mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-24 09:16:04 +00:00
don't end render pass when not neccessary
This commit is contained in:
parent
2abadbd649
commit
918e1c16b7
3 changed files with 97 additions and 142 deletions
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@ -5,6 +5,19 @@ using System.Runtime.Versioning;
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namespace Ryujinx.Graphics.Metal
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{
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// TODO: use this (unused right now)
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public struct DirtyFlags
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{
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public bool Pipeline = false;
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public bool DepthStencil = false;
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public bool CullMode = false;
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public bool Winding = false;
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public bool Viewport = false;
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public bool Scissor = false;
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public DirtyFlags() { }
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}
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[SupportedOSPlatform("macos")]
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public struct EncoderState
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{
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@ -52,6 +65,9 @@ namespace Ryujinx.Graphics.Metal
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public VertexBufferDescriptor[] VertexBuffers = [];
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public VertexAttribDescriptor[] VertexAttribs = [];
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// Dirty flags
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public DirtyFlags Dirty = new();
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public EncoderState() { }
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}
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}
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@ -54,7 +54,80 @@ namespace Ryujinx.Graphics.Metal
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var passAttachment = renderPassDescriptor.ColorAttachments.Object((ulong)i);
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passAttachment.Texture = _currentState.RenderTargets[i];
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passAttachment.LoadAction = MTLLoadAction.Load;
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}
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}
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var depthAttachment = renderPassDescriptor.DepthAttachment;
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var stencilAttachment = renderPassDescriptor.StencilAttachment;
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if (_currentState.DepthStencil != IntPtr.Zero)
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{
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switch (_currentState.DepthStencil.PixelFormat)
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{
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// Depth Only Attachment
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case MTLPixelFormat.Depth16Unorm:
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case MTLPixelFormat.Depth32Float:
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depthAttachment.Texture = _currentState.DepthStencil;
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depthAttachment.LoadAction = MTLLoadAction.Load;
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break;
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// Stencil Only Attachment
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case MTLPixelFormat.Stencil8:
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stencilAttachment.Texture = _currentState.DepthStencil;
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stencilAttachment.LoadAction = MTLLoadAction.Load;
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break;
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// Combined Attachment
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case MTLPixelFormat.Depth24UnormStencil8:
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case MTLPixelFormat.Depth32FloatStencil8:
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depthAttachment.Texture = _currentState.DepthStencil;
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depthAttachment.LoadAction = MTLLoadAction.Load;
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var unpackedFormat = FormatTable.PackedStencilToXFormat(_currentState.DepthStencil.PixelFormat);
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var stencilView = _currentState.DepthStencil.NewTextureView(unpackedFormat);
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stencilAttachment.Texture = stencilView;
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stencilAttachment.LoadAction = MTLLoadAction.Load;
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break;
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default:
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Logger.Error?.PrintMsg(LogClass.Gpu, $"Unsupported Depth/Stencil Format: {_currentState.DepthStencil.PixelFormat}!");
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break;
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}
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}
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// Initialise Encoder
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var renderCommandEncoder = _pipeline.CommandBuffer.RenderCommandEncoder(renderPassDescriptor);
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// TODO: set dirty flags all to true
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return renderCommandEncoder;
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}
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public void RebindState(MTLRenderCommandEncoder renderCommandEncoder)
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{
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SetPipelineState(renderCommandEncoder);
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SetDepthStencilState(renderCommandEncoder, _currentState.DepthStencilState);
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SetDepthClamp(renderCommandEncoder, _currentState.DepthClipMode);
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SetScissors(renderCommandEncoder, _currentState.Scissors);
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SetViewports(renderCommandEncoder, _currentState.Viewports);
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SetVertexBuffers(renderCommandEncoder, _currentState.VertexBuffers);
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SetBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
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SetBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
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SetCullMode(renderCommandEncoder, _currentState.CullMode);
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SetFrontFace(renderCommandEncoder, _currentState.Winding);
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SetTextureAndSampler(renderCommandEncoder, ShaderStage.Vertex, _currentState.VertexTextures, _currentState.VertexSamplers);
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SetTextureAndSampler(renderCommandEncoder, ShaderStage.Fragment, _currentState.FragmentTextures, _currentState.FragmentSamplers);
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_currentState.Dirty = new();
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}
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private void SetPipelineState(MTLRenderCommandEncoder renderCommandEncoder) {
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var renderPipelineDescriptor = new MTLRenderPipelineDescriptor();
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for (int i = 0; i < EncoderState.MaxColorAttachments; i++)
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{
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if (_currentState.RenderTargets[i] != IntPtr.Zero)
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{
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var pipelineAttachment = renderPipelineDescriptor.ColorAttachments.Object((ulong)i);
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pipelineAttachment.PixelFormat = _currentState.RenderTargets[i].PixelFormat;
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pipelineAttachment.SourceAlphaBlendFactor = MTLBlendFactor.SourceAlpha;
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@ -75,9 +148,6 @@ namespace Ryujinx.Graphics.Metal
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}
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}
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var depthAttachment = renderPassDescriptor.DepthAttachment;
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var stencilAttachment = renderPassDescriptor.StencilAttachment;
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if (_currentState.DepthStencil != IntPtr.Zero)
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{
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switch (_currentState.DepthStencil.PixelFormat)
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@ -85,29 +155,17 @@ namespace Ryujinx.Graphics.Metal
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// Depth Only Attachment
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case MTLPixelFormat.Depth16Unorm:
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case MTLPixelFormat.Depth32Float:
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depthAttachment.Texture = _currentState.DepthStencil;
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depthAttachment.LoadAction = MTLLoadAction.Load;
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renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
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break;
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// Stencil Only Attachment
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case MTLPixelFormat.Stencil8:
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stencilAttachment.Texture = _currentState.DepthStencil;
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stencilAttachment.LoadAction = MTLLoadAction.Load;
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renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
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break;
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// Combined Attachment
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case MTLPixelFormat.Depth24UnormStencil8:
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case MTLPixelFormat.Depth32FloatStencil8:
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depthAttachment.Texture = _currentState.DepthStencil;
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depthAttachment.LoadAction = MTLLoadAction.Load;
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var unpackedFormat = FormatTable.PackedStencilToXFormat(_currentState.DepthStencil.PixelFormat);
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var stencilView = _currentState.DepthStencil.NewTextureView(unpackedFormat);
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stencilAttachment.Texture = stencilView;
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stencilAttachment.LoadAction = MTLLoadAction.Load;
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renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
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renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
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break;
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@ -125,7 +183,7 @@ namespace Ryujinx.Graphics.Metal
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}
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else
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{
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return new(IntPtr.Zero);
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return;
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}
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if (_currentState.FragmentFunction != null)
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@ -140,10 +198,6 @@ namespace Ryujinx.Graphics.Metal
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Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to create Render Pipeline State: {StringHelper.String(error.LocalizedDescription)}");
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}
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// Initialise Encoder
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var renderCommandEncoder = _pipeline.CommandBuffer.RenderCommandEncoder(renderPassDescriptor);
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renderCommandEncoder.SetRenderPipelineState(pipelineState);
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renderCommandEncoder.SetBlendColor(
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@ -151,20 +205,6 @@ namespace Ryujinx.Graphics.Metal
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_currentState.BlendColor.Green,
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_currentState.BlendColor.Blue,
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_currentState.BlendColor.Alpha);
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SetDepthStencilState(renderCommandEncoder, _currentState.DepthStencilState);
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SetDepthClamp(renderCommandEncoder, _currentState.DepthClipMode);
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SetScissors(renderCommandEncoder, _currentState.Scissors);
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SetViewports(renderCommandEncoder, _currentState.Viewports);
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SetVertexBuffers(renderCommandEncoder, _currentState.VertexBuffers);
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SetBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
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SetBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
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SetCullMode(renderCommandEncoder, _currentState.CullMode);
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SetFrontFace(renderCommandEncoder, _currentState.Winding);
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SetTextureAndSampler(renderCommandEncoder, ShaderStage.Vertex, _currentState.VertexTextures, _currentState.VertexSamplers);
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SetTextureAndSampler(renderCommandEncoder, ShaderStage.Fragment, _currentState.FragmentTextures, _currentState.FragmentSamplers);
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return renderCommandEncoder;
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}
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public void UpdateIndexBuffer(BufferRange buffer, IndexType type)
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@ -195,12 +235,6 @@ namespace Ryujinx.Graphics.Metal
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_currentState.VertexFunction = prg.VertexFunction;
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_currentState.FragmentFunction = prg.FragmentFunction;
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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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public void UpdateRenderTargets(ITexture[] colors, ITexture depthStencil)
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@ -232,24 +266,12 @@ namespace Ryujinx.Graphics.Metal
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public void UpdateVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
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{
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_currentState.VertexAttribs = vertexAttribs.ToArray();
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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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public void UpdateBlendDescriptors(int index, BlendDescriptor blend)
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{
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_currentState.BlendDescriptors[index] = blend;
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_currentState.BlendColor = blend.BlendConstant;
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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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// Inlineable
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@ -290,14 +312,6 @@ namespace Ryujinx.Graphics.Metal
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}
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_currentState.DepthStencilState = _device.NewDepthStencilState(descriptor);
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// Inline Update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetDepthStencilState(renderCommandEncoder, _currentState.DepthStencilState);
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}
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}
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// Inlineable
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@ -319,27 +333,12 @@ namespace Ryujinx.Graphics.Metal
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}
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_currentState.DepthStencilState = _device.NewDepthStencilState(descriptor);
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// Inline Update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetDepthStencilState(renderCommandEncoder, _currentState.DepthStencilState);
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}
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}
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// Inlineable
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public void UpdateDepthClamp(bool clamp)
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{
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_currentState.DepthClipMode = clamp ? MTLDepthClipMode.Clamp : MTLDepthClipMode.Clip;
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// Inline Update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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}
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}
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// Inlineable
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@ -366,14 +365,6 @@ namespace Ryujinx.Graphics.Metal
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y = (ulong)region.Y
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};
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}
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// Inline Update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetScissors(renderCommandEncoder, _currentState.Scissors);
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}
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}
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// Inlineable
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@ -399,25 +390,11 @@ namespace Ryujinx.Graphics.Metal
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zfar = Clamp(viewport.DepthFar)
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};
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}
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// Inline Update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetViewports(renderCommandEncoder, _currentState.Viewports);
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}
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}
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public void UpdateVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
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{
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_currentState.VertexBuffers = vertexBuffers.ToArray();
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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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// Inlineable
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@ -437,14 +414,6 @@ namespace Ryujinx.Graphics.Metal
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});
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}
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}
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// Inline Update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
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}
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}
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// Inlineable
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@ -465,42 +434,18 @@ namespace Ryujinx.Graphics.Metal
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});
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}
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}
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// Inline Update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
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}
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}
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// Inlineable
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public void UpdateCullMode(bool enable, Face face)
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{
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_currentState.CullMode = enable ? face.Convert() : MTLCullMode.None;
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// Inline Update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetCullMode(renderCommandEncoder, _currentState.CullMode);
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}
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}
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// Inlineable
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public void UpdateFrontFace(FrontFace frontFace)
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{
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_currentState.Winding = frontFace.Convert();
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// Inline Update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetFrontFace(renderCommandEncoder, _currentState.Winding);
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}
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}
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// Inlineable
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@ -517,13 +462,6 @@ namespace Ryujinx.Graphics.Metal
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_currentState.VertexSamplers[binding] = sampler;
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break;
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}
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetTextureAndSampler(renderCommandEncoder, ShaderStage.Vertex, _currentState.VertexTextures, _currentState.VertexSamplers);
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SetTextureAndSampler(renderCommandEncoder, ShaderStage.Fragment, _currentState.FragmentTextures, _currentState.FragmentSamplers);
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}
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}
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private static void SetDepthStencilState(MTLRenderCommandEncoder renderCommandEncoder, MTLDepthStencilState? depthStencilState)
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@ -48,15 +48,16 @@ namespace Ryujinx.Graphics.Metal
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public MTLRenderCommandEncoder GetOrCreateRenderEncoder()
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{
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if (_currentEncoder != null)
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if (_currentEncoder == null || _currentEncoderType != EncoderType.Render)
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{
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if (_currentEncoderType == EncoderType.Render)
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{
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return new MTLRenderCommandEncoder(_currentEncoder.Value);
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}
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BeginRenderPass();
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}
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return BeginRenderPass();
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var renderCommandEncoder = new MTLRenderCommandEncoder(_currentEncoder.Value);
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_encoderStateManager.RebindState(renderCommandEncoder);
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return renderCommandEncoder;
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}
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public MTLBlitCommandEncoder GetOrCreateBlitEncoder()
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