Avoid polyfilling the half2float branch of functions on web and when using ANGLE.
They are still needed when using desktop GL and when using Adreno 3xx devices
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bb70f3af74
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07c3544697
4 changed files with 31 additions and 11 deletions
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@ -168,6 +168,10 @@ void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant
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builder.append("#version 300 es\n");
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}
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if (GLES3::Config::get_singleton()->polyfill_half2float) {
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builder.append("#define USE_HALF2FLOAT\n");
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}
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for (int i = 0; i < specialization_count; i++) {
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if (p_specialization & (uint64_t(1) << uint64_t(i))) {
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builder.append("#define " + String(specializations[i].name) + "\n");
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@ -1,13 +1,14 @@
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// Compatibility renames. These are exposed with the "godot_" prefix
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// to work around two distinct Adreno bugs:
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// 1. Some Adreno devices expose ES310 functions in ES300 shaders.
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// Internally, we must use the "godot_" prefix, but user shaders
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// will be mapped automatically.
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// 2. Adreno 3XX devices have poor implementations of the other packing
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// functions, so we just use our own everywhere to keep it simple.
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// functions, so we just use our own there to keep it simple.
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#ifdef USE_HALF2FLOAT
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// Floating point pack/unpack functions are part of the GLSL ES 300 specification used by web and mobile.
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// It appears to be safe to expose these on mobile, but when running through ANGLE this appears to break.
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uint float2half(uint f) {
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uint e = f & uint(0x7f800000);
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if (e <= uint(0x38000000)) {
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@ -52,6 +53,17 @@ vec2 godot_unpackSnorm2x16(uint p) {
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return clamp((v - 32767.0) * vec2(0.00003051851), vec2(-1.0), vec2(1.0));
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}
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#define packHalf2x16 godot_packHalf2x16
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#define unpackHalf2x16 godot_unpackHalf2x16
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#define packUnorm2x16 godot_packUnorm2x16
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#define unpackUnorm2x16 godot_unpackUnorm2x16
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#define packSnorm2x16 godot_packSnorm2x16
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#define unpackSnorm2x16 godot_unpackSnorm2x16
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#endif // USE_HALF2FLOAT
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// Always expose these as they are ES310 functions and not available in ES300 or GLSL 330.
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uint godot_packUnorm4x8(vec4 v) {
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uvec4 uv = uvec4(round(clamp(v, vec4(0.0), vec4(1.0)) * 255.0));
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return uv.x | (uv.y << uint(8)) | (uv.z << uint(16)) | (uv.w << uint(24));
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@ -75,9 +87,3 @@ vec4 godot_unpackSnorm4x8(uint p) {
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#define unpackUnorm4x8 godot_unpackUnorm4x8
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#define packSnorm4x8 godot_packSnorm4x8
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#define unpackSnorm4x8 godot_unpackSnorm4x8
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#define packHalf2x16 godot_packHalf2x16
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#define unpackHalf2x16 godot_unpackHalf2x16
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#define packUnorm2x16 godot_packUnorm2x16
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#define unpackUnorm2x16 godot_unpackUnorm2x16
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#define packSnorm2x16 godot_packSnorm2x16
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#define unpackSnorm2x16 godot_unpackSnorm2x16
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@ -231,6 +231,13 @@ Config::Config() {
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} else if (rendering_device_name == "PowerVR Rogue GE8320") {
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disable_transform_feedback_shader_cache = true;
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}
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if (OS::get_singleton()->get_current_rendering_driver_name() == "opengl3_angle") {
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polyfill_half2float = false;
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}
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#ifdef WEB_ENABLED
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polyfill_half2float = false;
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#endif
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}
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Config::~Config() {
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@ -95,13 +95,16 @@ public:
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bool multiview_supported = false;
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bool external_texture_supported = false;
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// Adreno 3XX compatibility
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bool disable_particles_workaround = false; // set to 'true' to disable 'GPUParticles'
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// Adreno 3XX compatibility.
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bool disable_particles_workaround = false; // Set to 'true' to disable 'GPUParticles'.
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bool flip_xy_workaround = false;
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// PowerVR GE 8320 workaround
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// PowerVR GE 8320 workaround.
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bool disable_transform_feedback_shader_cache = false;
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// ANGLE shader workaround.
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bool polyfill_half2float = true;
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#ifdef ANDROID_ENABLED
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PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC eglFramebufferTextureMultiviewOVR = nullptr;
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PFNGLTEXSTORAGE3DMULTISAMPLEPROC eglTexStorage3DMultisample = nullptr;
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