diff options
author | Gordon MacPherson <gordon@gordonite.tech> | 2022-10-26 19:40:51 +0100 |
---|---|---|
committer | Gordon MacPherson <gordon@gordonite.tech> | 2022-10-26 20:12:06 +0100 |
commit | 381d457a2abaa8a7f4218050c3d42c4310d53e16 (patch) | |
tree | acdc55223e8b73260330a3969695007f4e7228e4 /servers | |
parent | 040f49ed6e71a6e7f23d763c4b56095cbf319ef7 (diff) |
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.
Diffstat (limited to 'servers')
4 files changed, 20 insertions, 18 deletions
diff --git a/servers/rendering/renderer_rd/shaders/cluster_render.glsl b/servers/rendering/renderer_rd/shaders/cluster_render.glsl index 2fe230f0bf..932312de82 100644 --- a/servers/rendering/renderer_rd/shaders/cluster_render.glsl +++ b/servers/rendering/renderer_rd/shaders/cluster_render.glsl @@ -64,7 +64,7 @@ void main() { #version 450 #VERSION_DEFINES - +#ifndef MOLTENVK_USED // Metal will corrupt GPU state otherwise #if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic) && defined(has_GL_KHR_shader_subgroup_vote) #extension GL_KHR_shader_subgroup_ballot : enable @@ -73,6 +73,7 @@ void main() { #define USE_SUBGROUPS #endif +#endif layout(location = 0) in float depth_interp; layout(location = 1) in flat uint element_index; diff --git a/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl b/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl index b0a0839836..02566d8e35 100644 --- a/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl @@ -32,7 +32,9 @@ // Based on Spartan Engine's TAA implementation (without TAA upscale). // <https://github.com/PanosK92/SpartanEngine/blob/a8338d0609b85dc32f3732a5c27fb4463816a3b9/Data/shaders/temporal_antialiasing.hlsl> +#ifndef MOLTENVK_USED #define USE_SUBGROUPS +#endif // MOLTENVK_USED #define GROUP_SIZE 8 #define FLT_MIN 0.00000001 diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index 1a8a1f3aa3..5f5490d70b 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -97,9 +97,7 @@ layout(location = 8) out vec4 prev_screen_position; #ifdef MATERIAL_UNIFORMS_USED layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{ - #MATERIAL_UNIFORMS - } material; #endif @@ -691,7 +689,7 @@ vec4 fog_process(vec3 vertex) { void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max, out uint item_from, out uint item_to) { uint item_min_max = cluster_buffer.data[p_offset]; - item_min = item_min_max & 0xFFFF; + item_min = item_min_max & 0xFFFFu; item_max = item_min_max >> 16; item_from = item_min >> 5; @@ -958,9 +956,9 @@ void fragment_shader(in SceneData scene_data) { while (merged_mask != 0) { uint bit = findMSB(merged_mask); - merged_mask &= ~(1 << bit); + merged_mask &= ~(1u << bit); #ifdef USE_SUBGROUPS - if (((1 << bit) & mask) == 0) { //do not process if not originally here + if (((1u << bit) & mask) == 0) { //do not process if not originally here continue; } #endif @@ -1419,9 +1417,9 @@ void fragment_shader(in SceneData scene_data) { while (merged_mask != 0) { uint bit = findMSB(merged_mask); - merged_mask &= ~(1 << bit); + merged_mask &= ~(1u << bit); #ifdef USE_SUBGROUPS - if (((1 << bit) & mask) == 0) { //do not process if not originally here + if (((1u << bit) & mask) == 0) { //do not process if not originally here continue; } #endif @@ -1775,9 +1773,9 @@ void fragment_shader(in SceneData scene_data) { float shadow = 1.0; #ifndef SHADOWS_DISABLED if (i < 4) { - shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0; + shadow = float(shadow0 >> (i * 8u) & 0xFFu) / 255.0; } else { - shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0; + shadow = float(shadow1 >> ((i - 4u) * 8u) & 0xFFu) / 255.0; } shadow = shadow * directional_lights.data[i].shadow_opacity + 1.0 - directional_lights.data[i].shadow_opacity; @@ -1839,9 +1837,9 @@ void fragment_shader(in SceneData scene_data) { while (merged_mask != 0) { uint bit = findMSB(merged_mask); - merged_mask &= ~(1 << bit); + merged_mask &= ~(1u << bit); #ifdef USE_SUBGROUPS - if (((1 << bit) & mask) == 0) { //do not process if not originally here + if (((1u << bit) & mask) == 0) { //do not process if not originally here continue; } #endif @@ -1910,9 +1908,9 @@ void fragment_shader(in SceneData scene_data) { while (merged_mask != 0) { uint bit = findMSB(merged_mask); - merged_mask &= ~(1 << bit); + merged_mask &= ~(1u << bit); #ifdef USE_SUBGROUPS - if (((1 << bit) & mask) == 0) { //do not process if not originally here + if (((1u << bit) & mask) == 0) { //do not process if not originally here continue; } #endif @@ -2065,7 +2063,7 @@ void fragment_shader(in SceneData scene_data) { float sGreen = floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f); float sBlue = floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f); //store as 8985 to have 2 extra neighbour bits - uint light_rgbe = ((uint(sRed) & 0x1FF) >> 1) | ((uint(sGreen) & 0x1FF) << 8) | (((uint(sBlue) & 0x1FF) >> 1) << 17) | ((uint(exps) & 0x1F) << 25); + uint light_rgbe = ((uint(sRed) & 0x1FFu) >> 1) | ((uint(sGreen) & 0x1FFu) << 8) | (((uint(sBlue) & 0x1FFu) >> 1) << 17) | ((uint(exps) & 0x1Fu) << 25); imageStore(emission_grid, grid_pos, uvec4(light_rgbe)); imageStore(emission_aniso_grid, grid_pos, uvec4(light_aniso)); @@ -2099,8 +2097,8 @@ void fragment_shader(in SceneData scene_data) { if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances uint index1 = instances.data[instance_index].gi_offset & 0xFFFF; uint index2 = instances.data[instance_index].gi_offset >> 16; - voxel_gi_buffer.x = index1 & 0xFF; - voxel_gi_buffer.y = index2 & 0xFF; + voxel_gi_buffer.x = index1 & 0xFFu; + voxel_gi_buffer.y = index2 & 0xFFu; } else { voxel_gi_buffer.x = 0xFF; voxel_gi_buffer.y = 0xFF; diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl index 0d36b98645..3a45ab0059 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl @@ -4,14 +4,15 @@ #define MAX_VOXEL_GI_INSTANCES 8 #define MAX_VIEWS 2 +#ifndef MOLTENVK_USED #if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic) #extension GL_KHR_shader_subgroup_ballot : enable #extension GL_KHR_shader_subgroup_arithmetic : enable #define USE_SUBGROUPS - #endif +#endif // MOLTENVK_USED #if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview) #extension GL_EXT_multiview : enable |