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https://github.com/ryujinx-mirror/ryujinx.git
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8fa248ceb4
* Add MVK basics. * Use appropriate output attribute types * 4kb vertex alignment, bunch of fixes * Add reduced shader precision mode for mvk. * Disable ASTC on MVK for now * Only request robustnes2 when it is available. * It's just the one feature actually * Add triangle fan conversion * Allow NullDescriptor on MVK for some reason. * Force safe blit on MoltenVK * Use ASTC only when formats are all available. * Disable multilevel 3d texture views * Filter duplicate render targets (on backend) * Add Automatic MoltenVK Configuration * Do not create color attachment views with formats that are not RT compatible * Make sure that the host format matches the vertex shader input types for invalid/unknown guest formats * FIx rebase for Vertex Attrib State * Fix 4b alignment for vertex * Use asynchronous queue submits for MVK * Ensure color clear shader has correct output type * Update MoltenVK config * Always use MoltenVK workarounds on MacOS * Make MVK supersede all vendors * Fix rebase * Various fixes on rebase * Get portability flags from extension * Fix some minor rebasing issues * Style change * Use LibraryImport for MVKConfiguration * Rename MoltenVK vendor to Apple Intel and AMD GPUs on moltenvk report with the those vendors - only apple silicon reports with vendor 0x106B. * Fix features2 rebase conflict * Rename fragment output type * Add missing check for fragment output types Might have caused the crash in MK8 * Only do fragment output specialization on MoltenVK * Avoid copy when passing capabilities * Self feedback * Address feedback Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: nastys <nastys@users.noreply.github.com>
332 lines
10 KiB
C#
332 lines
10 KiB
C#
using Ryujinx.Common.Memory;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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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 readonly GpuContext _context;
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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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/// Creates a new instance of the specialization state updater class.
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/// </summary>
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/// <param name="context">GPU context</param>
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public SpecializationStateUpdater(GpuContext context)
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{
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_context = context;
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}
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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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/// Updates the type of the outputs produced by the fragment shader based on the current render target state.
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/// </summary>
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/// <param name="rtControl">The render target control register</param>
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/// <param name="state">The color attachment state</param>
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public void SetFragmentOutputTypes(RtControl rtControl, ref Array8<RtColorState> state)
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{
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bool changed = false;
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int count = rtControl.UnpackCount();
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for (int index = 0; index < Constants.TotalRenderTargets; index++)
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{
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int rtIndex = rtControl.UnpackPermutationIndex(index);
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var colorState = state[rtIndex];
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if (index < count && StateUpdater.IsRtEnabled(colorState))
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{
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Format format = colorState.Format.Convert().Format;
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AttributeType type = format.IsInteger() ? (format.IsSint() ? AttributeType.Sint : AttributeType.Uint) : AttributeType.Float;
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if (type != _graphics.FragmentOutputTypes[index])
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{
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_graphics.FragmentOutputTypes[index] = type;
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changed = true;
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}
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}
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}
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if (changed && _context.Capabilities.NeedsFragmentOutputSpecialization)
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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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/// <returns>True if the unaligned state changed, false otherwise</returns>
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public bool 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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return true;
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}
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return false;
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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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