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https://github.com/skyline-emu/skyline.git
synced 2024-11-23 11:19:16 +01:00
Transition depth stencil state to pipeline cache key
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1f844e2c18
commit
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@ -578,16 +578,15 @@ namespace skyline::gpu::interconnect::maxwell3d {
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};
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};
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}
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}
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void DepthStencilState::Flush() {
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void DepthStencilState::Flush(Key &key) {
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depthStencilState.depthTestEnable = engine->depthTestEnable;
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key.depthTestEnable = engine->depthTestEnable;
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depthStencilState.depthWriteEnable = engine->depthWriteEnable;
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key.depthWriteEnable = engine->depthWriteEnable;
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depthStencilState.depthCompareOp = ConvertCompareFunc(engine->depthFunc);
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key.SetDepthFunc(engine->depthFunc);
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depthStencilState.depthBoundsTestEnable = engine->depthBoundsTestEnable;
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key.depthBoundsTestEnable = engine->depthBoundsTestEnable;
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depthStencilState.stencilTestEnable = engine->stencilTestEnable;
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key.stencilTestEnable = engine->stencilTestEnable;
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auto stencilBack{engine->twoSidedStencilTestEnable ? engine->stencilBack : engine->stencilOps};
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auto stencilBack{engine->twoSidedStencilTestEnable ? engine->stencilBack : engine->stencilOps};
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depthStencilState.front = ConvertStencilOpsState(engine->stencilOps);
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key.SetStencilOps(engine->stencilOps, engine->stencilOps);
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depthStencilState.back = ConvertStencilOpsState(stencilBack);
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};
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};
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/* Color Blend State */
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/* Color Blend State */
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@ -801,8 +800,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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/* vk::PipelineMultisampleStateCreateInfo multisampleState{
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/* vk::PipelineMultisampleStateCreateInfo multisampleState{
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.rasterizationSamples = vk::SampleCountFlagBits::e1
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.rasterizationSamples = vk::SampleCountFlagBits::e1
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}; */
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}; */
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depthStencil.Update(key);
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const auto &depthStencilState{depthStencil.UpdateGet().depthStencilState};
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const auto &colorBlendState{colorBlend.UpdateGet(ctx, colorAttachments.size()).colorBlendState};
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const auto &colorBlendState{colorBlend.UpdateGet(ctx, colorAttachments.size()).colorBlendState};
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constexpr std::array<vk::DynamicState, 9> dynamicStates{
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constexpr std::array<vk::DynamicState, 9> dynamicStates{
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@ -10,8 +10,19 @@
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namespace skyline::gpu::interconnect::maxwell3d {
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namespace skyline::gpu::interconnect::maxwell3d {
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struct Key {
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struct Key {
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struct StencilOps {
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u8 zPass : 3;
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u8 fail : 3;
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u8 zFail : 3;
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u8 func : 3;
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// 4 bits left for each stencil side
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};
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StencilOps stencilFront; //!< Use {Set, Get}StencilOps
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StencilOps stencilBack; //!< Use {Set, Get}StencilOps
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struct {
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struct {
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u8 ztFormat : 5; //!< Use {Set, Get}ZtFormat. ZtFormat - 0xA as u8
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u8 ztFormat : 5; //!< Use {Set, Get}ZtFormat
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engine::DrawTopology topology : 4;
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engine::DrawTopology topology : 4;
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bool primitiveRestartEnabled : 1;
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bool primitiveRestartEnabled : 1;
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engine::TessellationParameters::DomainType domainType : 2; //!< Use SetTessellationParameters
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engine::TessellationParameters::DomainType domainType : 2; //!< Use SetTessellationParameters
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@ -25,6 +36,11 @@ namespace skyline::gpu::interconnect::maxwell3d {
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bool frontFaceClockwise : 1; //!< With Y flip transformation already applied
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bool frontFaceClockwise : 1; //!< With Y flip transformation already applied
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bool depthBiasEnable : 1;
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bool depthBiasEnable : 1;
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engine::ProvokingVertex::Value provokingVertex : 1;
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engine::ProvokingVertex::Value provokingVertex : 1;
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bool depthTestEnable : 1;
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bool depthWriteEnable : 1;
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u8 depthFunc : 3; //!< Use {Set, Get}DepthFunc
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bool depthBoundsTestEnable : 1;
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bool stencilTestEnable : 1;
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};
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};
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struct VertexBinding {
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struct VertexBinding {
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@ -37,7 +53,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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static_assert(sizeof(VertexBinding) == 0x8);
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static_assert(sizeof(VertexBinding) == 0x8);
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u32 patchSize;
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u32 patchSize;
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std::array<u8, engine::ColorTargetCount> ctFormats; //!< Use {Set, Get}CtFormat. ColorTarget::Format as u8
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std::array<u8, engine::ColorTargetCount> ctFormats; //!< Use {Set, Get}CtFormat
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std::array<VertexBinding, engine::VertexStreamCount> vertexBindings; //!< Use {Set, Get}VertexBinding
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std::array<VertexBinding, engine::VertexStreamCount> vertexBindings; //!< Use {Set, Get}VertexBinding
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std::array<engine::VertexAttribute, engine::VertexAttributeCount> vertexAttributes;
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std::array<engine::VertexAttribute, engine::VertexAttributeCount> vertexAttributes;
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@ -65,6 +81,62 @@ namespace skyline::gpu::interconnect::maxwell3d {
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void SetPolygonMode(engine::PolygonMode mode) {
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void SetPolygonMode(engine::PolygonMode mode) {
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polygonMode = static_cast<u8>(static_cast<u32>(mode) - 0x1B00);
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polygonMode = static_cast<u8>(static_cast<u32>(mode) - 0x1B00);
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}
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}
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u8 PackCompareFunc(engine::CompareFunc func) {
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u32 val{static_cast<u32>(func)};
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return static_cast<u8>(val >= 0x200 ? (val - 0x200) : (val - 1));
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}
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void SetDepthFunc(engine::CompareFunc func) {
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depthFunc = PackCompareFunc(func);
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}
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u8 PackStencilOp(engine::StencilOps::Op op) {
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switch (op) {
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case engine::StencilOps::Op::OglZero:
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op = engine::StencilOps::Op::D3DZero;
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break;
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case engine::StencilOps::Op::OglKeep:
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op = engine::StencilOps::Op::D3DKeep;
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break;
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case engine::StencilOps::Op::OglReplace:
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op = engine::StencilOps::Op::D3DReplace;
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break;
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case engine::StencilOps::Op::OglIncrSat:
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op = engine::StencilOps::Op::D3DIncrSat;
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break;
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case engine::StencilOps::Op::OglDecrSat:
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op = engine::StencilOps::Op::D3DDecrSat;
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break;
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case engine::StencilOps::Op::OglInvert:
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op = engine::StencilOps::Op::D3DInvert;
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break;
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case engine::StencilOps::Op::OglIncr:
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op = engine::StencilOps::Op::D3DIncr;
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break;
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case engine::StencilOps::Op::OglDecr:
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op = engine::StencilOps::Op::D3DDecr;
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break;
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default:
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break;
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}
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return static_cast<u8>(op) - 1;
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}
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StencilOps PackStencilOps(engine::StencilOps ops) {
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return {
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.zPass = PackStencilOp(ops.zPass),
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.fail = PackStencilOp(ops.fail),
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.zFail = PackStencilOp(ops.zFail),
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.func = PackCompareFunc(ops.func),
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};
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}
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void SetStencilOps(engine::StencilOps front, engine::StencilOps back) {
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stencilFront = PackStencilOps(front);
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stencilBack = PackStencilOps(back);
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}
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};
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};
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class ColorRenderTargetState : dirty::ManualDirty {
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class ColorRenderTargetState : dirty::ManualDirty {
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@ -228,11 +300,9 @@ namespace skyline::gpu::interconnect::maxwell3d {
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dirty::BoundSubresource<EngineRegisters> engine;
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dirty::BoundSubresource<EngineRegisters> engine;
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public:
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public:
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vk::PipelineDepthStencilStateCreateInfo depthStencilState{};
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DepthStencilState(dirty::Handle dirtyHandle, DirtyManager &manager, const EngineRegisters &engine);
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DepthStencilState(dirty::Handle dirtyHandle, DirtyManager &manager, const EngineRegisters &engine);
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void Flush();
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void Flush(Key &key);
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};
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};
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class ColorBlendState : dirty::RefreshableManualDirty {
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class ColorBlendState : dirty::RefreshableManualDirty {
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