Ryujinx/Ryujinx.Graphics.Gpu/Shader/GpuChannelGraphicsState.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

142 lines
5.8 KiB
C#

using Ryujinx.Common.Memory;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Threed;
using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// State used by the <see cref="GpuAccessor"/>.
/// </summary>
struct GpuChannelGraphicsState
{
// New fields should be added to the end of the struct to keep disk shader cache compatibility.
/// <summary>
/// Early Z force enable.
/// </summary>
public bool EarlyZForce;
/// <summary>
/// Primitive topology of current draw.
/// </summary>
public PrimitiveTopology Topology;
/// <summary>
/// Tessellation mode.
/// </summary>
public TessMode TessellationMode;
/// <summary>
/// Indicates whether alpha-to-coverage is enabled.
/// </summary>
public bool AlphaToCoverageEnable;
/// <summary>
/// Indicates whether alpha-to-coverage dithering is enabled.
/// </summary>
public bool AlphaToCoverageDitherEnable;
/// <summary>
/// Indicates whether the viewport transform is disabled.
/// </summary>
public bool ViewportTransformDisable;
/// <summary>
/// Depth mode zero to one or minus one to one.
/// </summary>
public bool DepthMode;
/// <summary>
/// Indicates if the point size is set on the shader or is fixed.
/// </summary>
public bool ProgramPointSizeEnable;
/// <summary>
/// Point size used if <see cref="ProgramPointSizeEnable" /> is false.
/// </summary>
public float PointSize;
/// <summary>
/// Indicates whether alpha test is enabled.
/// </summary>
public bool AlphaTestEnable;
/// <summary>
/// When alpha test is enabled, indicates the comparison that decides if the fragment should be discarded.
/// </summary>
public CompareOp AlphaTestCompare;
/// <summary>
/// When alpha test is enabled, indicates the value to compare with the fragment output alpha.
/// </summary>
public float AlphaTestReference;
/// <summary>
/// Type of the vertex attributes consumed by the shader.
/// </summary>
public Array32<AttributeType> AttributeTypes;
/// <summary>
/// Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0.
/// </summary>
public bool HasConstantBufferDrawParameters;
/// <summary>
/// Indicates that any storage buffer use is unaligned.
/// </summary>
public bool HasUnalignedStorageBuffer;
/// <summary>
/// Creates a new GPU graphics state.
/// </summary>
/// <param name="earlyZForce">Early Z force enable</param>
/// <param name="topology">Primitive topology</param>
/// <param name="tessellationMode">Tessellation mode</param>
/// <param name="alphaToCoverageEnable">Indicates whether alpha-to-coverage is enabled</param>
/// <param name="alphaToCoverageDitherEnable">Indicates whether alpha-to-coverage dithering is enabled</param>
/// <param name="viewportTransformDisable">Indicates whether the viewport transform is disabled</param>
/// <param name="depthMode">Depth mode zero to one or minus one to one</param>
/// <param name="programPointSizeEnable">Indicates if the point size is set on the shader or is fixed</param>
/// <param name="pointSize">Point size if not set from shader</param>
/// <param name="alphaTestEnable">Indicates whether alpha test is enabled</param>
/// <param name="alphaTestCompare">When alpha test is enabled, indicates the comparison that decides if the fragment should be discarded</param>
/// <param name="alphaTestReference">When alpha test is enabled, indicates the value to compare with the fragment output alpha</param>
/// <param name="attributeTypes">Type of the vertex attributes consumed by the shader</param>
/// <param name="hasConstantBufferDrawParameters">Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0</param>
/// <param name="hasUnalignedStorageBuffer">Indicates that any storage buffer use is unaligned</param>
public GpuChannelGraphicsState(
bool earlyZForce,
PrimitiveTopology topology,
TessMode tessellationMode,
bool alphaToCoverageEnable,
bool alphaToCoverageDitherEnable,
bool viewportTransformDisable,
bool depthMode,
bool programPointSizeEnable,
float pointSize,
bool alphaTestEnable,
CompareOp alphaTestCompare,
float alphaTestReference,
ref Array32<AttributeType> attributeTypes,
bool hasConstantBufferDrawParameters,
bool hasUnalignedStorageBuffer)
{
EarlyZForce = earlyZForce;
Topology = topology;
TessellationMode = tessellationMode;
AlphaToCoverageEnable = alphaToCoverageEnable;
AlphaToCoverageDitherEnable = alphaToCoverageDitherEnable;
ViewportTransformDisable = viewportTransformDisable;
DepthMode = depthMode;
ProgramPointSizeEnable = programPointSizeEnable;
PointSize = pointSize;
AlphaTestEnable = alphaTestEnable;
AlphaTestCompare = alphaTestCompare;
AlphaTestReference = alphaTestReference;
AttributeTypes = attributeTypes;
HasConstantBufferDrawParameters = hasConstantBufferDrawParameters;
HasUnalignedStorageBuffer = hasUnalignedStorageBuffer;
}
}
}