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Render target deduplication
not sure if this is working
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commit
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2 changed files with 91 additions and 22 deletions
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@ -98,6 +98,9 @@ namespace Ryujinx.Graphics.Metal
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// Changes to attachments take recreation!
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public Texture DepthStencil = default;
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public Texture[] RenderTargets = new Texture[Constants.MaxColorAttachments];
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public ITexture PreMaskDepthStencil = default;
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public ITexture[] PreMaskRenderTargets;
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public bool FramebufferUsingColorWriteMask;
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public MTLColorWriteMask[] RenderTargetMasks = Enumerable.Repeat(MTLColorWriteMask.All, Constants.MaxColorAttachments).ToArray();
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public BlendDescriptor?[] BlendDescriptors = new BlendDescriptor?[Constants.MaxColorAttachments];
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@ -429,6 +429,88 @@ namespace Ryujinx.Graphics.Metal
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public void UpdateRenderTargets(ITexture[] colors, ITexture depthStencil)
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{
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_currentState.FramebufferUsingColorWriteMask = false;
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UpdateRenderTargetsInternal(colors, depthStencil);
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}
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public void UpdateRenderTargetColorMasks(ReadOnlySpan<uint> componentMask)
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{
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_currentState.RenderTargetMasks = new MTLColorWriteMask[Constants.MaxColorAttachments];
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for (int i = 0; i < componentMask.Length; i++)
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{
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bool red = (componentMask[i] & (0x1 << 0)) != 0;
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bool green = (componentMask[i] & (0x1 << 1)) != 0;
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bool blue = (componentMask[i] & (0x1 << 2)) != 0;
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bool alpha = (componentMask[i] & (0x1 << 3)) != 0;
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var mask = MTLColorWriteMask.None;
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mask |= red ? MTLColorWriteMask.Red : 0;
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mask |= green ? MTLColorWriteMask.Green : 0;
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mask |= blue ? MTLColorWriteMask.Blue : 0;
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mask |= alpha ? MTLColorWriteMask.Alpha : 0;
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_currentState.RenderTargetMasks[i] = mask;
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}
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if (_currentState.FramebufferUsingColorWriteMask)
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{
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UpdateRenderTargetsInternal(_currentState.PreMaskRenderTargets, _currentState.PreMaskDepthStencil);
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}
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else
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{
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// Requires recreating pipeline
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if (_pipeline.CurrentEncoderType == EncoderType.Render)
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{
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_pipeline.EndCurrentPass();
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}
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}
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}
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private void UpdateRenderTargetsInternal(ITexture[] colors, ITexture depthStencil)
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{
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// TBDR GPUs don't work properly if the same attachment is bound to multiple targets,
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// due to each attachment being a copy of the real attachment, rather than a direct write.
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//
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// Just try to remove duplicate attachments.
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// Save a copy of the array to rebind when mask changes.
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// Look for textures that are masked out.
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for (int i = 0; i < colors.Length; i++)
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{
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if (colors[i] == null)
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{
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continue;
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}
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ref var mtlMask = ref _currentState.RenderTargetMasks[i];
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for (int j = 0; j < i; j++)
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{
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// Check each binding for a duplicate binding before it.
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if (colors[i] == colors[j])
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{
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// Prefer the binding with no write mask.
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ref var mtlMask2 = ref _currentState.RenderTargetMasks[j];
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if (mtlMask == 0)
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{
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colors[i] = null;
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MaskOut(colors, depthStencil);
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}
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else if (mtlMask2 == 0)
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{
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colors[j] = null;
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MaskOut(colors, depthStencil);
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}
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}
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}
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}
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_currentState.RenderTargets = new Texture[Constants.MaxColorAttachments];
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for (int i = 0; i < colors.Length; i++)
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@ -457,32 +539,16 @@ namespace Ryujinx.Graphics.Metal
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}
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}
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public void UpdateRenderTargetColorMasks(ReadOnlySpan<uint> componentMask)
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private void MaskOut(ITexture[] colors, ITexture depthStencil)
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{
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_currentState.RenderTargetMasks = new MTLColorWriteMask[Constants.MaxColorAttachments];
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for (int i = 0; i < componentMask.Length; i++)
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if (!_currentState.FramebufferUsingColorWriteMask)
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{
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bool red = (componentMask[i] & (0x1 << 0)) != 0;
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bool green = (componentMask[i] & (0x1 << 1)) != 0;
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bool blue = (componentMask[i] & (0x1 << 2)) != 0;
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bool alpha = (componentMask[i] & (0x1 << 3)) != 0;
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var mask = MTLColorWriteMask.None;
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mask |= red ? MTLColorWriteMask.Red : 0;
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mask |= green ? MTLColorWriteMask.Green : 0;
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mask |= blue ? MTLColorWriteMask.Blue : 0;
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mask |= alpha ? MTLColorWriteMask.Alpha : 0;
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_currentState.RenderTargetMasks[i] = mask;
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_currentState.PreMaskRenderTargets = colors;
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_currentState.PreMaskDepthStencil = depthStencil;
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}
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// Requires recreating pipeline
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if (_pipeline.CurrentEncoderType == EncoderType.Render)
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{
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_pipeline.EndCurrentPass();
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}
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// If true, then the framebuffer must be recreated when the mask changes.
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_currentState.FramebufferUsingColorWriteMask = true;
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}
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public void UpdateVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
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