don't end render pass when not neccessary

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Samuliak 2024-05-19 08:08:12 +02:00 committed by Isaac Marovitz
parent 9e8b333d9c
commit c3d1f93bc1
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GPG Key ID: 97250B2B09A132E1
3 changed files with 97 additions and 142 deletions

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@ -5,6 +5,19 @@ using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
// TODO: use this (unused right now)
public struct DirtyFlags
{
public bool Pipeline = false;
public bool DepthStencil = false;
public bool CullMode = false;
public bool Winding = false;
public bool Viewport = false;
public bool Scissor = false;
public DirtyFlags() { }
}
[SupportedOSPlatform("macos")]
public struct EncoderState
{
@ -52,6 +65,9 @@ namespace Ryujinx.Graphics.Metal
public VertexBufferDescriptor[] VertexBuffers = [];
public VertexAttribDescriptor[] VertexAttribs = [];
// Dirty flags
public DirtyFlags Dirty = new();
public EncoderState() { }
}
}

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@ -54,7 +54,80 @@ namespace Ryujinx.Graphics.Metal
var passAttachment = renderPassDescriptor.ColorAttachments.Object((ulong)i);
passAttachment.Texture = _currentState.RenderTargets[i];
passAttachment.LoadAction = MTLLoadAction.Load;
}
}
var depthAttachment = renderPassDescriptor.DepthAttachment;
var stencilAttachment = renderPassDescriptor.StencilAttachment;
if (_currentState.DepthStencil != IntPtr.Zero)
{
switch (_currentState.DepthStencil.PixelFormat)
{
// Depth Only Attachment
case MTLPixelFormat.Depth16Unorm:
case MTLPixelFormat.Depth32Float:
depthAttachment.Texture = _currentState.DepthStencil;
depthAttachment.LoadAction = MTLLoadAction.Load;
break;
// Stencil Only Attachment
case MTLPixelFormat.Stencil8:
stencilAttachment.Texture = _currentState.DepthStencil;
stencilAttachment.LoadAction = MTLLoadAction.Load;
break;
// Combined Attachment
case MTLPixelFormat.Depth24UnormStencil8:
case MTLPixelFormat.Depth32FloatStencil8:
depthAttachment.Texture = _currentState.DepthStencil;
depthAttachment.LoadAction = MTLLoadAction.Load;
var unpackedFormat = FormatTable.PackedStencilToXFormat(_currentState.DepthStencil.PixelFormat);
var stencilView = _currentState.DepthStencil.NewTextureView(unpackedFormat);
stencilAttachment.Texture = stencilView;
stencilAttachment.LoadAction = MTLLoadAction.Load;
break;
default:
Logger.Error?.PrintMsg(LogClass.Gpu, $"Unsupported Depth/Stencil Format: {_currentState.DepthStencil.PixelFormat}!");
break;
}
}
// Initialise Encoder
var renderCommandEncoder = _pipeline.CommandBuffer.RenderCommandEncoder(renderPassDescriptor);
// TODO: set dirty flags all to true
return renderCommandEncoder;
}
public void RebindState(MTLRenderCommandEncoder renderCommandEncoder)
{
SetPipelineState(renderCommandEncoder);
SetDepthStencilState(renderCommandEncoder, _currentState.DepthStencilState);
SetDepthClamp(renderCommandEncoder, _currentState.DepthClipMode);
SetScissors(renderCommandEncoder, _currentState.Scissors);
SetViewports(renderCommandEncoder, _currentState.Viewports);
SetVertexBuffers(renderCommandEncoder, _currentState.VertexBuffers);
SetBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
SetBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
SetCullMode(renderCommandEncoder, _currentState.CullMode);
SetFrontFace(renderCommandEncoder, _currentState.Winding);
SetTextureAndSampler(renderCommandEncoder, ShaderStage.Vertex, _currentState.VertexTextures, _currentState.VertexSamplers);
SetTextureAndSampler(renderCommandEncoder, ShaderStage.Fragment, _currentState.FragmentTextures, _currentState.FragmentSamplers);
_currentState.Dirty = new();
}
private void SetPipelineState(MTLRenderCommandEncoder renderCommandEncoder) {
var renderPipelineDescriptor = new MTLRenderPipelineDescriptor();
for (int i = 0; i < EncoderState.MaxColorAttachments; i++)
{
if (_currentState.RenderTargets[i] != IntPtr.Zero)
{
var pipelineAttachment = renderPipelineDescriptor.ColorAttachments.Object((ulong)i);
pipelineAttachment.PixelFormat = _currentState.RenderTargets[i].PixelFormat;
pipelineAttachment.SourceAlphaBlendFactor = MTLBlendFactor.SourceAlpha;
@ -75,9 +148,6 @@ namespace Ryujinx.Graphics.Metal
}
}
var depthAttachment = renderPassDescriptor.DepthAttachment;
var stencilAttachment = renderPassDescriptor.StencilAttachment;
if (_currentState.DepthStencil != IntPtr.Zero)
{
switch (_currentState.DepthStencil.PixelFormat)
@ -85,29 +155,17 @@ namespace Ryujinx.Graphics.Metal
// Depth Only Attachment
case MTLPixelFormat.Depth16Unorm:
case MTLPixelFormat.Depth32Float:
depthAttachment.Texture = _currentState.DepthStencil;
depthAttachment.LoadAction = MTLLoadAction.Load;
renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
break;
// Stencil Only Attachment
case MTLPixelFormat.Stencil8:
stencilAttachment.Texture = _currentState.DepthStencil;
stencilAttachment.LoadAction = MTLLoadAction.Load;
renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
break;
// Combined Attachment
case MTLPixelFormat.Depth24UnormStencil8:
case MTLPixelFormat.Depth32FloatStencil8:
depthAttachment.Texture = _currentState.DepthStencil;
depthAttachment.LoadAction = MTLLoadAction.Load;
var unpackedFormat = FormatTable.PackedStencilToXFormat(_currentState.DepthStencil.PixelFormat);
var stencilView = _currentState.DepthStencil.NewTextureView(unpackedFormat);
stencilAttachment.Texture = stencilView;
stencilAttachment.LoadAction = MTLLoadAction.Load;
renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
break;
@ -125,7 +183,7 @@ namespace Ryujinx.Graphics.Metal
}
else
{
return new(IntPtr.Zero);
return;
}
if (_currentState.FragmentFunction != null)
@ -140,10 +198,6 @@ namespace Ryujinx.Graphics.Metal
Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to create Render Pipeline State: {StringHelper.String(error.LocalizedDescription)}");
}
// Initialise Encoder
var renderCommandEncoder = _pipeline.CommandBuffer.RenderCommandEncoder(renderPassDescriptor);
renderCommandEncoder.SetRenderPipelineState(pipelineState);
renderCommandEncoder.SetBlendColor(
@ -151,20 +205,6 @@ namespace Ryujinx.Graphics.Metal
_currentState.BlendColor.Green,
_currentState.BlendColor.Blue,
_currentState.BlendColor.Alpha);
SetDepthStencilState(renderCommandEncoder, _currentState.DepthStencilState);
SetDepthClamp(renderCommandEncoder, _currentState.DepthClipMode);
SetScissors(renderCommandEncoder, _currentState.Scissors);
SetViewports(renderCommandEncoder, _currentState.Viewports);
SetVertexBuffers(renderCommandEncoder, _currentState.VertexBuffers);
SetBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
SetBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
SetCullMode(renderCommandEncoder, _currentState.CullMode);
SetFrontFace(renderCommandEncoder, _currentState.Winding);
SetTextureAndSampler(renderCommandEncoder, ShaderStage.Vertex, _currentState.VertexTextures, _currentState.VertexSamplers);
SetTextureAndSampler(renderCommandEncoder, ShaderStage.Fragment, _currentState.FragmentTextures, _currentState.FragmentSamplers);
return renderCommandEncoder;
}
public void UpdateIndexBuffer(BufferRange buffer, IndexType type)
@ -195,12 +235,6 @@ namespace Ryujinx.Graphics.Metal
_currentState.VertexFunction = prg.VertexFunction;
_currentState.FragmentFunction = prg.FragmentFunction;
// Requires recreating pipeline
if (_pipeline.CurrentEncoderType == EncoderType.Render)
{
_pipeline.EndCurrentPass();
}
}
public void UpdateRenderTargets(ITexture[] colors, ITexture depthStencil)
@ -232,24 +266,12 @@ namespace Ryujinx.Graphics.Metal
public void UpdateVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
{
_currentState.VertexAttribs = vertexAttribs.ToArray();
// Requires recreating pipeline
if (_pipeline.CurrentEncoderType == EncoderType.Render)
{
_pipeline.EndCurrentPass();
}
}
public void UpdateBlendDescriptors(int index, BlendDescriptor blend)
{
_currentState.BlendDescriptors[index] = blend;
_currentState.BlendColor = blend.BlendConstant;
// Requires recreating pipeline
if (_pipeline.CurrentEncoderType == EncoderType.Render)
{
_pipeline.EndCurrentPass();
}
}
// Inlineable
@ -290,14 +312,6 @@ namespace Ryujinx.Graphics.Metal
}
_currentState.DepthStencilState = _device.NewDepthStencilState(descriptor);
// Inline Update
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
{
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
SetDepthStencilState(renderCommandEncoder, _currentState.DepthStencilState);
}
}
// Inlineable
@ -319,27 +333,12 @@ namespace Ryujinx.Graphics.Metal
}
_currentState.DepthStencilState = _device.NewDepthStencilState(descriptor);
// Inline Update
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
{
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
SetDepthStencilState(renderCommandEncoder, _currentState.DepthStencilState);
}
}
// Inlineable
public void UpdateDepthClamp(bool clamp)
{
_currentState.DepthClipMode = clamp ? MTLDepthClipMode.Clamp : MTLDepthClipMode.Clip;
// Inline Update
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
{
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
}
}
// Inlineable
@ -366,14 +365,6 @@ namespace Ryujinx.Graphics.Metal
y = (ulong)region.Y
};
}
// Inline Update
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
{
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
SetScissors(renderCommandEncoder, _currentState.Scissors);
}
}
// Inlineable
@ -399,25 +390,11 @@ namespace Ryujinx.Graphics.Metal
zfar = Clamp(viewport.DepthFar)
};
}
// Inline Update
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
{
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
SetViewports(renderCommandEncoder, _currentState.Viewports);
}
}
public void UpdateVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
{
_currentState.VertexBuffers = vertexBuffers.ToArray();
// Requires recreating pipeline
if (_pipeline.CurrentEncoderType == EncoderType.Render)
{
_pipeline.EndCurrentPass();
}
}
// Inlineable
@ -437,14 +414,6 @@ namespace Ryujinx.Graphics.Metal
});
}
}
// Inline Update
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
{
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
SetBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
}
}
// Inlineable
@ -465,42 +434,18 @@ namespace Ryujinx.Graphics.Metal
});
}
}
// Inline Update
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
{
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
SetBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
}
}
// Inlineable
public void UpdateCullMode(bool enable, Face face)
{
_currentState.CullMode = enable ? face.Convert() : MTLCullMode.None;
// Inline Update
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
{
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
SetCullMode(renderCommandEncoder, _currentState.CullMode);
}
}
// Inlineable
public void UpdateFrontFace(FrontFace frontFace)
{
_currentState.Winding = frontFace.Convert();
// Inline Update
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
{
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
SetFrontFace(renderCommandEncoder, _currentState.Winding);
}
}
// Inlineable
@ -517,13 +462,6 @@ namespace Ryujinx.Graphics.Metal
_currentState.VertexSamplers[binding] = sampler;
break;
}
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
{
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
SetTextureAndSampler(renderCommandEncoder, ShaderStage.Vertex, _currentState.VertexTextures, _currentState.VertexSamplers);
SetTextureAndSampler(renderCommandEncoder, ShaderStage.Fragment, _currentState.FragmentTextures, _currentState.FragmentSamplers);
}
}
private static void SetDepthStencilState(MTLRenderCommandEncoder renderCommandEncoder, MTLDepthStencilState? depthStencilState)

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@ -48,15 +48,16 @@ namespace Ryujinx.Graphics.Metal
public MTLRenderCommandEncoder GetOrCreateRenderEncoder()
{
if (_currentEncoder != null)
if (_currentEncoder == null || _currentEncoderType != EncoderType.Render)
{
if (_currentEncoderType == EncoderType.Render)
{
return new MTLRenderCommandEncoder(_currentEncoder.Value);
}
BeginRenderPass();
}
return BeginRenderPass();
var renderCommandEncoder = new MTLRenderCommandEncoder(_currentEncoder.Value);
_encoderStateManager.RebindState(renderCommandEncoder);
return renderCommandEncoder;
}
public MTLBlitCommandEncoder GetOrCreateBlitEncoder()