skip unnecessary draws

This commit is contained in:
Samuliak 2024-08-31 08:40:58 +02:00
parent a9a4d7b4f8
commit 5eb30262a0

View File

@ -833,6 +833,8 @@ void MetalRenderer::draw_beginSequence()
{ {
m_state.m_skipDrawSequence = false; m_state.m_skipDrawSequence = false;
bool streamoutEnable = LatteGPUState.contextRegister[mmVGT_STRMOUT_EN] != 0;
// update shader state // update shader state
LatteSHRC_UpdateActiveShaders(); LatteSHRC_UpdateActiveShaders();
if (LatteGPUState.activeShaderHasError) if (LatteGPUState.activeShaderHasError)
@ -855,7 +857,7 @@ void MetalRenderer::draw_beginSequence()
return; // no render target return; // no render target
} }
if (!hasValidFramebufferAttached) if (!hasValidFramebufferAttached && !streamoutEnable)
{ {
debug_printf("Drawcall with no color buffer or depth buffer attached\n"); debug_printf("Drawcall with no color buffer or depth buffer attached\n");
m_state.m_skipDrawSequence = true; m_state.m_skipDrawSequence = true;
@ -881,9 +883,17 @@ void MetalRenderer::draw_beginSequence()
if (!LatteGPUState.contextNew.PA_CL_VTE_CNTL.get_VPORT_X_OFFSET_ENA()) if (!LatteGPUState.contextNew.PA_CL_VTE_CNTL.get_VPORT_X_OFFSET_ENA())
rasterizerEnable = true; rasterizerEnable = true;
if (!rasterizerEnable == false) if (!rasterizerEnable && !streamoutEnable)
m_state.m_skipDrawSequence = true; m_state.m_skipDrawSequence = true;
// Both faces are culled
// TODO: can we really skip the draw?
const auto& polygonControlReg = LatteGPUState.contextNew.PA_SU_SC_MODE_CNTL;
uint32 cullFront = polygonControlReg.get_CULL_FRONT();
uint32 cullBack = polygonControlReg.get_CULL_BACK();
if (cullFront && cullBack)
m_state.m_skipDrawSequence = true;
// TODO: is this even needed? // TODO: is this even needed?
if (!m_state.m_activeFBO) if (!m_state.m_activeFBO)
m_state.m_skipDrawSequence = true; m_state.m_skipDrawSequence = true;
@ -891,12 +901,11 @@ void MetalRenderer::draw_beginSequence()
void MetalRenderer::draw_execute(uint32 baseVertex, uint32 baseInstance, uint32 instanceCount, uint32 count, MPTR indexDataMPTR, Latte::LATTE_VGT_DMA_INDEX_TYPE::E_INDEX_TYPE indexType, bool isFirst) void MetalRenderer::draw_execute(uint32 baseVertex, uint32 baseInstance, uint32 instanceCount, uint32 count, MPTR indexDataMPTR, Latte::LATTE_VGT_DMA_INDEX_TYPE::E_INDEX_TYPE indexType, bool isFirst)
{ {
// TODO: uncomment if (m_state.m_skipDrawSequence)
//if (m_state.m_skipDrawSequence) {
//{ LatteGPUState.drawCallCounter++;
// LatteGPUState.drawCallCounter++; return;
// return; }
//}
auto& encoderState = m_state.m_encoderState; auto& encoderState = m_state.m_encoderState;
@ -904,9 +913,10 @@ void MetalRenderer::draw_execute(uint32 baseVertex, uint32 baseInstance, uint32
LatteDecompilerShader* vertexShader = LatteSHRC_GetActiveVertexShader(); LatteDecompilerShader* vertexShader = LatteSHRC_GetActiveVertexShader();
LatteDecompilerShader* geometryShader = LatteSHRC_GetActiveGeometryShader(); LatteDecompilerShader* geometryShader = LatteSHRC_GetActiveGeometryShader();
LatteDecompilerShader* pixelShader = LatteSHRC_GetActivePixelShader(); LatteDecompilerShader* pixelShader = LatteSHRC_GetActivePixelShader();
// TODO: is this even needed? Also, should go to draw_beginSequence
if (!vertexShader) if (!vertexShader)
{ {
debug_printf("no vertex function, skipping draw\n"); printf("no vertex function, skipping draw\n");
return; return;
} }
const auto fetchShader = LatteSHRC_GetActiveFetchShader(); const auto fetchShader = LatteSHRC_GetActiveFetchShader();
@ -1051,9 +1061,6 @@ void MetalRenderer::draw_execute(uint32 baseVertex, uint32 baseInstance, uint32
} }
// Cull mode // Cull mode
if (cullFront && cullBack)
return; // We can just skip the draw (TODO: can we?)
MTL::CullMode cullMode; MTL::CullMode cullMode;
if (cullFront) if (cullFront)
cullMode = MTL::CullModeFront; cullMode = MTL::CullModeFront;
@ -1152,7 +1159,7 @@ void MetalRenderer::draw_execute(uint32 baseVertex, uint32 baseInstance, uint32
// HACK // HACK
if (!renderPipelineState) if (!renderPipelineState)
{ {
debug_printf("invalid render pipeline state, skipping draw\n"); printf("invalid render pipeline state, skipping draw\n");
return; return;
} }