Vulkan: Use dynamic state for blend constants (#3793)
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4 changed files with 36 additions and 16 deletions
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@ -535,10 +535,11 @@ namespace Ryujinx.Graphics.Vulkan
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vkBlend = new PipelineColorBlendAttachmentState();
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}
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_newState.BlendConstantR = blend.BlendConstant.Red;
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_newState.BlendConstantG = blend.BlendConstant.Green;
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_newState.BlendConstantB = blend.BlendConstant.Blue;
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_newState.BlendConstantA = blend.BlendConstant.Alpha;
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DynamicState.SetBlendConstants(
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blend.BlendConstant.Red,
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blend.BlendConstant.Green,
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blend.BlendConstant.Blue,
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blend.BlendConstant.Alpha);
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SignalStateChange();
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}
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@ -135,11 +135,6 @@ namespace Ryujinx.Graphics.Vulkan
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// It is assumed that Dynamic State is enabled when this conversion is used.
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pipeline.BlendConstantA = state.BlendDescriptors[0].BlendConstant.Alpha;
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pipeline.BlendConstantB = state.BlendDescriptors[0].BlendConstant.Blue;
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pipeline.BlendConstantG = state.BlendDescriptors[0].BlendConstant.Green;
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pipeline.BlendConstantR = state.BlendDescriptors[0].BlendConstant.Red;
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pipeline.CullMode = state.CullEnable ? state.CullMode.Convert() : CullModeFlags.CullModeNone;
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pipeline.DepthBoundsTestEnable = false; // Not implemented.
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@ -19,21 +19,34 @@ namespace Ryujinx.Graphics.Vulkan
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private uint _frontWriteMask;
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private uint _frontReference;
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private Array4<float> _blendConstants;
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public int ViewportsCount;
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public Array16<Viewport> Viewports;
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private enum DirtyFlags
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{
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None = 0,
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DepthBias = 1 << 0,
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Scissor = 1 << 1,
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Stencil = 1 << 2,
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Viewport = 1 << 3,
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All = DepthBias | Scissor | Stencil | Viewport
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Blend = 1 << 0,
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DepthBias = 1 << 1,
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Scissor = 1 << 2,
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Stencil = 1 << 3,
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Viewport = 1 << 4,
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All = Blend | DepthBias | Scissor | Stencil | Viewport
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}
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private DirtyFlags _dirty;
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public void SetBlendConstants(float r, float g, float b, float a)
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{
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_blendConstants[0] = r;
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_blendConstants[1] = g;
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_blendConstants[2] = b;
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_blendConstants[3] = a;
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_dirty |= DirtyFlags.Blend;
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}
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public void SetDepthBias(float slopeFactor, float constantFactor, float clamp)
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{
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_depthBiasSlopeFactor = slopeFactor;
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@ -87,6 +100,11 @@ namespace Ryujinx.Graphics.Vulkan
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public void ReplayIfDirty(Vk api, CommandBuffer commandBuffer)
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{
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if (_dirty.HasFlag(DirtyFlags.Blend))
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{
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RecordBlend(api, commandBuffer);
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}
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if (_dirty.HasFlag(DirtyFlags.DepthBias))
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{
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RecordDepthBias(api, commandBuffer);
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@ -110,6 +128,11 @@ namespace Ryujinx.Graphics.Vulkan
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_dirty = DirtyFlags.None;
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}
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private void RecordBlend(Vk api, CommandBuffer commandBuffer)
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{
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api.CmdSetBlendConstants(commandBuffer, _blendConstants.AsSpan());
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}
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private void RecordDepthBias(Vk api, CommandBuffer commandBuffer)
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{
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api.CmdSetDepthBias(commandBuffer, _depthBiasConstantFactor, _depthBiasClamp, _depthBiasSlopeFactor);
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@ -499,7 +499,7 @@ namespace Ryujinx.Graphics.Vulkan
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colorBlendState.BlendConstants[3] = BlendConstantA;
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bool supportsExtDynamicState = gd.Capabilities.SupportsExtendedDynamicState;
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int dynamicStatesCount = supportsExtDynamicState ? 8 : 7;
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int dynamicStatesCount = supportsExtDynamicState ? 9 : 8;
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DynamicState* dynamicStates = stackalloc DynamicState[dynamicStatesCount];
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@ -510,10 +510,11 @@ namespace Ryujinx.Graphics.Vulkan
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dynamicStates[4] = DynamicState.StencilCompareMask;
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dynamicStates[5] = DynamicState.StencilWriteMask;
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dynamicStates[6] = DynamicState.StencilReference;
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dynamicStates[7] = DynamicState.BlendConstants;
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if (supportsExtDynamicState)
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{
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dynamicStates[7] = DynamicState.VertexInputBindingStrideExt;
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dynamicStates[8] = DynamicState.VertexInputBindingStrideExt;
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}
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var pipelineDynamicStateCreateInfo = new PipelineDynamicStateCreateInfo()
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