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Avoid setting depth bias state when not needed.
This commit is contained in:
parent
086656b736
commit
feb67dede6
2 changed files with 30 additions and 15 deletions
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@ -880,8 +880,17 @@ namespace Ryujinx.Graphics.Vulkan
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public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
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public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
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{
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{
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bool enable = enables != 0;
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bool enable = (enables != 0) && (factor > 0.0f || units > 0.0f);
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DynamicState.SetDepthBias(factor, units, clamp, enable);
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if (enable)
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{
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DynamicState.SetDepthBias(factor, units, clamp);
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}
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if (Gd.Capabilities.SupportsExtendedDynamicState2)
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{
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DynamicState.SetDepthBiasEnable(enable);
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}
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_newState.DepthBiasEnable = enable;
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_newState.DepthBiasEnable = enable;
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@ -77,9 +77,10 @@ namespace Ryujinx.Graphics.Vulkan
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PatchControlPoints = 1 << 13,
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PatchControlPoints = 1 << 13,
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PrimitiveRestart = 1 << 14,
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PrimitiveRestart = 1 << 14,
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PrimitiveTopology = 1 << 15,
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PrimitiveTopology = 1 << 15,
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DepthBiasEnable = 1 << 16,
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Standard = Blend | DepthBias | Scissor | Stencil | Viewport | LineWidth,
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Standard = Blend | DepthBias | Scissor | Stencil | Viewport | LineWidth,
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Extended = CullMode | FrontFace | DepthTestBool | DepthTestCompareOp | StencilTestEnableandStencilOp | PrimitiveTopology,
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Extended = CullMode | FrontFace | DepthTestBool | DepthTestCompareOp | StencilTestEnableandStencilOp | PrimitiveTopology,
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Extended2 = RasterDiscard | LogicOp | PatchControlPoints | PrimitiveRestart,
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Extended2 = RasterDiscard | LogicOp | PatchControlPoints | PrimitiveRestart | DepthBiasEnable,
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}
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}
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private DirtyFlags _dirty;
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private DirtyFlags _dirty;
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@ -93,16 +94,21 @@ namespace Ryujinx.Graphics.Vulkan
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_dirty |= DirtyFlags.Blend;
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_dirty |= DirtyFlags.Blend;
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}
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}
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public void SetDepthBias(float slopeFactor, float constantFactor, float clamp, bool enable)
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public void SetDepthBias(float slopeFactor, float constantFactor, float clamp)
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{
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{
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_depthBiasSlopeFactor = slopeFactor;
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_depthBiasSlopeFactor = slopeFactor;
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_depthBiasConstantFactor = constantFactor;
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_depthBiasConstantFactor = constantFactor;
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_depthBiasClamp = clamp;
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_depthBiasClamp = clamp;
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_depthBiasEnable = enable;
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_dirty |= DirtyFlags.DepthBias;
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_dirty |= DirtyFlags.DepthBias;
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}
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}
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public void SetDepthBiasEnable(bool enable)
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{
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_depthBiasEnable = enable;
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_dirty |= DirtyFlags.DepthBiasEnable;
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}
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public void SetScissor(int index, Rect2D scissor)
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public void SetScissor(int index, Rect2D scissor)
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{
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{
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_scissors[index] = scissor;
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_scissors[index] = scissor;
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@ -299,6 +305,11 @@ namespace Ryujinx.Graphics.Vulkan
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RecordDepthTestBool(gd.ExtendedDynamicStateApi, commandBuffer);
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RecordDepthTestBool(gd.ExtendedDynamicStateApi, commandBuffer);
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}
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}
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if (_dirty.HasFlag(DirtyFlags.DepthBiasEnable))
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{
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RecordDepthBiasEnable(gd.ExtendedDynamicState2Api, commandBuffer);
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}
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if (_dirty.HasFlag(DirtyFlags.DepthTestCompareOp))
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if (_dirty.HasFlag(DirtyFlags.DepthTestCompareOp))
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{
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{
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RecordDepthTestCompareOp(gd.ExtendedDynamicStateApi, commandBuffer);
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RecordDepthTestCompareOp(gd.ExtendedDynamicStateApi, commandBuffer);
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@ -349,19 +360,14 @@ namespace Ryujinx.Graphics.Vulkan
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private readonly void RecordDepthBias(VulkanRenderer gd, CommandBuffer commandBuffer)
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private readonly void RecordDepthBias(VulkanRenderer gd, CommandBuffer commandBuffer)
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{
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{
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if (gd.Capabilities.SupportsExtendedDynamicState2)
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{
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gd.ExtendedDynamicState2Api.CmdSetDepthBiasEnable(commandBuffer, _depthBiasEnable);
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if (!_depthBiasEnable)
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{
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return;
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}
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}
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gd.Api.CmdSetDepthBias(commandBuffer, _depthBiasConstantFactor, _depthBiasClamp, _depthBiasSlopeFactor);
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gd.Api.CmdSetDepthBias(commandBuffer, _depthBiasConstantFactor, _depthBiasClamp, _depthBiasSlopeFactor);
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}
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}
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private readonly void RecordDepthBiasEnable(ExtExtendedDynamicState2 gd, CommandBuffer commandBuffer)
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{
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gd.CmdSetDepthBiasEnable(commandBuffer, _depthBiasEnable);
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}
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private void RecordScissor(VulkanRenderer gd, CommandBuffer commandBuffer)
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private void RecordScissor(VulkanRenderer gd, CommandBuffer commandBuffer)
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{
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{
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if (ScissorsCount != 0)
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if (ScissorsCount != 0)
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