Metal: fix static texture target on more devices (#8022)

This commit is contained in:
Ben Doherty
2024-08-08 13:04:42 -07:00
committed by GitHub
parent 1c0370d5d7
commit 8ba20eb03c
5 changed files with 10 additions and 8 deletions

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@@ -1244,7 +1244,7 @@ enum class Workaround : uint16_t {
ADRENO_UNIFORM_ARRAY_CRASH,
// Workaround a Metal pipeline compilation error with the message:
// "Could not statically determine the target of a texture". See light_indirect.fs
A8X_STATIC_TEXTURE_TARGET_ERROR,
METAL_STATIC_TEXTURE_TARGET_ERROR,
// Adreno drivers sometimes aren't able to blit into a layer of a texture array.
DISABLE_BLIT_INTO_TEXTURE_ARRAY,
// Multiple workarounds needed for PowerVR GPUs

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@@ -93,7 +93,7 @@ struct MetalContext {
} highestSupportedGpuFamily;
struct {
bool a8xStaticTextureTargetError;
bool staticTextureTargetError;
} bugs;
// sampleCountLookup[requestedSamples] gives a <= sample count supported by the device.

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@@ -162,8 +162,10 @@ MetalDriver::MetalDriver(MetalPlatform* platform, const Platform::DriverConfig&
sc[s] = [mContext->device supportsTextureSampleCount:s] ? s : sc[s - 1];
}
mContext->bugs.a8xStaticTextureTargetError =
[mContext->device.name containsString:@"Apple A8X GPU"];
mContext->bugs.staticTextureTargetError =
[mContext->device.name containsString:@"Apple A8X GPU"] ||
[mContext->device.name containsString:@"Apple A8 GPU"] ||
[mContext->device.name containsString:@"Apple A7 GPU"];
mContext->commandQueue = mPlatform.createCommandQueue(mContext->device);
mContext->pipelineStateCache.setDevice(mContext->device);
@@ -840,8 +842,8 @@ bool MetalDriver::isWorkaroundNeeded(Workaround workaround) {
return true;
case Workaround::ADRENO_UNIFORM_ARRAY_CRASH:
return false;
case Workaround::A8X_STATIC_TEXTURE_TARGET_ERROR:
return mContext->bugs.a8xStaticTextureTargetError;
case Workaround::METAL_STATIC_TEXTURE_TARGET_ERROR:
return mContext->bugs.staticTextureTargetError;
case Workaround::DISABLE_BLIT_INTO_TEXTURE_ARRAY:
return false;
default:

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@@ -873,7 +873,7 @@ void FMaterial::processSpecializationConstants(FEngine& engine, Material::Builde
engine.getDriverApi().getMaxUniformBufferSize() / 16u);
bool const staticTextureWorkaround =
engine.getDriverApi().isWorkaroundNeeded(Workaround::A8X_STATIC_TEXTURE_TARGET_ERROR);
engine.getDriverApi().isWorkaroundNeeded(Workaround::METAL_STATIC_TEXTURE_TARGET_ERROR);
bool const powerVrShaderWorkarounds =
engine.getDriverApi().isWorkaroundNeeded(Workaround::POWER_VR_SHADER_WORKAROUNDS);

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@@ -72,7 +72,7 @@ vec3 Irradiance_RoughnessOne(const vec3 n) {
//------------------------------------------------------------------------------
vec3 diffuseIrradiance(const vec3 n) {
// On Metal devices with an A8X chipset, this light_iblSpecular texture sample must be pulled
// On Metal devices with certain chipsets, this light_iblSpecular texture sample must be pulled
// outside the frameUniforms.iblSH check. This is to avoid a Metal pipeline compilation error
// with the message: "Could not statically determine the target of a texture".
// The reason for this is unknown, and is possibly a bug that exhibits only on these devices.