Compare commits
1 Commits
Author | SHA1 | Date | |
---|---|---|---|
|
9ac66336a2 |
@@ -19,6 +19,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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private readonly GpuChannel _channel;
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private readonly DeviceStateWithShadow<ThreedClassState> _state;
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private readonly DrawState _drawState;
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private readonly SpecializationStateUpdater _currentSpecState;
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private bool _topologySet;
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private bool _instancedDrawPending;
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@@ -44,12 +45,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// <param name="channel">GPU channel</param>
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/// <param name="state">Channel state</param>
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/// <param name="drawState">Draw state</param>
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public DrawManager(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state, DrawState drawState)
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/// <param name="spec">Specialization state updater</param>
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public DrawManager(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state, DrawState drawState, SpecializationStateUpdater spec)
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{
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_context = context;
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_channel = channel;
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_state = state;
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_drawState = drawState;
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_currentSpecState = spec;
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}
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/// <summary>
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@@ -132,6 +135,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_drawState.FirstIndex = firstIndex;
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_drawState.IndexCount = indexCount;
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_currentSpecState.SetHasConstantBufferDrawParameters(false);
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engine.UpdateState();
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@@ -256,6 +260,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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if (_drawState.Topology != topology || !_topologySet)
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{
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_context.Renderer.Pipeline.SetPrimitiveTopology(topology);
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_currentSpecState.SetTopology(topology);
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_drawState.Topology = topology;
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_topologySet = true;
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}
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@@ -452,7 +457,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_state.State.FirstInstance = (uint)firstInstance;
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_drawState.DrawIndexed = indexed;
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_drawState.HasConstantBufferDrawParameters = true;
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_currentSpecState.SetHasConstantBufferDrawParameters(true);
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engine.UpdateState();
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@@ -469,7 +474,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_state.State.FirstInstance = 0;
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_drawState.DrawIndexed = false;
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_drawState.HasConstantBufferDrawParameters = false;
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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@@ -527,7 +531,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_drawState.DrawIndexed = indexed;
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_drawState.DrawIndirect = true;
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_drawState.HasConstantBufferDrawParameters = true;
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_currentSpecState.SetHasConstantBufferDrawParameters(true);
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engine.UpdateState();
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@@ -561,7 +565,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_drawState.DrawIndexed = false;
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_drawState.DrawIndirect = false;
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_drawState.HasConstantBufferDrawParameters = false;
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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280
Ryujinx.Graphics.Gpu/Engine/Threed/SpecializationStateUpdater.cs
Normal file
280
Ryujinx.Graphics.Gpu/Engine/Threed/SpecializationStateUpdater.cs
Normal file
@@ -0,0 +1,280 @@
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using Ryujinx.Common.Memory;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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/// <summary>
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/// Maintains a "current" specialiation state, and provides a flag to check if it has changed meaningfully.
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/// </summary>
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internal class SpecializationStateUpdater
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{
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private GpuChannelGraphicsState _graphics;
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private GpuChannelPoolState _pool;
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private bool _usesDrawParameters;
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private bool _usesTopology;
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private bool _changed;
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/// <summary>
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/// Signal that the specialization state has changed.
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/// </summary>
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private void Signal()
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{
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_changed = true;
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}
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/// <summary>
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/// Checks if the specialization state has changed since the last check.
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/// </summary>
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/// <returns>True if it has changed, false otherwise</returns>
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public bool HasChanged()
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{
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if (_changed)
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{
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_changed = false;
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return true;
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}
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else
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{
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return false;
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}
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}
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/// <summary>
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/// Sets the active shader, clearing the dirty state and recording if certain specializations are noteworthy.
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/// </summary>
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/// <param name="gs">The active shader</param>
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public void SetShader(CachedShaderProgram gs)
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{
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_usesDrawParameters = gs.Shaders[1]?.Info.UsesDrawParameters ?? false;
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_usesTopology = gs.SpecializationState.IsPrimitiveTopologyQueried();
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_changed = false;
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}
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/// <summary>
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/// Get the current graphics state.
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/// </summary>
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/// <returns>GPU graphics state</returns>
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public ref GpuChannelGraphicsState GetGraphicsState()
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{
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return ref _graphics;
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}
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/// <summary>
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/// Get the current pool state.
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/// </summary>
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/// <returns>GPU pool state</returns>
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public ref GpuChannelPoolState GetPoolState()
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{
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return ref _pool;
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}
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/// <summary>
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/// Early Z force enable.
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/// </summary>
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/// <param name="value">The new value</param>
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public void SetEarlyZForce(bool value)
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{
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_graphics.EarlyZForce = value;
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Signal();
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}
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/// <summary>
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/// Primitive topology of current draw.
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/// </summary>
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/// <param name="value">The new value</param>
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public void SetTopology(PrimitiveTopology value)
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{
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if (value != _graphics.Topology)
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{
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_graphics.Topology = value;
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if (_usesTopology)
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{
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Signal();
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}
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}
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}
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/// <summary>
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/// Tessellation mode.
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/// </summary>
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/// <param name="value">The new value</param>
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public void SetTessellationMode(TessMode value)
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{
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if (value.Packed != _graphics.TessellationMode.Packed)
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{
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_graphics.TessellationMode = value;
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Signal();
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}
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}
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/// <summary>
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/// Updates alpha-to-coverage state, and sets it as changed.
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/// </summary>
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/// <param name="enable">Whether alpha-to-coverage is enabled</param>
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/// <param name="ditherEnable">Whether alpha-to-coverage dithering is enabled</param>
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public void SetAlphaToCoverageEnable(bool enable, bool ditherEnable)
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{
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_graphics.AlphaToCoverageEnable = enable;
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_graphics.AlphaToCoverageDitherEnable = ditherEnable;
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Signal();
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}
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/// <summary>
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/// Indicates whether the viewport transform is disabled.
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/// </summary>
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/// <param name="value">The new value</param>
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public void SetViewportTransformDisable(bool value)
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{
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if (value != _graphics.ViewportTransformDisable)
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{
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_graphics.ViewportTransformDisable = value;
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Signal();
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}
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}
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/// <summary>
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/// Depth mode zero to one or minus one to one.
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/// </summary>
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/// <param name="value">The new value</param>
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public void SetDepthMode(bool value)
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{
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if (value != _graphics.DepthMode)
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{
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_graphics.DepthMode = value;
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Signal();
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}
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}
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/// <summary>
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/// Indicates if the point size is set on the shader or is fixed.
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/// </summary>
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/// <param name="value">The new value</param>
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public void SetProgramPointSizeEnable(bool value)
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{
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if (value != _graphics.ProgramPointSizeEnable)
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{
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_graphics.ProgramPointSizeEnable = value;
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Signal();
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}
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}
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/// <summary>
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/// Point size used if <see cref="SetProgramPointSizeEnable" /> is provided false.
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/// </summary>
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/// <param name="value">The new value</param>
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public void SetPointSize(float value)
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{
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if (value != _graphics.PointSize)
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{
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_graphics.PointSize = value;
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Signal();
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}
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}
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/// <summary>
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/// Updates alpha test specialization state, and sets it as changed.
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/// </summary>
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/// <param name="enable">Whether alpha test is enabled</param>
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/// <param name="reference">The value to compare with the fragment output alpha</param>
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/// <param name="op">The comparison that decides if the fragment should be discarded</param>
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public void SetAlphaTest(bool enable, float reference, CompareOp op)
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{
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_graphics.AlphaTestEnable = enable;
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_graphics.AlphaTestReference = reference;
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_graphics.AlphaTestCompare = op;
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Signal();
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}
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/// <summary>
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/// Updates the type of the vertex attributes consumed by the shader.
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/// </summary>
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/// <param name="state">The new state</param>
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public void SetAttributeTypes(ref Array32<VertexAttribState> state)
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{
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bool changed = false;
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ref Array32<AttributeType> attributeTypes = ref _graphics.AttributeTypes;
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for (int location = 0; location < state.Length; location++)
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{
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VertexAttribType type = state[location].UnpackType();
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AttributeType value = type switch
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{
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VertexAttribType.Sint => AttributeType.Sint,
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VertexAttribType.Uint => AttributeType.Uint,
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_ => AttributeType.Float
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};
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if (attributeTypes[location] != value)
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{
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attributeTypes[location] = value;
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changed = true;
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}
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}
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if (changed)
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{
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Signal();
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}
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}
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/// <summary>
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/// Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0.
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/// </summary>
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/// <param name="value">The new value</param>
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public void SetHasConstantBufferDrawParameters(bool value)
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{
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if (value != _graphics.HasConstantBufferDrawParameters)
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{
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_graphics.HasConstantBufferDrawParameters = value;
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if (_usesDrawParameters)
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{
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Signal();
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}
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}
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}
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/// <summary>
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/// Indicates that any storage buffer use is unaligned.
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/// </summary>
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/// <param name="value">The new value</param>
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public void SetHasUnalignedStorageBuffer(bool value)
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{
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if (value != _graphics.HasUnalignedStorageBuffer)
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{
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_graphics.HasUnalignedStorageBuffer = value;
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Signal();
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}
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}
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/// <summary>
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/// Sets the GPU pool state.
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/// </summary>
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/// <param name="state">The new state</param>
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public void SetPoolState(GpuChannelPoolState state)
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{
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if (!state.Equals(_pool))
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{
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_pool = state;
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Signal();
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}
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}
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}
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}
|
@@ -1,6 +1,7 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Common.Memory;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.GPFifo;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Shader;
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@@ -16,9 +17,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// </summary>
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class StateUpdater
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{
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public const int ShaderStateIndex = 16;
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public const int ShaderStateIndex = 26;
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public const int RasterizerStateIndex = 15;
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public const int ScissorStateIndex = 18;
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public const int ScissorStateIndex = 16;
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public const int VertexBufferStateIndex = 0;
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public const int PrimitiveRestartStateIndex = 12;
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@@ -31,6 +32,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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private readonly ShaderProgramInfo[] _currentProgramInfo;
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private ShaderSpecializationState _shaderSpecState;
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private SpecializationStateUpdater _currentSpecState;
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private ProgramPipelineState _pipeline;
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@@ -54,15 +56,17 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// <param name="channel">GPU channel</param>
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/// <param name="state">3D engine state</param>
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/// <param name="drawState">Draw state</param>
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public StateUpdater(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state, DrawState drawState)
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/// <param name="spec">Specialization state updater</param>
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public StateUpdater(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state, DrawState drawState, SpecializationStateUpdater spec)
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{
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_context = context;
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_channel = channel;
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_state = state;
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_drawState = drawState;
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_currentProgramInfo = new ShaderProgramInfo[Constants.ShaderStages];
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_currentSpecState = spec;
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// ShaderState must be updated after other state updates, as pipeline state is sent to the backend when compiling new shaders.
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// ShaderState must be updated after other state updates, as specialization/pipeline state is used when fetching shaders.
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// Render target state must appear after shader state as it depends on information from the currently bound shader.
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// Rasterizer and scissor states are checked by render target clear, their indexes
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// must be updated on the constants "RasterizerStateIndex" and "ScissorStateIndex" if modified.
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@@ -101,6 +105,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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nameof(ThreedClassState.DepthTestFunc)),
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new StateUpdateCallbackEntry(UpdateTessellationState,
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nameof(ThreedClassState.TessMode),
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nameof(ThreedClassState.TessOuterLevel),
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nameof(ThreedClassState.TessInnerLevel),
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nameof(ThreedClassState.PatchVertices)),
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@@ -138,17 +143,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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new StateUpdateCallbackEntry(UpdateRasterizerState, nameof(ThreedClassState.RasterizeEnable)),
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new StateUpdateCallbackEntry(UpdateShaderState,
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nameof(ThreedClassState.ShaderBaseAddress),
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nameof(ThreedClassState.ShaderState)),
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new StateUpdateCallbackEntry(UpdateRenderTargetState,
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nameof(ThreedClassState.RtColorState),
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nameof(ThreedClassState.RtDepthStencilState),
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nameof(ThreedClassState.RtControl),
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nameof(ThreedClassState.RtDepthStencilSize),
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nameof(ThreedClassState.RtDepthStencilEnable)),
|
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new StateUpdateCallbackEntry(UpdateScissorState,
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nameof(ThreedClassState.ScissorState),
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nameof(ThreedClassState.ScreenScissorState)),
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@@ -179,7 +173,21 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
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|
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new StateUpdateCallbackEntry(UpdateMultisampleState,
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nameof(ThreedClassState.AlphaToCoverageDitherEnable),
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nameof(ThreedClassState.MultisampleControl))
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nameof(ThreedClassState.MultisampleControl)),
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new StateUpdateCallbackEntry(UpdateEarlyZState,
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nameof(ThreedClassState.EarlyZForce)),
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new StateUpdateCallbackEntry(UpdateShaderState,
|
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nameof(ThreedClassState.ShaderBaseAddress),
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nameof(ThreedClassState.ShaderState)),
|
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|
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new StateUpdateCallbackEntry(UpdateRenderTargetState,
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nameof(ThreedClassState.RtColorState),
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nameof(ThreedClassState.RtDepthStencilState),
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nameof(ThreedClassState.RtControl),
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nameof(ThreedClassState.RtDepthStencilSize),
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nameof(ThreedClassState.RtDepthStencilEnable)),
|
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});
|
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}
|
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|
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@@ -209,17 +217,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Update()
|
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{
|
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// If any state that the shader depends on changed,
|
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// then we may need to compile/bind a different version
|
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// of the shader for the new state.
|
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if (_shaderSpecState != null)
|
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{
|
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if (!_shaderSpecState.MatchesGraphics(_channel, GetPoolState(), GetGraphicsState(), _vsUsesDrawParameters, false))
|
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{
|
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ForceShaderUpdate();
|
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}
|
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}
|
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|
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// The vertex buffer size is calculated using a different
|
||||
// method when doing indexed draws, so we need to make sure
|
||||
// to update the vertex buffers if we are doing a regular
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||||
@@ -271,6 +268,18 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
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|
||||
_updateTracker.Update(ulong.MaxValue);
|
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|
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// If any state that the shader depends on changed,
|
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// then we may need to compile/bind a different version
|
||||
// of the shader for the new state.
|
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if (_shaderSpecState != null && _currentSpecState.HasChanged())
|
||||
{
|
||||
if (!_shaderSpecState.MatchesGraphics(_channel, ref _currentSpecState.GetPoolState(), ref _currentSpecState.GetGraphicsState(), _vsUsesDrawParameters, false))
|
||||
{
|
||||
// Shader must be reloaded. _vtgWritesRtLayer should not change.
|
||||
UpdateShaderState();
|
||||
}
|
||||
}
|
||||
|
||||
CommitBindings();
|
||||
|
||||
if (tfEnable && !_prevTfEnable)
|
||||
@@ -302,7 +311,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
||||
|
||||
if (!_channel.TextureManager.CommitGraphicsBindings(_shaderSpecState) || (buffers.HasUnalignedStorageBuffers != hasUnaligned))
|
||||
{
|
||||
// Shader must be reloaded.
|
||||
_currentSpecState.SetHasUnalignedStorageBuffer(buffers.HasUnalignedStorageBuffers);
|
||||
// Shader must be reloaded. _vtgWritesRtLayer should not change.
|
||||
UpdateShaderState();
|
||||
}
|
||||
|
||||
@@ -351,6 +361,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
||||
_state.State.PatchVertices,
|
||||
_state.State.TessOuterLevel.AsSpan(),
|
||||
_state.State.TessInnerLevel.AsSpan());
|
||||
|
||||
_currentSpecState.SetTessellationMode(_state.State.TessMode);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -611,6 +623,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
||||
_state.State.AlphaTestEnable,
|
||||
_state.State.AlphaTestRef,
|
||||
_state.State.AlphaTestFunc);
|
||||
|
||||
_currentSpecState.SetAlphaTest(
|
||||
_state.State.AlphaTestEnable,
|
||||
_state.State.AlphaTestRef,
|
||||
_state.State.AlphaTestFunc);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -710,6 +727,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
||||
|
||||
_context.Renderer.Pipeline.SetDepthMode(GetDepthMode());
|
||||
_context.Renderer.Pipeline.SetViewports(viewports, disableTransform);
|
||||
|
||||
_currentSpecState.SetViewportTransformDisable(_state.State.ViewportTransformEnable == 0);
|
||||
_currentSpecState.SetDepthMode(GetDepthMode() == DepthMode.MinusOneToOne);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -847,6 +867,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
||||
|
||||
_channel.TextureManager.SetGraphicsTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
|
||||
_channel.TextureManager.SetGraphicsTextureBufferIndex((int)_state.State.TextureBufferIndex);
|
||||
|
||||
_currentSpecState.SetPoolState(GetPoolState());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -887,6 +909,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
||||
|
||||
_pipeline.SetVertexAttribs(vertexAttribs);
|
||||
_context.Renderer.Pipeline.SetVertexAttribs(vertexAttribs);
|
||||
_currentSpecState.SetAttributeTypes(ref _state.State.VertexAttribState);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -914,6 +937,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
||||
Origin origin = (_state.State.PointCoordReplace & 4) == 0 ? Origin.LowerLeft : Origin.UpperLeft;
|
||||
|
||||
_context.Renderer.Pipeline.SetPointParameters(size, isProgramPointSize, enablePointSprite, origin);
|
||||
|
||||
_currentSpecState.SetProgramPointSizeEnable(isProgramPointSize);
|
||||
_currentSpecState.SetPointSize(size);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -1212,6 +1238,16 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
||||
alphaToCoverageEnable,
|
||||
_state.State.AlphaToCoverageDitherEnable,
|
||||
alphaToOneEnable));
|
||||
|
||||
_currentSpecState.SetAlphaToCoverageEnable(alphaToCoverageEnable, _state.State.AlphaToCoverageDitherEnable);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the early z flag, based on guest state.
|
||||
/// </summary>
|
||||
private void UpdateEarlyZState()
|
||||
{
|
||||
_currentSpecState.SetEarlyZForce(_state.State.EarlyZForce);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -1239,10 +1275,10 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
||||
addressesSpan[index] = baseAddress + shader.Offset;
|
||||
}
|
||||
|
||||
GpuChannelPoolState poolState = GetPoolState();
|
||||
GpuChannelGraphicsState graphicsState = GetGraphicsState();
|
||||
CachedShaderProgram gs = shaderCache.GetGraphicsShader(ref _state.State, ref _pipeline, _channel, ref _currentSpecState.GetPoolState(), ref _currentSpecState.GetGraphicsState(), addresses);
|
||||
|
||||
CachedShaderProgram gs = shaderCache.GetGraphicsShader(ref _state.State, ref _pipeline, _channel, poolState, graphicsState, addresses);
|
||||
// Consume the modified flag for spec state so that it isn't checked again.
|
||||
_currentSpecState.SetShader(gs);
|
||||
|
||||
_shaderSpecState = gs.SpecializationState;
|
||||
|
||||
@@ -1289,46 +1325,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
||||
(int)_state.State.TextureBufferIndex);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current GPU channel state for shader creation or compatibility verification.
|
||||
/// </summary>
|
||||
/// <returns>Current GPU channel state</returns>
|
||||
private GpuChannelGraphicsState GetGraphicsState()
|
||||
{
|
||||
ref var vertexAttribState = ref _state.State.VertexAttribState;
|
||||
|
||||
Array32<AttributeType> attributeTypes = new Array32<AttributeType>();
|
||||
|
||||
for (int location = 0; location < attributeTypes.Length; location++)
|
||||
{
|
||||
VertexAttribType type = vertexAttribState[location].UnpackType();
|
||||
|
||||
attributeTypes[location] = type switch
|
||||
{
|
||||
VertexAttribType.Sint => AttributeType.Sint,
|
||||
VertexAttribType.Uint => AttributeType.Uint,
|
||||
_ => AttributeType.Float
|
||||
};
|
||||
}
|
||||
|
||||
return new GpuChannelGraphicsState(
|
||||
_state.State.EarlyZForce,
|
||||
_drawState.Topology,
|
||||
_state.State.TessMode,
|
||||
(_state.State.MultisampleControl & 1) != 0,
|
||||
_state.State.AlphaToCoverageDitherEnable,
|
||||
_state.State.ViewportTransformEnable == 0,
|
||||
GetDepthMode() == DepthMode.MinusOneToOne,
|
||||
_state.State.VertexProgramPointSize,
|
||||
_state.State.PointSize,
|
||||
_state.State.AlphaTestEnable,
|
||||
_state.State.AlphaTestFunc,
|
||||
_state.State.AlphaTestRef,
|
||||
ref attributeTypes,
|
||||
_drawState.HasConstantBufferDrawParameters,
|
||||
_channel.BufferManager.HasUnalignedStorageBuffers);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the depth mode that is currently being used (zero to one or minus one to one).
|
||||
/// </summary>
|
||||
|
@@ -67,12 +67,13 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
||||
|
||||
_i2mClass = new InlineToMemoryClass(context, channel, initializeState: false);
|
||||
|
||||
var spec = new SpecializationStateUpdater();
|
||||
var drawState = new DrawState();
|
||||
|
||||
_drawManager = new DrawManager(context, channel, _state, drawState);
|
||||
_drawManager = new DrawManager(context, channel, _state, drawState, spec);
|
||||
_semaphoreUpdater = new SemaphoreUpdater(context, channel, _state);
|
||||
_cbUpdater = new ConstantBufferUpdater(channel, _state);
|
||||
_stateUpdater = new StateUpdater(context, channel, _state, drawState);
|
||||
_stateUpdater = new StateUpdater(context, channel, _state, drawState, spec);
|
||||
|
||||
// This defaults to "always", even without any register write.
|
||||
// Reads just return 0, regardless of what was set there.
|
||||
|
@@ -15,62 +15,62 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
/// <summary>
|
||||
/// Early Z force enable.
|
||||
/// </summary>
|
||||
public readonly bool EarlyZForce;
|
||||
public bool EarlyZForce;
|
||||
|
||||
/// <summary>
|
||||
/// Primitive topology of current draw.
|
||||
/// </summary>
|
||||
public readonly PrimitiveTopology Topology;
|
||||
public PrimitiveTopology Topology;
|
||||
|
||||
/// <summary>
|
||||
/// Tessellation mode.
|
||||
/// </summary>
|
||||
public readonly TessMode TessellationMode;
|
||||
public TessMode TessellationMode;
|
||||
|
||||
/// <summary>
|
||||
/// Indicates whether alpha-to-coverage is enabled.
|
||||
/// </summary>
|
||||
public readonly bool AlphaToCoverageEnable;
|
||||
public bool AlphaToCoverageEnable;
|
||||
|
||||
/// <summary>
|
||||
/// Indicates whether alpha-to-coverage dithering is enabled.
|
||||
/// </summary>
|
||||
public readonly bool AlphaToCoverageDitherEnable;
|
||||
public bool AlphaToCoverageDitherEnable;
|
||||
|
||||
/// <summary>
|
||||
/// Indicates whether the viewport transform is disabled.
|
||||
/// </summary>
|
||||
public readonly bool ViewportTransformDisable;
|
||||
public bool ViewportTransformDisable;
|
||||
|
||||
/// <summary>
|
||||
/// Depth mode zero to one or minus one to one.
|
||||
/// </summary>
|
||||
public readonly bool DepthMode;
|
||||
public bool DepthMode;
|
||||
|
||||
/// <summary>
|
||||
/// Indicates if the point size is set on the shader or is fixed.
|
||||
/// </summary>
|
||||
public readonly bool ProgramPointSizeEnable;
|
||||
public bool ProgramPointSizeEnable;
|
||||
|
||||
/// <summary>
|
||||
/// Point size used if <see cref="ProgramPointSizeEnable" /> is false.
|
||||
/// </summary>
|
||||
public readonly float PointSize;
|
||||
public float PointSize;
|
||||
|
||||
/// <summary>
|
||||
/// Indicates whether alpha test is enabled.
|
||||
/// </summary>
|
||||
public readonly bool AlphaTestEnable;
|
||||
public bool AlphaTestEnable;
|
||||
|
||||
/// <summary>
|
||||
/// When alpha test is enabled, indicates the comparison that decides if the fragment should be discarded.
|
||||
/// </summary>
|
||||
public readonly CompareOp AlphaTestCompare;
|
||||
public CompareOp AlphaTestCompare;
|
||||
|
||||
/// <summary>
|
||||
/// When alpha test is enabled, indicates the value to compare with the fragment output alpha.
|
||||
/// </summary>
|
||||
public readonly float AlphaTestReference;
|
||||
public float AlphaTestReference;
|
||||
|
||||
/// <summary>
|
||||
/// Type of the vertex attributes consumed by the shader.
|
||||
@@ -80,12 +80,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
/// <summary>
|
||||
/// Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0.
|
||||
/// </summary>
|
||||
public readonly bool HasConstantBufferDrawParameters;
|
||||
public bool HasConstantBufferDrawParameters;
|
||||
|
||||
/// <summary>
|
||||
/// Indicates that any storage buffer use is unaligned.
|
||||
/// </summary>
|
||||
public readonly bool HasUnalignedStorageBuffer;
|
||||
public bool HasUnalignedStorageBuffer;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new GPU graphics state.
|
||||
|
@@ -1,9 +1,11 @@
|
||||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Shader
|
||||
{
|
||||
/// <summary>
|
||||
/// State used by the <see cref="GpuAccessor"/>.
|
||||
/// </summary>
|
||||
struct GpuChannelPoolState
|
||||
struct GpuChannelPoolState : IEquatable<GpuChannelPoolState>
|
||||
{
|
||||
/// <summary>
|
||||
/// GPU virtual address of the texture pool.
|
||||
@@ -32,5 +34,17 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
TexturePoolMaximumId = texturePoolMaximumId;
|
||||
TextureBufferIndex = textureBufferIndex;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if the pool states are equal.
|
||||
/// </summary>
|
||||
/// <param name="other">Pool state to compare with</param>
|
||||
/// <returns>True if they are equal, false otherwise</returns>
|
||||
public bool Equals(GpuChannelPoolState other)
|
||||
{
|
||||
return TexturePoolGpuVa == other.TexturePoolGpuVa &&
|
||||
TexturePoolMaximumId == other.TexturePoolMaximumId &&
|
||||
TextureBufferIndex == other.TextureBufferIndex;
|
||||
}
|
||||
}
|
||||
}
|
@@ -300,16 +300,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
ref ThreedClassState state,
|
||||
ref ProgramPipelineState pipeline,
|
||||
GpuChannel channel,
|
||||
GpuChannelPoolState poolState,
|
||||
GpuChannelGraphicsState graphicsState,
|
||||
ref GpuChannelPoolState poolState,
|
||||
ref GpuChannelGraphicsState graphicsState,
|
||||
ShaderAddresses addresses)
|
||||
{
|
||||
if (_gpPrograms.TryGetValue(addresses, out var gpShaders) && IsShaderEqual(channel, poolState, graphicsState, gpShaders, addresses))
|
||||
if (_gpPrograms.TryGetValue(addresses, out var gpShaders) && IsShaderEqual(channel, ref poolState, ref graphicsState, gpShaders, addresses))
|
||||
{
|
||||
return gpShaders;
|
||||
}
|
||||
|
||||
if (_graphicsShaderCache.TryFind(channel, poolState, graphicsState, addresses, out gpShaders, out var cachedGuestCode))
|
||||
if (_graphicsShaderCache.TryFind(channel, ref poolState, ref graphicsState, addresses, out gpShaders, out var cachedGuestCode))
|
||||
{
|
||||
_gpPrograms[addresses] = gpShaders;
|
||||
return gpShaders;
|
||||
@@ -498,7 +498,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
{
|
||||
if (IsShaderEqual(channel.MemoryManager, cpShader.Shaders[0], gpuVa))
|
||||
{
|
||||
return cpShader.SpecializationState.MatchesCompute(channel, poolState, computeState, true);
|
||||
return cpShader.SpecializationState.MatchesCompute(channel, ref poolState, computeState, true);
|
||||
}
|
||||
|
||||
return false;
|
||||
@@ -515,8 +515,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
/// <returns>True if the code is different, false otherwise</returns>
|
||||
private static bool IsShaderEqual(
|
||||
GpuChannel channel,
|
||||
GpuChannelPoolState poolState,
|
||||
GpuChannelGraphicsState graphicsState,
|
||||
ref GpuChannelPoolState poolState,
|
||||
ref GpuChannelGraphicsState graphicsState,
|
||||
CachedShaderProgram gpShaders,
|
||||
ShaderAddresses addresses)
|
||||
{
|
||||
@@ -536,7 +536,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
|
||||
bool usesDrawParameters = gpShaders.Shaders[1]?.Info.UsesDrawParameters ?? false;
|
||||
|
||||
return gpShaders.SpecializationState.MatchesGraphics(channel, poolState, graphicsState, usesDrawParameters, true);
|
||||
return gpShaders.SpecializationState.MatchesGraphics(channel, ref poolState, ref graphicsState, usesDrawParameters, true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@@ -215,8 +215,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
/// <returns>True if a cached host program was found, false otherwise</returns>
|
||||
public bool TryFind(
|
||||
GpuChannel channel,
|
||||
GpuChannelPoolState poolState,
|
||||
GpuChannelGraphicsState graphicsState,
|
||||
ref GpuChannelPoolState poolState,
|
||||
ref GpuChannelGraphicsState graphicsState,
|
||||
ShaderAddresses addresses,
|
||||
out CachedShaderProgram program,
|
||||
out CachedGraphicsGuestCode guestCode)
|
||||
@@ -236,7 +236,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
|
||||
if (found && _shaderPrograms.TryGetValue(idTable, out ShaderSpecializationList specList))
|
||||
{
|
||||
return specList.TryFindForGraphics(channel, poolState, graphicsState, out program);
|
||||
return specList.TryFindForGraphics(channel, ref poolState, ref graphicsState, out program);
|
||||
}
|
||||
|
||||
return false;
|
||||
|
@@ -29,15 +29,15 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
/// <returns>True if a compatible program is found, false otherwise</returns>
|
||||
public bool TryFindForGraphics(
|
||||
GpuChannel channel,
|
||||
GpuChannelPoolState poolState,
|
||||
GpuChannelGraphicsState graphicsState,
|
||||
ref GpuChannelPoolState poolState,
|
||||
ref GpuChannelGraphicsState graphicsState,
|
||||
out CachedShaderProgram program)
|
||||
{
|
||||
foreach (var entry in _entries)
|
||||
{
|
||||
bool usesDrawParameters = entry.Shaders[1]?.Info.UsesDrawParameters ?? false;
|
||||
|
||||
if (entry.SpecializationState.MatchesGraphics(channel, poolState, graphicsState, usesDrawParameters, true))
|
||||
if (entry.SpecializationState.MatchesGraphics(channel, ref poolState, ref graphicsState, usesDrawParameters, true))
|
||||
{
|
||||
program = entry;
|
||||
return true;
|
||||
@@ -60,7 +60,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
{
|
||||
foreach (var entry in _entries)
|
||||
{
|
||||
if (entry.SpecializationState.MatchesCompute(channel, poolState, computeState, true))
|
||||
if (entry.SpecializationState.MatchesCompute(channel, ref poolState, computeState, true))
|
||||
{
|
||||
program = entry;
|
||||
return true;
|
||||
|
@@ -392,6 +392,15 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
state.Value.QueriedFlags |= QueriedTextureStateFlags.CoordNormalized;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if primitive topology was queried by the shader.
|
||||
/// </summary>
|
||||
/// <returns>True if queried, false otherwise</returns>
|
||||
public bool IsPrimitiveTopologyQueried()
|
||||
{
|
||||
return _queriedState.HasFlag(QueriedStateFlags.PrimitiveTopology);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if a given texture was registerd on this specialization state.
|
||||
/// </summary>
|
||||
@@ -486,8 +495,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
/// <returns>True if the state matches, false otherwise</returns>
|
||||
public bool MatchesGraphics(
|
||||
GpuChannel channel,
|
||||
GpuChannelPoolState poolState,
|
||||
GpuChannelGraphicsState graphicsState,
|
||||
ref GpuChannelPoolState poolState,
|
||||
ref GpuChannelGraphicsState graphicsState,
|
||||
bool usesDrawParameters,
|
||||
bool checkTextures)
|
||||
{
|
||||
@@ -536,7 +545,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
return false;
|
||||
}
|
||||
|
||||
return Matches(channel, poolState, checkTextures, isCompute: false);
|
||||
return Matches(channel, ref poolState, checkTextures, isCompute: false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -547,14 +556,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
/// <param name="computeState">Compute state</param>
|
||||
/// <param name="checkTextures">Indicates whether texture descriptors should be checked</param>
|
||||
/// <returns>True if the state matches, false otherwise</returns>
|
||||
public bool MatchesCompute(GpuChannel channel, GpuChannelPoolState poolState, GpuChannelComputeState computeState, bool checkTextures)
|
||||
public bool MatchesCompute(GpuChannel channel, ref GpuChannelPoolState poolState, GpuChannelComputeState computeState, bool checkTextures)
|
||||
{
|
||||
if (computeState.HasUnalignedStorageBuffer != ComputeState.HasUnalignedStorageBuffer)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return Matches(channel, poolState, checkTextures, isCompute: true);
|
||||
return Matches(channel, ref poolState, checkTextures, isCompute: true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -618,7 +627,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
/// <param name="checkTextures">Indicates whether texture descriptors should be checked</param>
|
||||
/// <param name="isCompute">Indicates whenever the check is requested by the 3D or compute engine</param>
|
||||
/// <returns>True if the state matches, false otherwise</returns>
|
||||
private bool Matches(GpuChannel channel, GpuChannelPoolState poolState, bool checkTextures, bool isCompute)
|
||||
private bool Matches(GpuChannel channel, ref GpuChannelPoolState poolState, bool checkTextures, bool isCompute)
|
||||
{
|
||||
int constantBufferUsePerStageMask = _constantBufferUsePerStage;
|
||||
|
||||
|
Reference in New Issue
Block a user