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gl_device: Add test to detect broken component indexing
Component indexing on AMD's proprietary driver is broken. This commit adds a test to detect when we are on a driver that can't successfully manage component indexing. It dispatches a dummy draw with just one vertex shader that writes to an indexed SSBO from the GPU with data sent through uniforms, it then reads that data from the CPU and compares the expected output.
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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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@ -51,4 +56,53 @@ 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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@ -30,13 +30,19 @@ public:
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return has_variable_aoffi;
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}
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bool HasComponentIndexingBug() const {
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return has_component_indexing_bug;
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}
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private:
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static bool TestVariableAoffi();
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static bool TestComponentIndexingBug();
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std::size_t uniform_buffer_alignment{};
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u32 max_vertex_attributes{};
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u32 max_varyings{};
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bool has_variable_aoffi{};
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bool has_component_indexing_bug{};
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};
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} // namespace OpenGL
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