fix: don't rebind pipeline unless dirty

This commit is contained in:
Samuliak 2024-05-19 13:32:09 +02:00 committed by Isaac Marovitz
parent 0444e43654
commit bb425bf640

View file

@ -123,89 +123,92 @@ namespace Ryujinx.Graphics.Metal
}
private void SetPipelineState(MTLRenderCommandEncoder renderCommandEncoder) {
var renderPipelineDescriptor = new MTLRenderPipelineDescriptor();
for (int i = 0; i < EncoderState.MaxColorAttachments; i++)
if (_currentState.Dirty.Pipeline)
{
if (_currentState.RenderTargets[i] != IntPtr.Zero)
{
var pipelineAttachment = renderPipelineDescriptor.ColorAttachments.Object((ulong)i);
pipelineAttachment.PixelFormat = _currentState.RenderTargets[i].PixelFormat;
pipelineAttachment.SourceAlphaBlendFactor = MTLBlendFactor.SourceAlpha;
pipelineAttachment.DestinationAlphaBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
pipelineAttachment.SourceRGBBlendFactor = MTLBlendFactor.SourceAlpha;
pipelineAttachment.DestinationRGBBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
var renderPipelineDescriptor = new MTLRenderPipelineDescriptor();
if (_currentState.BlendDescriptors.TryGetValue(i, out BlendDescriptor blendDescriptor))
for (int i = 0; i < EncoderState.MaxColorAttachments; i++)
{
if (_currentState.RenderTargets[i] != IntPtr.Zero)
{
pipelineAttachment.SetBlendingEnabled(blendDescriptor.Enable);
pipelineAttachment.AlphaBlendOperation = blendDescriptor.AlphaOp.Convert();
pipelineAttachment.RgbBlendOperation = blendDescriptor.ColorOp.Convert();
pipelineAttachment.SourceAlphaBlendFactor = blendDescriptor.AlphaSrcFactor.Convert();
pipelineAttachment.DestinationAlphaBlendFactor = blendDescriptor.AlphaDstFactor.Convert();
pipelineAttachment.SourceRGBBlendFactor = blendDescriptor.ColorSrcFactor.Convert();
pipelineAttachment.DestinationRGBBlendFactor = blendDescriptor.ColorDstFactor.Convert();
var pipelineAttachment = renderPipelineDescriptor.ColorAttachments.Object((ulong)i);
pipelineAttachment.PixelFormat = _currentState.RenderTargets[i].PixelFormat;
pipelineAttachment.SourceAlphaBlendFactor = MTLBlendFactor.SourceAlpha;
pipelineAttachment.DestinationAlphaBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
pipelineAttachment.SourceRGBBlendFactor = MTLBlendFactor.SourceAlpha;
pipelineAttachment.DestinationRGBBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
if (_currentState.BlendDescriptors.TryGetValue(i, out BlendDescriptor blendDescriptor))
{
pipelineAttachment.SetBlendingEnabled(blendDescriptor.Enable);
pipelineAttachment.AlphaBlendOperation = blendDescriptor.AlphaOp.Convert();
pipelineAttachment.RgbBlendOperation = blendDescriptor.ColorOp.Convert();
pipelineAttachment.SourceAlphaBlendFactor = blendDescriptor.AlphaSrcFactor.Convert();
pipelineAttachment.DestinationAlphaBlendFactor = blendDescriptor.AlphaDstFactor.Convert();
pipelineAttachment.SourceRGBBlendFactor = blendDescriptor.ColorSrcFactor.Convert();
pipelineAttachment.DestinationRGBBlendFactor = blendDescriptor.ColorDstFactor.Convert();
}
}
}
}
if (_currentState.DepthStencil != IntPtr.Zero)
{
switch (_currentState.DepthStencil.PixelFormat)
if (_currentState.DepthStencil != IntPtr.Zero)
{
// Depth Only Attachment
case MTLPixelFormat.Depth16Unorm:
case MTLPixelFormat.Depth32Float:
renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
break;
switch (_currentState.DepthStencil.PixelFormat)
{
// Depth Only Attachment
case MTLPixelFormat.Depth16Unorm:
case MTLPixelFormat.Depth32Float:
renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
break;
// Stencil Only Attachment
case MTLPixelFormat.Stencil8:
renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
break;
// Stencil Only Attachment
case MTLPixelFormat.Stencil8:
renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
break;
// Combined Attachment
case MTLPixelFormat.Depth24UnormStencil8:
case MTLPixelFormat.Depth32FloatStencil8:
renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
break;
default:
Logger.Error?.PrintMsg(LogClass.Gpu, $"Unsupported Depth/Stencil Format: {_currentState.DepthStencil.PixelFormat}!");
break;
// Combined Attachment
case MTLPixelFormat.Depth24UnormStencil8:
case MTLPixelFormat.Depth32FloatStencil8:
renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
break;
default:
Logger.Error?.PrintMsg(LogClass.Gpu, $"Unsupported Depth/Stencil Format: {_currentState.DepthStencil.PixelFormat}!");
break;
}
}
renderPipelineDescriptor.VertexDescriptor = BuildVertexDescriptor(_currentState.VertexBuffers, _currentState.VertexAttribs);
if (_currentState.VertexFunction != null)
{
renderPipelineDescriptor.VertexFunction = _currentState.VertexFunction.Value;
}
else
{
return;
}
if (_currentState.FragmentFunction != null)
{
renderPipelineDescriptor.FragmentFunction = _currentState.FragmentFunction.Value;
}
var error = new NSError(IntPtr.Zero);
var pipelineState = _device.NewRenderPipelineState(renderPipelineDescriptor, ref error);
if (error != IntPtr.Zero)
{
Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to create Render Pipeline State: {StringHelper.String(error.LocalizedDescription)}");
}
renderCommandEncoder.SetRenderPipelineState(pipelineState);
renderCommandEncoder.SetBlendColor(
_currentState.BlendColor.Red,
_currentState.BlendColor.Green,
_currentState.BlendColor.Blue,
_currentState.BlendColor.Alpha);
}
renderPipelineDescriptor.VertexDescriptor = BuildVertexDescriptor(_currentState.VertexBuffers, _currentState.VertexAttribs);
if (_currentState.VertexFunction != null)
{
renderPipelineDescriptor.VertexFunction = _currentState.VertexFunction.Value;
}
else
{
return;
}
if (_currentState.FragmentFunction != null)
{
renderPipelineDescriptor.FragmentFunction = _currentState.FragmentFunction.Value;
}
var error = new NSError(IntPtr.Zero);
var pipelineState = _device.NewRenderPipelineState(renderPipelineDescriptor, ref error);
if (error != IntPtr.Zero)
{
Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to create Render Pipeline State: {StringHelper.String(error.LocalizedDescription)}");
}
renderCommandEncoder.SetRenderPipelineState(pipelineState);
renderCommandEncoder.SetBlendColor(
_currentState.BlendColor.Red,
_currentState.BlendColor.Green,
_currentState.BlendColor.Blue,
_currentState.BlendColor.Alpha);
}
public void UpdateIndexBuffer(BufferRange buffer, IndexType type)