mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-12-03 06:52:11 +01:00
don't end render pass when not neccessary
This commit is contained in:
parent
2abadbd649
commit
918e1c16b7
3 changed files with 97 additions and 142 deletions
|
@ -5,6 +5,19 @@ using System.Runtime.Versioning;
|
|||
|
||||
namespace Ryujinx.Graphics.Metal
|
||||
{
|
||||
// TODO: use this (unused right now)
|
||||
public struct DirtyFlags
|
||||
{
|
||||
public bool Pipeline = false;
|
||||
public bool DepthStencil = false;
|
||||
public bool CullMode = false;
|
||||
public bool Winding = false;
|
||||
public bool Viewport = false;
|
||||
public bool Scissor = false;
|
||||
|
||||
public DirtyFlags() { }
|
||||
}
|
||||
|
||||
[SupportedOSPlatform("macos")]
|
||||
public struct EncoderState
|
||||
{
|
||||
|
@ -52,6 +65,9 @@ namespace Ryujinx.Graphics.Metal
|
|||
public VertexBufferDescriptor[] VertexBuffers = [];
|
||||
public VertexAttribDescriptor[] VertexAttribs = [];
|
||||
|
||||
// Dirty flags
|
||||
public DirtyFlags Dirty = new();
|
||||
|
||||
public EncoderState() { }
|
||||
}
|
||||
}
|
||||
|
|
|
@ -54,7 +54,80 @@ namespace Ryujinx.Graphics.Metal
|
|||
var passAttachment = renderPassDescriptor.ColorAttachments.Object((ulong)i);
|
||||
passAttachment.Texture = _currentState.RenderTargets[i];
|
||||
passAttachment.LoadAction = MTLLoadAction.Load;
|
||||
}
|
||||
}
|
||||
|
||||
var depthAttachment = renderPassDescriptor.DepthAttachment;
|
||||
var stencilAttachment = renderPassDescriptor.StencilAttachment;
|
||||
|
||||
if (_currentState.DepthStencil != IntPtr.Zero)
|
||||
{
|
||||
switch (_currentState.DepthStencil.PixelFormat)
|
||||
{
|
||||
// Depth Only Attachment
|
||||
case MTLPixelFormat.Depth16Unorm:
|
||||
case MTLPixelFormat.Depth32Float:
|
||||
depthAttachment.Texture = _currentState.DepthStencil;
|
||||
depthAttachment.LoadAction = MTLLoadAction.Load;
|
||||
break;
|
||||
|
||||
// Stencil Only Attachment
|
||||
case MTLPixelFormat.Stencil8:
|
||||
stencilAttachment.Texture = _currentState.DepthStencil;
|
||||
stencilAttachment.LoadAction = MTLLoadAction.Load;
|
||||
break;
|
||||
|
||||
// Combined Attachment
|
||||
case MTLPixelFormat.Depth24UnormStencil8:
|
||||
case MTLPixelFormat.Depth32FloatStencil8:
|
||||
depthAttachment.Texture = _currentState.DepthStencil;
|
||||
depthAttachment.LoadAction = MTLLoadAction.Load;
|
||||
|
||||
var unpackedFormat = FormatTable.PackedStencilToXFormat(_currentState.DepthStencil.PixelFormat);
|
||||
var stencilView = _currentState.DepthStencil.NewTextureView(unpackedFormat);
|
||||
stencilAttachment.Texture = stencilView;
|
||||
stencilAttachment.LoadAction = MTLLoadAction.Load;
|
||||
break;
|
||||
default:
|
||||
Logger.Error?.PrintMsg(LogClass.Gpu, $"Unsupported Depth/Stencil Format: {_currentState.DepthStencil.PixelFormat}!");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Initialise Encoder
|
||||
|
||||
var renderCommandEncoder = _pipeline.CommandBuffer.RenderCommandEncoder(renderPassDescriptor);
|
||||
|
||||
// TODO: set dirty flags all to true
|
||||
|
||||
return renderCommandEncoder;
|
||||
}
|
||||
|
||||
public void RebindState(MTLRenderCommandEncoder renderCommandEncoder)
|
||||
{
|
||||
SetPipelineState(renderCommandEncoder);
|
||||
SetDepthStencilState(renderCommandEncoder, _currentState.DepthStencilState);
|
||||
SetDepthClamp(renderCommandEncoder, _currentState.DepthClipMode);
|
||||
SetScissors(renderCommandEncoder, _currentState.Scissors);
|
||||
SetViewports(renderCommandEncoder, _currentState.Viewports);
|
||||
SetVertexBuffers(renderCommandEncoder, _currentState.VertexBuffers);
|
||||
SetBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
|
||||
SetBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
|
||||
SetCullMode(renderCommandEncoder, _currentState.CullMode);
|
||||
SetFrontFace(renderCommandEncoder, _currentState.Winding);
|
||||
SetTextureAndSampler(renderCommandEncoder, ShaderStage.Vertex, _currentState.VertexTextures, _currentState.VertexSamplers);
|
||||
SetTextureAndSampler(renderCommandEncoder, ShaderStage.Fragment, _currentState.FragmentTextures, _currentState.FragmentSamplers);
|
||||
|
||||
_currentState.Dirty = new();
|
||||
}
|
||||
|
||||
private void SetPipelineState(MTLRenderCommandEncoder renderCommandEncoder) {
|
||||
var renderPipelineDescriptor = new MTLRenderPipelineDescriptor();
|
||||
|
||||
for (int i = 0; i < EncoderState.MaxColorAttachments; i++)
|
||||
{
|
||||
if (_currentState.RenderTargets[i] != IntPtr.Zero)
|
||||
{
|
||||
var pipelineAttachment = renderPipelineDescriptor.ColorAttachments.Object((ulong)i);
|
||||
pipelineAttachment.PixelFormat = _currentState.RenderTargets[i].PixelFormat;
|
||||
pipelineAttachment.SourceAlphaBlendFactor = MTLBlendFactor.SourceAlpha;
|
||||
|
@ -75,9 +148,6 @@ namespace Ryujinx.Graphics.Metal
|
|||
}
|
||||
}
|
||||
|
||||
var depthAttachment = renderPassDescriptor.DepthAttachment;
|
||||
var stencilAttachment = renderPassDescriptor.StencilAttachment;
|
||||
|
||||
if (_currentState.DepthStencil != IntPtr.Zero)
|
||||
{
|
||||
switch (_currentState.DepthStencil.PixelFormat)
|
||||
|
@ -85,29 +155,17 @@ namespace Ryujinx.Graphics.Metal
|
|||
// Depth Only Attachment
|
||||
case MTLPixelFormat.Depth16Unorm:
|
||||
case MTLPixelFormat.Depth32Float:
|
||||
depthAttachment.Texture = _currentState.DepthStencil;
|
||||
depthAttachment.LoadAction = MTLLoadAction.Load;
|
||||
renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
|
||||
break;
|
||||
|
||||
// Stencil Only Attachment
|
||||
case MTLPixelFormat.Stencil8:
|
||||
stencilAttachment.Texture = _currentState.DepthStencil;
|
||||
stencilAttachment.LoadAction = MTLLoadAction.Load;
|
||||
renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
|
||||
break;
|
||||
|
||||
// Combined Attachment
|
||||
case MTLPixelFormat.Depth24UnormStencil8:
|
||||
case MTLPixelFormat.Depth32FloatStencil8:
|
||||
depthAttachment.Texture = _currentState.DepthStencil;
|
||||
depthAttachment.LoadAction = MTLLoadAction.Load;
|
||||
|
||||
var unpackedFormat = FormatTable.PackedStencilToXFormat(_currentState.DepthStencil.PixelFormat);
|
||||
var stencilView = _currentState.DepthStencil.NewTextureView(unpackedFormat);
|
||||
stencilAttachment.Texture = stencilView;
|
||||
stencilAttachment.LoadAction = MTLLoadAction.Load;
|
||||
|
||||
renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
|
||||
renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
|
||||
break;
|
||||
|
@ -125,7 +183,7 @@ namespace Ryujinx.Graphics.Metal
|
|||
}
|
||||
else
|
||||
{
|
||||
return new(IntPtr.Zero);
|
||||
return;
|
||||
}
|
||||
|
||||
if (_currentState.FragmentFunction != null)
|
||||
|
@ -140,10 +198,6 @@ namespace Ryujinx.Graphics.Metal
|
|||
Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to create Render Pipeline State: {StringHelper.String(error.LocalizedDescription)}");
|
||||
}
|
||||
|
||||
// Initialise Encoder
|
||||
|
||||
var renderCommandEncoder = _pipeline.CommandBuffer.RenderCommandEncoder(renderPassDescriptor);
|
||||
|
||||
renderCommandEncoder.SetRenderPipelineState(pipelineState);
|
||||
|
||||
renderCommandEncoder.SetBlendColor(
|
||||
|
@ -151,20 +205,6 @@ namespace Ryujinx.Graphics.Metal
|
|||
_currentState.BlendColor.Green,
|
||||
_currentState.BlendColor.Blue,
|
||||
_currentState.BlendColor.Alpha);
|
||||
|
||||
SetDepthStencilState(renderCommandEncoder, _currentState.DepthStencilState);
|
||||
SetDepthClamp(renderCommandEncoder, _currentState.DepthClipMode);
|
||||
SetScissors(renderCommandEncoder, _currentState.Scissors);
|
||||
SetViewports(renderCommandEncoder, _currentState.Viewports);
|
||||
SetVertexBuffers(renderCommandEncoder, _currentState.VertexBuffers);
|
||||
SetBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
|
||||
SetBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
|
||||
SetCullMode(renderCommandEncoder, _currentState.CullMode);
|
||||
SetFrontFace(renderCommandEncoder, _currentState.Winding);
|
||||
SetTextureAndSampler(renderCommandEncoder, ShaderStage.Vertex, _currentState.VertexTextures, _currentState.VertexSamplers);
|
||||
SetTextureAndSampler(renderCommandEncoder, ShaderStage.Fragment, _currentState.FragmentTextures, _currentState.FragmentSamplers);
|
||||
|
||||
return renderCommandEncoder;
|
||||
}
|
||||
|
||||
public void UpdateIndexBuffer(BufferRange buffer, IndexType type)
|
||||
|
@ -195,12 +235,6 @@ namespace Ryujinx.Graphics.Metal
|
|||
|
||||
_currentState.VertexFunction = prg.VertexFunction;
|
||||
_currentState.FragmentFunction = prg.FragmentFunction;
|
||||
|
||||
// Requires recreating pipeline
|
||||
if (_pipeline.CurrentEncoderType == EncoderType.Render)
|
||||
{
|
||||
_pipeline.EndCurrentPass();
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateRenderTargets(ITexture[] colors, ITexture depthStencil)
|
||||
|
@ -232,24 +266,12 @@ namespace Ryujinx.Graphics.Metal
|
|||
public void UpdateVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
|
||||
{
|
||||
_currentState.VertexAttribs = vertexAttribs.ToArray();
|
||||
|
||||
// Requires recreating pipeline
|
||||
if (_pipeline.CurrentEncoderType == EncoderType.Render)
|
||||
{
|
||||
_pipeline.EndCurrentPass();
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateBlendDescriptors(int index, BlendDescriptor blend)
|
||||
{
|
||||
_currentState.BlendDescriptors[index] = blend;
|
||||
_currentState.BlendColor = blend.BlendConstant;
|
||||
|
||||
// Requires recreating pipeline
|
||||
if (_pipeline.CurrentEncoderType == EncoderType.Render)
|
||||
{
|
||||
_pipeline.EndCurrentPass();
|
||||
}
|
||||
}
|
||||
|
||||
// Inlineable
|
||||
|
@ -290,14 +312,6 @@ namespace Ryujinx.Graphics.Metal
|
|||
}
|
||||
|
||||
_currentState.DepthStencilState = _device.NewDepthStencilState(descriptor);
|
||||
|
||||
// Inline Update
|
||||
|
||||
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
||||
{
|
||||
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
||||
SetDepthStencilState(renderCommandEncoder, _currentState.DepthStencilState);
|
||||
}
|
||||
}
|
||||
|
||||
// Inlineable
|
||||
|
@ -319,27 +333,12 @@ namespace Ryujinx.Graphics.Metal
|
|||
}
|
||||
|
||||
_currentState.DepthStencilState = _device.NewDepthStencilState(descriptor);
|
||||
|
||||
// Inline Update
|
||||
|
||||
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
||||
{
|
||||
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
||||
SetDepthStencilState(renderCommandEncoder, _currentState.DepthStencilState);
|
||||
}
|
||||
}
|
||||
|
||||
// Inlineable
|
||||
public void UpdateDepthClamp(bool clamp)
|
||||
{
|
||||
_currentState.DepthClipMode = clamp ? MTLDepthClipMode.Clamp : MTLDepthClipMode.Clip;
|
||||
|
||||
// Inline Update
|
||||
|
||||
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
||||
{
|
||||
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
||||
}
|
||||
}
|
||||
|
||||
// Inlineable
|
||||
|
@ -366,14 +365,6 @@ namespace Ryujinx.Graphics.Metal
|
|||
y = (ulong)region.Y
|
||||
};
|
||||
}
|
||||
|
||||
// Inline Update
|
||||
|
||||
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
||||
{
|
||||
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
||||
SetScissors(renderCommandEncoder, _currentState.Scissors);
|
||||
}
|
||||
}
|
||||
|
||||
// Inlineable
|
||||
|
@ -399,25 +390,11 @@ namespace Ryujinx.Graphics.Metal
|
|||
zfar = Clamp(viewport.DepthFar)
|
||||
};
|
||||
}
|
||||
|
||||
// Inline Update
|
||||
|
||||
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
||||
{
|
||||
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
||||
SetViewports(renderCommandEncoder, _currentState.Viewports);
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
|
||||
{
|
||||
_currentState.VertexBuffers = vertexBuffers.ToArray();
|
||||
|
||||
// Requires recreating pipeline
|
||||
if (_pipeline.CurrentEncoderType == EncoderType.Render)
|
||||
{
|
||||
_pipeline.EndCurrentPass();
|
||||
}
|
||||
}
|
||||
|
||||
// Inlineable
|
||||
|
@ -437,14 +414,6 @@ namespace Ryujinx.Graphics.Metal
|
|||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Inline Update
|
||||
|
||||
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
||||
{
|
||||
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
||||
SetBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
|
||||
}
|
||||
}
|
||||
|
||||
// Inlineable
|
||||
|
@ -465,42 +434,18 @@ namespace Ryujinx.Graphics.Metal
|
|||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Inline Update
|
||||
|
||||
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
||||
{
|
||||
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
||||
SetBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
|
||||
}
|
||||
}
|
||||
|
||||
// Inlineable
|
||||
public void UpdateCullMode(bool enable, Face face)
|
||||
{
|
||||
_currentState.CullMode = enable ? face.Convert() : MTLCullMode.None;
|
||||
|
||||
// Inline Update
|
||||
|
||||
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
||||
{
|
||||
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
||||
SetCullMode(renderCommandEncoder, _currentState.CullMode);
|
||||
}
|
||||
}
|
||||
|
||||
// Inlineable
|
||||
public void UpdateFrontFace(FrontFace frontFace)
|
||||
{
|
||||
_currentState.Winding = frontFace.Convert();
|
||||
|
||||
// Inline Update
|
||||
|
||||
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
||||
{
|
||||
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
||||
SetFrontFace(renderCommandEncoder, _currentState.Winding);
|
||||
}
|
||||
}
|
||||
|
||||
// Inlineable
|
||||
|
@ -517,13 +462,6 @@ namespace Ryujinx.Graphics.Metal
|
|||
_currentState.VertexSamplers[binding] = sampler;
|
||||
break;
|
||||
}
|
||||
|
||||
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
||||
{
|
||||
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
||||
SetTextureAndSampler(renderCommandEncoder, ShaderStage.Vertex, _currentState.VertexTextures, _currentState.VertexSamplers);
|
||||
SetTextureAndSampler(renderCommandEncoder, ShaderStage.Fragment, _currentState.FragmentTextures, _currentState.FragmentSamplers);
|
||||
}
|
||||
}
|
||||
|
||||
private static void SetDepthStencilState(MTLRenderCommandEncoder renderCommandEncoder, MTLDepthStencilState? depthStencilState)
|
||||
|
|
|
@ -48,15 +48,16 @@ namespace Ryujinx.Graphics.Metal
|
|||
|
||||
public MTLRenderCommandEncoder GetOrCreateRenderEncoder()
|
||||
{
|
||||
if (_currentEncoder != null)
|
||||
if (_currentEncoder == null || _currentEncoderType != EncoderType.Render)
|
||||
{
|
||||
if (_currentEncoderType == EncoderType.Render)
|
||||
{
|
||||
return new MTLRenderCommandEncoder(_currentEncoder.Value);
|
||||
}
|
||||
BeginRenderPass();
|
||||
}
|
||||
|
||||
return BeginRenderPass();
|
||||
var renderCommandEncoder = new MTLRenderCommandEncoder(_currentEncoder.Value);
|
||||
|
||||
_encoderStateManager.RebindState(renderCommandEncoder);
|
||||
|
||||
return renderCommandEncoder;
|
||||
}
|
||||
|
||||
public MTLBlitCommandEncoder GetOrCreateBlitEncoder()
|
||||
|
|
Loading…
Reference in a new issue