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https://github.com/GreemDev/Ryujinx
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9ac66336a2
* GPU: Use lazy checks for specialization state This PR adds a new class, the SpecializationStateUpdater, that allows elements of specialization state to be updated individually, and signal the state is checked when it changes between draws, instead of building and checking it on every draw. This also avoids building spec state when Most state updates have been moved behind the shader state update, so that their specialization state updates make it in before shaders are fetched. Downside: Fields in GpuChannelGraphicsState are no longer readonly. To counteract copies that might be caused this I pass it as `ref` when possible, though maybe `in` would be better? Not really sure about the quirks of `in` and the difference probably won't show on a benchmark. The result is around 2 extra FPS on SMO in the usual spot. Not much right now, but it will remove costs when we're doing more expensive specialization checks, such as fragment output type specialization for macos. It may also help more on other games with more draws. * Address Feedback * Oops
280 lines
8.3 KiB
C#
280 lines
8.3 KiB
C#
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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}
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