Avoid setting DepthBias when not needed.

This commit is contained in:
sunshineinabox 2024-07-05 00:40:49 -07:00
parent 1a919e99b2
commit 7404d782ce
10 changed files with 90 additions and 34 deletions

View File

@ -47,7 +47,8 @@ namespace Ryujinx.Graphics.GAL
void SetBlendState(AdvancedBlendDescriptor blend); void SetBlendState(AdvancedBlendDescriptor blend);
void SetBlendState(int index, BlendDescriptor blend); void SetBlendState(int index, BlendDescriptor blend);
void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp); void SetDepthBias(float factor, float units, float clamp);
void SetDepthBiasEnable(PolygonModeMask enables);
void SetDepthClamp(bool clamp); void SetDepthClamp(bool clamp);
void SetDepthMode(DepthMode mode); void SetDepthMode(DepthMode mode);
void SetDepthTest(DepthTestDescriptor depthTest); void SetDepthTest(DepthTestDescriptor depthTest);

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@ -116,6 +116,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
Register<SetBlendStateAdvancedCommand>(CommandType.SetBlendStateAdvanced); Register<SetBlendStateAdvancedCommand>(CommandType.SetBlendStateAdvanced);
Register<SetBlendStateCommand>(CommandType.SetBlendState); Register<SetBlendStateCommand>(CommandType.SetBlendState);
Register<SetDepthBiasCommand>(CommandType.SetDepthBias); Register<SetDepthBiasCommand>(CommandType.SetDepthBias);
Register<SetDepthBiasEnableCommand>(CommandType.SetDepthBiasEnable);
Register<SetDepthClampCommand>(CommandType.SetDepthClamp); Register<SetDepthClampCommand>(CommandType.SetDepthClamp);
Register<SetDepthModeCommand>(CommandType.SetDepthMode); Register<SetDepthModeCommand>(CommandType.SetDepthMode);
Register<SetDepthTestCommand>(CommandType.SetDepthTest); Register<SetDepthTestCommand>(CommandType.SetDepthTest);

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@ -76,6 +76,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
SetBlendStateAdvanced, SetBlendStateAdvanced,
SetBlendState, SetBlendState,
SetDepthBias, SetDepthBias,
SetDepthBiasEnable,
SetDepthClamp, SetDepthClamp,
SetDepthMode, SetDepthMode,
SetDepthTest, SetDepthTest,

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@ -3,14 +3,12 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Commands
struct SetDepthBiasCommand : IGALCommand, IGALCommand<SetDepthBiasCommand> struct SetDepthBiasCommand : IGALCommand, IGALCommand<SetDepthBiasCommand>
{ {
public readonly CommandType CommandType => CommandType.SetDepthBias; public readonly CommandType CommandType => CommandType.SetDepthBias;
private PolygonModeMask _enables;
private float _factor; private float _factor;
private float _units; private float _units;
private float _clamp; private float _clamp;
public void Set(PolygonModeMask enables, float factor, float units, float clamp) public void Set(float factor, float units, float clamp)
{ {
_enables = enables;
_factor = factor; _factor = factor;
_units = units; _units = units;
_clamp = clamp; _clamp = clamp;
@ -18,7 +16,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Commands
public static void Run(ref SetDepthBiasCommand command, ThreadedRenderer threaded, IRenderer renderer) public static void Run(ref SetDepthBiasCommand command, ThreadedRenderer threaded, IRenderer renderer)
{ {
renderer.Pipeline.SetDepthBias(command._enables, command._factor, command._units, command._clamp); renderer.Pipeline.SetDepthBias(command._factor, command._units, command._clamp);
} }
} }
} }

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@ -0,0 +1,19 @@
namespace Ryujinx.Graphics.GAL.Multithreading.Commands
{
struct SetDepthBiasEnableCommand : IGALCommand, IGALCommand<SetDepthBiasEnableCommand>
{
public readonly CommandType CommandType => CommandType.SetDepthBias;
private PolygonModeMask _enables;
public void Set(PolygonModeMask enables)
{
_enables = enables;
}
public static void Run(ref SetDepthBiasEnableCommand command, ThreadedRenderer threaded, IRenderer renderer)
{
renderer.Pipeline.SetDepthBiasEnable(command._enables);
}
}
}

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@ -141,9 +141,15 @@ namespace Ryujinx.Graphics.GAL.Multithreading
_renderer.QueueCommand(); _renderer.QueueCommand();
} }
public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp) public void SetDepthBias(float factor, float units, float clamp)
{ {
_renderer.New<SetDepthBiasCommand>().Set(enables, factor, units, clamp); _renderer.New<SetDepthBiasCommand>().Set(factor, units, clamp);
_renderer.QueueCommand();
}
public void SetDepthBiasEnable(PolygonModeMask enables)
{
_renderer.New<SetDepthBiasEnableCommand>().Set(enables);
_renderer.QueueCommand(); _renderer.QueueCommand();
} }

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@ -849,12 +849,25 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
PolygonModeMask enables; PolygonModeMask enables;
if (factor == 0 && units == 0)
{
enables = 0;
}
else
{
enables = (depthBias.PointEnable ? PolygonModeMask.Point : 0); enables = (depthBias.PointEnable ? PolygonModeMask.Point : 0);
enables |= (depthBias.LineEnable ? PolygonModeMask.Line : 0); enables |= (depthBias.LineEnable ? PolygonModeMask.Line : 0);
enables |= (depthBias.FillEnable ? PolygonModeMask.Fill : 0); enables |= (depthBias.FillEnable ? PolygonModeMask.Fill : 0);
}
_pipeline.BiasEnable = enables; _pipeline.BiasEnable = enables;
_context.Renderer.Pipeline.SetDepthBias(enables, factor, units / 2f, clamp);
_context.Renderer.Pipeline.SetDepthBiasEnable(enables);
if (enables != 0)
{
_context.Renderer.Pipeline.SetDepthBias(factor, units / 2f, clamp);
}
} }
/// <summary> /// <summary>

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@ -831,8 +831,25 @@ namespace Ryujinx.Graphics.OpenGL
GL.Enable(IndexedEnableCap.Blend, index); GL.Enable(IndexedEnableCap.Blend, index);
} }
public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp) public void SetDepthBias(float factor, float units, float clamp)
{ {
if (HwCapabilities.SupportsPolygonOffsetClamp)
{
GL.PolygonOffsetClamp(factor, units, clamp);
}
else
{
GL.PolygonOffset(factor, units);
}
}
public void SetDepthBiasEnable(PolygonModeMask enables)
{
if (enables == 0)
{
return;
}
if ((enables & PolygonModeMask.Point) != 0) if ((enables & PolygonModeMask.Point) != 0)
{ {
GL.Enable(EnableCap.PolygonOffsetPoint); GL.Enable(EnableCap.PolygonOffsetPoint);
@ -859,20 +876,6 @@ namespace Ryujinx.Graphics.OpenGL
{ {
GL.Disable(EnableCap.PolygonOffsetFill); GL.Disable(EnableCap.PolygonOffsetFill);
} }
if (enables == 0)
{
return;
}
if (HwCapabilities.SupportsPolygonOffsetClamp)
{
GL.PolygonOffsetClamp(factor, units, clamp);
}
else
{
GL.PolygonOffset(factor, units);
}
} }
public void SetDepthClamp(bool clamp) public void SetDepthClamp(bool clamp)

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@ -785,11 +785,17 @@ namespace Ryujinx.Graphics.Vulkan
SignalStateChange(); SignalStateChange();
} }
public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp) public void SetDepthBias(float factor, float units, float clamp)
{ {
DynamicState.SetDepthBias(factor, units, clamp); DynamicState.SetDepthBias(factor, units, clamp);
SignalStateChange();
}
public void SetDepthBiasEnable(PolygonModeMask enables)
{
_newState.DepthBiasEnable = enables != 0; _newState.DepthBiasEnable = enables != 0;
SignalStateChange(); SignalStateChange();
} }

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@ -564,21 +564,29 @@ namespace Ryujinx.Graphics.Vulkan
} }
bool supportsExtDynamicState = gd.Capabilities.SupportsExtendedDynamicState; bool supportsExtDynamicState = gd.Capabilities.SupportsExtendedDynamicState;
int dynamicStatesCount = supportsExtDynamicState ? 8 : 7; int dynamicStatesCount = supportsExtDynamicState ? 7 : 6;
if (DepthBiasEnable)
{
dynamicStatesCount++;
}
DynamicState* dynamicStates = stackalloc DynamicState[dynamicStatesCount]; DynamicState* dynamicStates = stackalloc DynamicState[dynamicStatesCount];
dynamicStates[0] = DynamicState.Viewport; dynamicStates[0] = DynamicState.Viewport;
dynamicStates[1] = DynamicState.Scissor; dynamicStates[1] = DynamicState.Scissor;
dynamicStates[2] = DynamicState.DepthBias; dynamicStates[2] = DynamicState.StencilCompareMask;
dynamicStates[3] = DynamicState.StencilCompareMask; dynamicStates[3] = DynamicState.StencilWriteMask;
dynamicStates[4] = DynamicState.StencilWriteMask; dynamicStates[4] = DynamicState.StencilReference;
dynamicStates[5] = DynamicState.StencilReference; dynamicStates[5] = DynamicState.BlendConstants;
dynamicStates[6] = DynamicState.BlendConstants;
if (DepthBiasEnable)
{
dynamicStates[6] = DynamicState.DepthBias;
}
if (supportsExtDynamicState) if (supportsExtDynamicState)
{ {
dynamicStates[7] = DynamicState.VertexInputBindingStrideExt; dynamicStates[dynamicStatesCount - 1] = DynamicState.VertexInputBindingStrideExt;
} }
var pipelineDynamicStateCreateInfo = new PipelineDynamicStateCreateInfo var pipelineDynamicStateCreateInfo = new PipelineDynamicStateCreateInfo