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@ -2,11 +2,14 @@
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <array>
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#include <cstddef>
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#include <glad/glad.h>
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#include "common/logging/log.h"
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#include "common/scope_exit.h"
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#include "video_core/renderer_opengl/gl_device.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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namespace OpenGL {
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@ -24,6 +27,7 @@ Device::Device() {
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max_vertex_attributes = GetInteger<u32>(GL_MAX_VERTEX_ATTRIBS);
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max_varyings = GetInteger<u32>(GL_MAX_VARYING_VECTORS);
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has_variable_aoffi = TestVariableAoffi();
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has_component_indexing_bug = TestComponentIndexingBug();
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}
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Device::Device(std::nullptr_t) {
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@ -31,6 +35,7 @@ Device::Device(std::nullptr_t) {
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max_vertex_attributes = 16;
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max_varyings = 15;
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has_variable_aoffi = true;
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has_component_indexing_bug = false;
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}
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bool Device::TestVariableAoffi() {
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@ -52,4 +57,53 @@ void main() {
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return supported;
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}
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bool Device::TestComponentIndexingBug() {
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constexpr char log_message[] = "Renderer_ComponentIndexingBug: {}";
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const GLchar* COMPONENT_TEST = R"(#version 430 core
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layout (std430, binding = 0) buffer OutputBuffer {
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uint output_value;
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};
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layout (std140, binding = 0) uniform InputBuffer {
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uvec4 input_value[4096];
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};
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layout (location = 0) uniform uint idx;
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void main() {
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output_value = input_value[idx >> 2][idx & 3];
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})";
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const GLuint shader{glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &COMPONENT_TEST)};
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SCOPE_EXIT({ glDeleteProgram(shader); });
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glUseProgram(shader);
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OGLVertexArray vao;
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vao.Create();
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glBindVertexArray(vao.handle);
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constexpr std::array<GLuint, 8> values{0, 0, 0, 0, 0x1236327, 0x985482, 0x872753, 0x2378432};
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OGLBuffer ubo;
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ubo.Create();
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glNamedBufferData(ubo.handle, sizeof(values), values.data(), GL_STATIC_DRAW);
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, ubo.handle);
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OGLBuffer ssbo;
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ssbo.Create();
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glNamedBufferStorage(ssbo.handle, sizeof(GLuint), nullptr, GL_CLIENT_STORAGE_BIT);
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for (GLuint index = 4; index < 8; ++index) {
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glInvalidateBufferData(ssbo.handle);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo.handle);
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glProgramUniform1ui(shader, 0, index);
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glDrawArrays(GL_POINTS, 0, 1);
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GLuint result;
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glGetNamedBufferSubData(ssbo.handle, 0, sizeof(result), &result);
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if (result != values.at(index)) {
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LOG_INFO(Render_OpenGL, log_message, true);
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return true;
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}
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}
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LOG_INFO(Render_OpenGL, log_message, false);
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return false;
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}
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} // namespace OpenGL
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