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https://github.com/skyline-emu/skyline.git
synced 2024-11-27 00:54:14 +01:00
Pass texture and cbuf state into pipeline manager for hades callbacks
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@ -386,7 +386,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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dirtyFunc(stencilValues);
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}
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void ActiveState::Update(InterconnectContext &ctx, StateUpdateBuilder &builder, bool indexed, engine::DrawTopology topology, u32 drawElementCount) {
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void ActiveState::Update(InterconnectContext &ctx, Textures &textures, ConstantBufferSet &constantBuffers, StateUpdateBuilder &builder, bool indexed, engine::DrawTopology topology, u32 drawElementCount) {
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if (topology != directState.inputAssembly.GetPrimitiveTopology()) {
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directState.inputAssembly.SetPrimitiveTopology(topology);
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pipeline.MarkDirty(false);
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@ -394,7 +394,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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// TODO non-indexed quads
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auto updateFunc{[&](auto &stateElem, auto &&... args) { stateElem.Update(ctx, builder, args...); }};
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updateFunc(pipeline);
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pipeline.Update(ctx, textures, constantBuffers, builder);
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ranges::for_each(vertexBuffers, updateFunc);
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if (indexed)
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updateFunc(indexBuffer, directState.inputAssembly.NeedsQuadConversion(), drawElementCount);
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@ -412,7 +412,6 @@ namespace skyline::gpu::interconnect::maxwell3d {
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return pipeline.Get().pipeline;
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}
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span<TextureView *> ActiveState::GetColorAttachments() {
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return pipeline.Get().colorAttachments;
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}
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@ -256,7 +256,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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/**
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* @brief Updates the active state for a given draw operation, removing the dirtiness of all member states
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*/
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void Update(InterconnectContext &ctx, StateUpdateBuilder &builder, bool indexed, engine::DrawTopology topology, u32 drawElementCount);
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void Update(InterconnectContext &ctx, Textures &textures, ConstantBufferSet &constantBuffers, StateUpdateBuilder &builder, bool indexed, engine::DrawTopology topology, u32 drawElementCount);
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Pipeline *GetPipeline();
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@ -202,11 +202,11 @@ namespace skyline::gpu::interconnect::maxwell3d {
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}, renderArea, {}, colorView ? colorAttachments : span<TextureView *>{}, depthStencilView ? &*depthStencilView : nullptr);
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}
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void Maxwell3D::Draw(engine::DrawTopology topology, bool indexed, u32 count, u32 first, u32 instanceCount, u32 vertexOffset, u32 firstInstance) {
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void Maxwell3D::Draw(engine::DrawTopology topology, bool transformFeedbackEnable, bool indexed, u32 count, u32 first, u32 instanceCount, u32 vertexOffset, u32 firstInstance) {
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StateUpdateBuilder builder{*ctx.executor.allocator};
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Pipeline *oldPipeline{activeState.GetPipeline()};
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activeState.Update(ctx, builder, indexed, topology, count);
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activeState.Update(ctx, textures, constantBuffers.boundConstantBuffers, builder, indexed, topology, count);
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if (directState.inputAssembly.NeedsQuadConversion()) {
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count = conversion::quads::GetIndexCount(count);
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first = 0;
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@ -170,7 +170,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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return info;
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}
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static std::array<Pipeline::ShaderStage, engine::ShaderStageCount> MakePipelineShaders(InterconnectContext &ctx, const PackedPipelineState &packedState, const std::array<ShaderBinary, engine::PipelineCount> &shaderBinaries) {
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static std::array<Pipeline::ShaderStage, engine::ShaderStageCount> MakePipelineShaders(InterconnectContext &ctx, Textures &textures, ConstantBufferSet &constantBuffers, const PackedPipelineState &packedState, const std::array<ShaderBinary, engine::PipelineCount> &shaderBinaries) {
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ctx.gpu.shader.ResetPools();
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using PipelineStage = engine::Pipeline::Shader::Type;
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@ -564,8 +564,8 @@ namespace skyline::gpu::interconnect::maxwell3d {
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}, layoutBindings);
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}
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Pipeline::Pipeline(InterconnectContext &ctx, const PackedPipelineState &packedState, const std::array<ShaderBinary, engine::PipelineCount> &shaderBinaries, span<TextureView *> colorAttachments, TextureView *depthAttachment)
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: shaderStages{MakePipelineShaders(ctx, packedState, shaderBinaries)},
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Pipeline::Pipeline(InterconnectContext &ctx, Textures &textures, ConstantBufferSet &constantBuffers, const PackedPipelineState &packedState, const std::array<ShaderBinary, engine::PipelineCount> &shaderBinaries, span<TextureView *> colorAttachments, TextureView *depthAttachment)
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: shaderStages{MakePipelineShaders(ctx, textures, constantBuffers, packedState, shaderBinaries)},
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descriptorInfo{MakePipelineDescriptorInfo(shaderStages, ctx.gpu.traits.quirks.needsIndividualTextureBindingWrites)},
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compiledPipeline{MakeCompiledPipeline(ctx, packedState, shaderStages, descriptorInfo.descriptorSetLayoutBindings, colorAttachments, depthAttachment)},
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sourcePackedState{packedState} {
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@ -103,7 +103,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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PackedPipelineState sourcePackedState;
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Pipeline(InterconnectContext &ctx, const PackedPipelineState &packedState, const std::array<ShaderBinary, engine::PipelineCount> &shaderBinaries, span<TextureView *> colorAttachments, TextureView *depthAttachment);
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Pipeline(InterconnectContext &ctx, Textures &textures, ConstantBufferSet &constantBuffers, const PackedPipelineState &packedState, const std::array<ShaderBinary, engine::PipelineCount> &shaderBinaries, span<TextureView *> colorAttachments, TextureView *depthAttachment);
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Pipeline *LookupNext(const PackedPipelineState &packedState);
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@ -118,15 +118,15 @@ namespace skyline::gpu::interconnect::maxwell3d {
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class PipelineManager {
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private:
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tsl::robin_map<PackedPipelineState, std::unique_ptr<Pipeline>, util::ObjectHash<PackedPipelineState>> map;
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tsl::robin_map<PackedPipelineState, std::unique_ptr<Pipeline>, PackedPipelineStateHash> map;
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public:
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Pipeline *FindOrCreate(InterconnectContext &ctx, const PackedPipelineState &packedState, const std::array<ShaderBinary, engine::PipelineCount> &shaderBinaries, span<TextureView *> colorAttachments, TextureView *depthAttachment) {
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Pipeline *FindOrCreate(InterconnectContext &ctx, Textures &textures, ConstantBufferSet &constantBuffers, const PackedPipelineState &packedState, const std::array<ShaderBinary, engine::PipelineCount> &shaderBinaries, span<TextureView *> colorAttachments, TextureView *depthAttachment) {
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auto it{map.find(packedState)};
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if (it != map.end())
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return it->second.get();
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return map.emplace(packedState, std::make_unique<Pipeline>(ctx, packedState, shaderBinaries, colorAttachments, depthAttachment)).first->second.get();
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return map.emplace(packedState, std::make_unique<Pipeline>(ctx, textures, constantBuffers, packedState, shaderBinaries, colorAttachments, depthAttachment)).first->second.get();
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}
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};
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}
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@ -544,7 +544,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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globalShaderConfig{engine.globalShaderConfigRegisters},
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ctSelect{engine.ctSelect} {}
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void PipelineState::Flush(InterconnectContext &ctx, StateUpdateBuilder &builder) {
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void PipelineState::Flush(InterconnectContext &ctx, Textures &textures, ConstantBufferSet &constantBuffers, StateUpdateBuilder &builder) {
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std::array<ShaderBinary, engine::PipelineCount> shaderBinaries;
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for (size_t i{}; i < engine::PipelineCount; i++) {
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const auto &stage{pipelineStages[i].UpdateGet(ctx)};
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@ -583,7 +583,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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}
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}
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auto newPipeline{pipelineManager.FindOrCreate(ctx, packedState, shaderBinaries, colorAttachments, depthAttachment)};
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auto newPipeline{pipelineManager.FindOrCreate(ctx, textures, constantBuffers, packedState, shaderBinaries, colorAttachments, depthAttachment)};
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if (pipeline)
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pipeline->AddTransition(newPipeline);
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pipeline = newPipeline;
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@ -343,7 +343,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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PipelineState(dirty::Handle dirtyHandle, DirtyManager &manager, const EngineRegisters &engine);
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void Flush(InterconnectContext &ctx, StateUpdateBuilder &builder);
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void Flush(InterconnectContext &ctx, Textures &textures, ConstantBufferSet &constantBuffers, StateUpdateBuilder &builder);
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void PurgeCaches();
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