASYNC_RESOURCES_CREATION 1
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// Enable/disable force shaders recompilation
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#define GPU_FORCE_RECOMPILE_SHADERS 0
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// Default back buffer pixel format
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// Define default back buffer(s) format
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#ifndef GPU_BACK_BUFFER_PIXEL_FORMAT
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#define GPU_BACK_BUFFER_PIXEL_FORMAT PixelFormat::B8G8R8A8_UNorm
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#endif
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// Default depth buffer pixel format
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#ifndef GPU_DEPTH_BUFFER_PIXEL_FORMAT
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#define GPU_DEPTH_BUFFER_PIXEL_FORMAT PixelFormat::D32_Float
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#endif
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@@ -62,11 +72,6 @@
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#define GPU_MAX_TEXTURE_MIP_LEVELS 15
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#define GPU_MAX_TEXTURE_ARRAY_SIZE 1024
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// Define default back buffer(s) format
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#ifndef GPU_BACK_BUFFER_PIXEL_FORMAT
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#define GPU_BACK_BUFFER_PIXEL_FORMAT PixelFormat::B8G8R8A8_UNorm
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#endif
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// Validate configuration
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#if !ENABLE_ASSERTION
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#undef GPU_ENABLE_ASSERTION
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@@ -146,6 +146,7 @@ bool DeferredMaterialShader::Load()
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psDesc.DepthEnable = false;
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}
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#if GPU_ALLOW_TESSELLATION_SHADERS
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// Check if use tessellation (both material and runtime supports it)
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const bool useTess = _info.TessellationMode != TessellationMethod::None && GPUDevice::Instance->Limits.HasTessellation;
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if (useTess)
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@@ -153,6 +154,7 @@ bool DeferredMaterialShader::Load()
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psDesc.HS = _shader->GetHS("HS");
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psDesc.DS = _shader->GetDS("DS");
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}
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#endif
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// GBuffer Pass
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psDesc.VS = _shader->GetVS("VS");
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@@ -115,6 +115,7 @@ bool DeformableMaterialShader::Load()
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psDesc.DepthEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthTest) == MaterialFeaturesFlags::None;
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psDesc.DepthWriteEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthWrite) == MaterialFeaturesFlags::None;
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#if GPU_ALLOW_TESSELLATION_SHADERS
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// Check if use tessellation (both material and runtime supports it)
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const bool useTess = _info.TessellationMode != TessellationMethod::None && GPUDevice::Instance->Limits.HasTessellation;
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if (useTess)
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@@ -122,6 +123,7 @@ bool DeformableMaterialShader::Load()
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psDesc.HS = _shader->GetHS("HS");
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psDesc.DS = _shader->GetDS("DS");
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}
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#endif
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#if USE_EDITOR
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if (_shader->HasShader("PS_QuadOverdraw"))
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@@ -133,6 +133,7 @@ bool ForwardMaterialShader::Load()
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psDesc.DepthEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthTest) == MaterialFeaturesFlags::None;
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psDesc.DepthWriteEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthWrite) == MaterialFeaturesFlags::None;
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#if GPU_ALLOW_TESSELLATION_SHADERS
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// Check if use tessellation (both material and runtime supports it)
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const bool useTess = _info.TessellationMode != TessellationMethod::None && GPUDevice::Instance->Limits.HasTessellation;
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if (useTess)
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@@ -140,6 +141,7 @@ bool ForwardMaterialShader::Load()
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psDesc.HS = _shader->GetHS("HS");
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psDesc.DS = _shader->GetDS("DS");
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}
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#endif
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#if USE_EDITOR
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if (_shader->HasShader("PS_QuadOverdraw"))
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@@ -136,6 +136,7 @@ bool TerrainMaterialShader::Load()
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psDesc.DepthEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthTest) == MaterialFeaturesFlags::None;
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psDesc.DepthWriteEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthWrite) == MaterialFeaturesFlags::None;
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#if GPU_ALLOW_TESSELLATION_SHADERS
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// Check if use tessellation (both material and runtime supports it)
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const bool useTess = _info.TessellationMode != TessellationMethod::None && GPUDevice::Instance->Limits.HasTessellation;
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if (useTess)
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@@ -143,6 +144,7 @@ bool TerrainMaterialShader::Load()
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psDesc.HS = _shader->GetHS("HS");
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psDesc.DS = _shader->GetDS("DS");
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}
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#endif
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// Support blending but then use only emissive channel
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switch (_info.BlendMode)
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@@ -126,6 +126,10 @@ bool GPUShader::Create(MemoryReadStream& stream)
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LOG(Warning, "Failed to create {} Shader program '{}' ({}).", ::ToString(type), String(initializer.Name), name);
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continue;
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}
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#if !GPU_ALLOW_TESSELLATION_SHADERS
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if (type == ShaderStage::Hull || type == ShaderStage::Domain)
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continue;
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#endif
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GPUShaderProgram* shader = CreateGPUShaderProgram(type, initializer, cache, cacheSize, stream);
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if (shader == nullptr)
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{
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@@ -351,7 +351,7 @@ bool GPUDeviceDX11::Init()
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D3D11_FEATURE_DATA_D3D11_OPTIONS2 featureDataD3D11Options2 = {};
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_device->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS2, &featureDataD3D11Options2, sizeof(featureDataD3D11Options2));
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limits.HasCompute = d3D10XHardwareOptions.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x != 0;
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limits.HasTessellation = true;
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limits.HasTessellation = GPU_ALLOW_TESSELLATION_SHADERS;
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limits.HasGeometryShaders = true;
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limits.HasInstancing = true;
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limits.HasVolumeTextureRendering = true;
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@@ -373,7 +373,7 @@ bool GPUDeviceDX12::Init()
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{
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auto& limits = Limits;
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limits.HasCompute = true;
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limits.HasTessellation = true;
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limits.HasTessellation = GPU_ALLOW_TESSELLATION_SHADERS;
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limits.HasGeometryShaders = true;
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limits.HasInstancing = true;
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limits.HasVolumeTextureRendering = true;
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@@ -25,21 +25,23 @@ namespace DescriptorSet
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enum Stage
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{
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// Vertex shader stage
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Vertex = 0,
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Vertex,
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// Pixel shader stage
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Pixel = 1,
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Pixel,
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// Geometry shader stage
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Geometry = 2,
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Geometry,
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#if GPU_ALLOW_TESSELLATION_SHADERS
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// Hull shader stage
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Hull = 3,
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Hull,
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// Domain shader stage
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Domain = 4,
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Domain,
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#endif
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// Graphics pipeline stages count
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GraphicsStagesCount = 5,
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GraphicsStagesCount,
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// Compute pipeline slot
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Compute = 0,
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// The maximum amount of slots for all stages
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Max = 5,
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Max = GraphicsStagesCount,
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};
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template<typename T>
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@@ -1686,10 +1686,10 @@ bool GPUDeviceVulkan::Init()
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auto& limits = Limits;
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limits.HasCompute = GetShaderProfile() == ShaderProfile::Vulkan_SM5 && PhysicalDeviceLimits.maxComputeWorkGroupCount[0] >= GPU_MAX_CS_DISPATCH_THREAD_GROUPS && PhysicalDeviceLimits.maxComputeWorkGroupCount[1] >= GPU_MAX_CS_DISPATCH_THREAD_GROUPS;
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#if PLATFORM_MAC || PLATFORM_IOS
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limits.HasTessellation = false; // MoltenVK has artifacts when using tess
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#else
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#if GPU_ALLOW_TESSELLATION_SHADERS
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limits.HasTessellation = !!PhysicalDeviceFeatures.tessellationShader && PhysicalDeviceLimits.maxBoundDescriptorSets > (uint32_t)DescriptorSet::Domain;
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#else
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limits.HasTessellation = false;
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#endif
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#if PLATFORM_ANDROID || PLATFORM_IOS
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limits.HasGeometryShaders = false; // Don't even try GS on mobile
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@@ -133,17 +133,17 @@ PipelineLayoutVulkan* GPUPipelineStateVulkan::GetLayout()
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return _layout;
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DescriptorSetLayoutInfoVulkan descriptorSetLayoutInfo;
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#define INIT_SHADER_STAGE(set, bit) \
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if (DescriptorInfoPerStage[DescriptorSet::set]) \
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descriptorSetLayoutInfo.AddBindingsForStage(bit, DescriptorSet::set, DescriptorInfoPerStage[DescriptorSet::set])
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INIT_SHADER_STAGE(Vertex, VK_SHADER_STAGE_VERTEX_BIT);
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#if GPU_ALLOW_TESSELLATION_SHADERS
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INIT_SHADER_STAGE(Hull, VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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INIT_SHADER_STAGE(Domain, VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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#endif
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INIT_SHADER_STAGE(Geometry, VK_SHADER_STAGE_GEOMETRY_BIT);
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INIT_SHADER_STAGE(Pixel, VK_SHADER_STAGE_FRAGMENT_BIT);
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#undef INIT_SHADER_STAGE
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_layout = _device->GetOrCreateLayout(descriptorSetLayoutInfo);
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ASSERT(_layout);
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DescriptorSetsLayout = &_layout->DescriptorSetLayout;
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@@ -253,8 +253,10 @@ bool GPUPipelineStateVulkan::Init(const Description& desc)
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stage.pName = desc.type->GetName().Get(); \
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}
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INIT_SHADER_STAGE(VS, Vertex, VK_SHADER_STAGE_VERTEX_BIT);
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#if GPU_ALLOW_TESSELLATION_SHADERS
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INIT_SHADER_STAGE(HS, Hull, VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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INIT_SHADER_STAGE(DS, Domain, VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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#endif
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INIT_SHADER_STAGE(GS, Geometry, VK_SHADER_STAGE_GEOMETRY_BIT);
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INIT_SHADER_STAGE(PS, Pixel, VK_SHADER_STAGE_FRAGMENT_BIT);
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#undef INIT_SHADER_STAGE
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@@ -278,6 +280,7 @@ bool GPUPipelineStateVulkan::Init(const Description& desc)
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_descInputAssembly.topology = VK_PRIMITIVE_TOPOLOGY_PATCH_LIST;
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_desc.pInputAssemblyState = &_descInputAssembly;
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#if GPU_ALLOW_TESSELLATION_SHADERS
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// Tessellation
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if (desc.HS)
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{
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@@ -285,6 +288,7 @@ bool GPUPipelineStateVulkan::Init(const Description& desc)
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_descTessellation.patchControlPoints = desc.HS->GetControlPointsCount();
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_desc.pTessellationState = &_descTessellation;
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}
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#endif
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// Viewport
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RenderToolsVulkan::ZeroStruct(_descViewport, VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO);
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@@ -93,7 +93,9 @@ private:
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VkGraphicsPipelineCreateInfo _desc;
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VkPipelineShaderStageCreateInfo _shaderStages[ShaderStage_Count - 1];
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VkPipelineInputAssemblyStateCreateInfo _descInputAssembly;
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#if GPU_ALLOW_TESSELLATION_SHADERS
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VkPipelineTessellationStateCreateInfo _descTessellation;
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#endif
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VkPipelineViewportStateCreateInfo _descViewport;
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VkPipelineDynamicStateCreateInfo _descDynamic;
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VkDynamicState _dynamicStates[3];
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@@ -22,4 +22,7 @@
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#define PLATFORM_HAS_HEADLESS_MODE 1
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#define PLATFORM_DEBUG_BREAK __builtin_trap()
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// MoltenVK has artifacts when using tess so disable it
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#define GPU_ALLOW_TESSELLATION_SHADERS 0
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#endif
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@@ -18,4 +18,7 @@
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#define USE_MONO_AOT 1
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#define USE_MONO_AOT_MODE MONO_AOT_MODE_FULL
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// MoltenVK has artifacts when using tess so disable it
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#define GPU_ALLOW_TESSELLATION_SHADERS 0
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#endif
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