1
0
Fork 0
mirror of https://github.com/Ryujinx/Ryujinx.git synced 2024-11-14 10:56:46 +00:00
Ryujinx/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationList.cs
riperiperi 9ac66336a2
GPU: Use lazy checks for specialization state (#4004)
* 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
2022-12-04 18:41:17 +01:00

84 lines
No EOL
2.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// List of cached shader programs that differs only by specialization state.
/// </summary>
class ShaderSpecializationList : IEnumerable<CachedShaderProgram>
{
private readonly List<CachedShaderProgram> _entries = new List<CachedShaderProgram>();
/// <summary>
/// Adds a program to the list.
/// </summary>
/// <param name="program">Program to be added</param>
public void Add(CachedShaderProgram program)
{
_entries.Add(program);
}
/// <summary>
/// Tries to find an existing 3D program on the cache.
/// </summary>
/// <param name="channel">GPU channel</param>
/// <param name="poolState">Texture pool state</param>
/// <param name="graphicsState">Graphics state</param>
/// <param name="program">Cached program, if found</param>
/// <returns>True if a compatible program is found, false otherwise</returns>
public bool TryFindForGraphics(
GpuChannel channel,
ref GpuChannelPoolState poolState,
ref GpuChannelGraphicsState graphicsState,
out CachedShaderProgram program)
{
foreach (var entry in _entries)
{
bool usesDrawParameters = entry.Shaders[1]?.Info.UsesDrawParameters ?? false;
if (entry.SpecializationState.MatchesGraphics(channel, ref poolState, ref graphicsState, usesDrawParameters, true))
{
program = entry;
return true;
}
}
program = default;
return false;
}
/// <summary>
/// Tries to find an existing compute program on the cache.
/// </summary>
/// <param name="channel">GPU channel</param>
/// <param name="poolState">Texture pool state</param>
/// <param name="computeState">Compute state</param>
/// <param name="program">Cached program, if found</param>
/// <returns>True if a compatible program is found, false otherwise</returns>
public bool TryFindForCompute(GpuChannel channel, GpuChannelPoolState poolState, GpuChannelComputeState computeState, out CachedShaderProgram program)
{
foreach (var entry in _entries)
{
if (entry.SpecializationState.MatchesCompute(channel, ref poolState, computeState, true))
{
program = entry;
return true;
}
}
program = default;
return false;
}
public IEnumerator<CachedShaderProgram> GetEnumerator()
{
return _entries.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
}
}