Ensure vulkan subgroups are disabled for MoltenVK
We found they don't work on intel macbooks properly at all. Possible future solutions: - update to moltenvk. - update to spirv may resolve it.
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@ -64,7 +64,7 @@ void main() {
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#version 450
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#VERSION_DEFINES
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#ifndef MOLTENVK_USED // Metal will corrupt GPU state otherwise
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#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic) && defined(has_GL_KHR_shader_subgroup_vote)
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#extension GL_KHR_shader_subgroup_ballot : enable
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@ -73,6 +73,7 @@ void main() {
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#define USE_SUBGROUPS
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#endif
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#endif
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layout(location = 0) in float depth_interp;
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layout(location = 1) in flat uint element_index;
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@ -32,7 +32,9 @@
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// Based on Spartan Engine's TAA implementation (without TAA upscale).
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// <https://github.com/PanosK92/SpartanEngine/blob/a8338d0609b85dc32f3732a5c27fb4463816a3b9/Data/shaders/temporal_antialiasing.hlsl>
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#ifndef MOLTENVK_USED
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#define USE_SUBGROUPS
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#endif // MOLTENVK_USED
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#define GROUP_SIZE 8
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#define FLT_MIN 0.00000001
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@ -97,9 +97,7 @@ layout(location = 8) out vec4 prev_screen_position;
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
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#MATERIAL_UNIFORMS
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} material;
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#endif
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@ -691,7 +689,7 @@ vec4 fog_process(vec3 vertex) {
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void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max, out uint item_from, out uint item_to) {
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uint item_min_max = cluster_buffer.data[p_offset];
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item_min = item_min_max & 0xFFFF;
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item_min = item_min_max & 0xFFFFu;
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item_max = item_min_max >> 16;
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item_from = item_min >> 5;
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@ -958,9 +956,9 @@ void fragment_shader(in SceneData scene_data) {
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while (merged_mask != 0) {
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uint bit = findMSB(merged_mask);
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merged_mask &= ~(1 << bit);
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merged_mask &= ~(1u << bit);
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#ifdef USE_SUBGROUPS
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if (((1 << bit) & mask) == 0) { //do not process if not originally here
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if (((1u << bit) & mask) == 0) { //do not process if not originally here
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continue;
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}
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#endif
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@ -1419,9 +1417,9 @@ void fragment_shader(in SceneData scene_data) {
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while (merged_mask != 0) {
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uint bit = findMSB(merged_mask);
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merged_mask &= ~(1 << bit);
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merged_mask &= ~(1u << bit);
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#ifdef USE_SUBGROUPS
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if (((1 << bit) & mask) == 0) { //do not process if not originally here
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if (((1u << bit) & mask) == 0) { //do not process if not originally here
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continue;
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}
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#endif
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@ -1775,9 +1773,9 @@ void fragment_shader(in SceneData scene_data) {
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float shadow = 1.0;
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#ifndef SHADOWS_DISABLED
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if (i < 4) {
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shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0;
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shadow = float(shadow0 >> (i * 8u) & 0xFFu) / 255.0;
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} else {
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shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
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shadow = float(shadow1 >> ((i - 4u) * 8u) & 0xFFu) / 255.0;
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}
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shadow = shadow * directional_lights.data[i].shadow_opacity + 1.0 - directional_lights.data[i].shadow_opacity;
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@ -1839,9 +1837,9 @@ void fragment_shader(in SceneData scene_data) {
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while (merged_mask != 0) {
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uint bit = findMSB(merged_mask);
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merged_mask &= ~(1 << bit);
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merged_mask &= ~(1u << bit);
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#ifdef USE_SUBGROUPS
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if (((1 << bit) & mask) == 0) { //do not process if not originally here
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if (((1u << bit) & mask) == 0) { //do not process if not originally here
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continue;
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}
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#endif
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@ -1910,9 +1908,9 @@ void fragment_shader(in SceneData scene_data) {
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while (merged_mask != 0) {
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uint bit = findMSB(merged_mask);
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merged_mask &= ~(1 << bit);
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merged_mask &= ~(1u << bit);
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#ifdef USE_SUBGROUPS
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if (((1 << bit) & mask) == 0) { //do not process if not originally here
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if (((1u << bit) & mask) == 0) { //do not process if not originally here
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continue;
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}
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#endif
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@ -2065,7 +2063,7 @@ void fragment_shader(in SceneData scene_data) {
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float sGreen = floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
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float sBlue = floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
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//store as 8985 to have 2 extra neighbour bits
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uint light_rgbe = ((uint(sRed) & 0x1FF) >> 1) | ((uint(sGreen) & 0x1FF) << 8) | (((uint(sBlue) & 0x1FF) >> 1) << 17) | ((uint(exps) & 0x1F) << 25);
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uint light_rgbe = ((uint(sRed) & 0x1FFu) >> 1) | ((uint(sGreen) & 0x1FFu) << 8) | (((uint(sBlue) & 0x1FFu) >> 1) << 17) | ((uint(exps) & 0x1Fu) << 25);
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imageStore(emission_grid, grid_pos, uvec4(light_rgbe));
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imageStore(emission_aniso_grid, grid_pos, uvec4(light_aniso));
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@ -2099,8 +2097,8 @@ void fragment_shader(in SceneData scene_data) {
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if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances
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uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
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uint index2 = instances.data[instance_index].gi_offset >> 16;
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voxel_gi_buffer.x = index1 & 0xFF;
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voxel_gi_buffer.y = index2 & 0xFF;
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voxel_gi_buffer.x = index1 & 0xFFu;
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voxel_gi_buffer.y = index2 & 0xFFu;
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} else {
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voxel_gi_buffer.x = 0xFF;
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voxel_gi_buffer.y = 0xFF;
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@ -4,14 +4,15 @@
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#define MAX_VOXEL_GI_INSTANCES 8
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#define MAX_VIEWS 2
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#ifndef MOLTENVK_USED
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#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic)
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#extension GL_KHR_shader_subgroup_ballot : enable
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#extension GL_KHR_shader_subgroup_arithmetic : enable
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#define USE_SUBGROUPS
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#endif
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#endif // MOLTENVK_USED
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#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
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#extension GL_EXT_multiview : enable
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