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https://github.com/skyline-emu/skyline.git
synced 2024-11-05 14:25:09 +01:00
Use ctSelect register for colour targets and impl null color attachments
Some games have invalid colour attachments sandwiched inbetween valid ones, these need to be skipped in Vulkan with UNUSED_ATTACHMENT
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38aad21d29
commit
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@ -36,8 +36,13 @@ namespace skyline::gpu::cache {
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colorBlendState.pAttachments = colorBlendAttachments.data();
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for (auto &colorAttachment : state.colorAttachments)
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colorAttachments.emplace_back(AttachmentMetadata{colorAttachment->format->vkFormat, colorAttachment->texture->sampleCount});
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for (auto &colorAttachment : state.colorAttachments) {
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if (colorAttachment)
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colorAttachments.emplace_back(AttachmentMetadata{colorAttachment->format->vkFormat, colorAttachment->texture->sampleCount});
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else
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colorAttachments.emplace_back(AttachmentMetadata{vk::Format::eUndefined, vk::SampleCountFlagBits::e1});
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}
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if (state.depthStencilAttachment)
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depthStencilAttachment.emplace(AttachmentMetadata{state.depthStencilAttachment->format->vkFormat, state.depthStencilAttachment->texture->sampleCount});
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}
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@ -171,8 +176,10 @@ namespace skyline::gpu::cache {
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HASH(key.colorAttachments.size());
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for (const auto &attachment : key.colorAttachments) {
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HASH(attachment->format->vkFormat);
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HASH(attachment->texture->sampleCount);
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if (attachment) {
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HASH(attachment->format->vkFormat);
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HASH(attachment->texture->sampleCount);
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}
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}
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HASH(key.depthStencilAttachment != nullptr);
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@ -342,21 +349,28 @@ namespace skyline::gpu::cache {
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boost::container::small_vector<vk::AttachmentDescription, 8> attachmentDescriptions;
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boost::container::small_vector<vk::AttachmentReference, 8> attachmentReferences;
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auto pushAttachment{[&](const TextureView &view) {
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attachmentDescriptions.push_back(vk::AttachmentDescription{
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.format = view.format->vkFormat,
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.samples = view.texture->sampleCount,
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.loadOp = vk::AttachmentLoadOp::eLoad,
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.storeOp = vk::AttachmentStoreOp::eStore,
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.stencilLoadOp = vk::AttachmentLoadOp::eLoad,
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.stencilStoreOp = vk::AttachmentStoreOp::eStore,
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.initialLayout = view.texture->layout,
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.finalLayout = view.texture->layout,
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});
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attachmentReferences.push_back(vk::AttachmentReference{
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.attachment = static_cast<u32>(attachmentDescriptions.size() - 1),
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.layout = view.texture->layout,
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});
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auto pushAttachment{[&](TextureView *view) {
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if (view) {
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attachmentDescriptions.push_back(vk::AttachmentDescription{
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.format = view->format->vkFormat,
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.samples = view->texture->sampleCount,
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.loadOp = vk::AttachmentLoadOp::eLoad,
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.storeOp = vk::AttachmentStoreOp::eStore,
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.stencilLoadOp = vk::AttachmentLoadOp::eLoad,
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.stencilStoreOp = vk::AttachmentStoreOp::eStore,
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.initialLayout = view->texture->layout,
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.finalLayout = view->texture->layout,
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});
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attachmentReferences.push_back(vk::AttachmentReference{
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.attachment = static_cast<u32>(attachmentDescriptions.size() - 1),
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.layout = view->texture->layout,
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});
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} else {
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attachmentReferences.push_back(vk::AttachmentReference{
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.attachment = VK_ATTACHMENT_UNUSED,
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.layout = vk::ImageLayout::eUndefined,
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});
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}
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}};
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vk::SubpassDescription subpassDescription{
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@ -364,10 +378,10 @@ namespace skyline::gpu::cache {
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};
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for (auto &colorAttachment : state.colorAttachments)
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pushAttachment(*colorAttachment);
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pushAttachment(colorAttachment);
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if (state.depthStencilAttachment) {
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pushAttachment(*state.depthStencilAttachment);
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pushAttachment(state.depthStencilAttachment);
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subpassDescription.pColorAttachments = attachmentReferences.data();
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subpassDescription.colorAttachmentCount = static_cast<u32>(attachmentReferences.size() - 1);
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@ -128,10 +128,16 @@ namespace skyline::gpu::interconnect::node {
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auto colorAttachmentsOffset{attachmentReferences.size() * sizeof(vk::AttachmentReference)}; // Calculate new base offset as it has changed since we pushed the input attachments
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for (auto &attachment : colorAttachments) {
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attachmentReferences.push_back(vk::AttachmentReference{
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.attachment = AddAttachment(attachment, gpu),
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.layout = attachment->texture->layout,
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});
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if (attachment)
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attachmentReferences.push_back(vk::AttachmentReference{
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.attachment = AddAttachment(attachment, gpu),
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.layout = attachment->texture->layout,
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});
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else
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attachmentReferences.push_back(vk::AttachmentReference{
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.attachment = VK_ATTACHMENT_UNUSED,
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.layout = vk::ImageLayout::eUndefined,
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});
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}
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auto depthStencilAttachmentOffset{attachmentReferences.size() * sizeof(vk::AttachmentReference)};
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@ -470,6 +470,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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bindFunc(depthStencilRegisters);
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bindFunc(colorBlendRegisters);
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bindFunc(globalShaderConfigRegisters);
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manager.Bind(handle, ctSelect);
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}
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PipelineState::PipelineState(dirty::Handle dirtyHandle, DirtyManager &manager, const EngineRegisters &engine)
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@ -483,7 +484,8 @@ namespace skyline::gpu::interconnect::maxwell3d {
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depthStencil{manager, engine.depthStencilRegisters},
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colorBlend{manager, engine.colorBlendRegisters},
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directState{engine.inputAssemblyRegisters},
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globalShaderConfig{engine.globalShaderConfigRegisters} {}
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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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std::array<ShaderBinary, engine::PipelineCount> shaderBinaries;
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@ -494,11 +496,17 @@ namespace skyline::gpu::interconnect::maxwell3d {
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}
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colorAttachments.clear();
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for (auto &colorRenderTarget : colorRenderTargets)
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if (auto view{colorRenderTarget.UpdateGet(ctx, packedState).view})
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colorAttachments.push_back(view.get());
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for (size_t i{}; i < ctSelect.count; i++) {
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const auto &view{colorRenderTargets[ctSelect[i]].UpdateGet(ctx, packedState).view.get()};
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colorAttachments.push_back(view);
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if (view)
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ctx.executor.AttachTexture(view);
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}
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depthAttachment = depthRenderTarget.UpdateGet(ctx, packedState).view.get();
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if (depthAttachment)
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ctx.executor.AttachTexture(depthAttachment);
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vertexInput.Update(packedState);
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directState.inputAssembly.Update(packedState);
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@ -284,6 +284,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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DepthStencilState::EngineRegisters depthStencilRegisters;
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ColorBlendState::EngineRegisters colorBlendRegisters;
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GlobalShaderConfigState::EngineRegisters globalShaderConfigRegisters;
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const engine::CtSelect &ctSelect;
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void DirtyBind(DirtyManager &manager, dirty::Handle handle) const;
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};
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@ -304,6 +305,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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dirty::ManualDirtyState<DepthStencilState> depthStencil;
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dirty::ManualDirtyState<ColorBlendState> colorBlend;
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GlobalShaderConfigState globalShaderConfig;
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const engine::CtSelect &ctSelect;
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public:
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DirectPipelineState directState;
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@ -451,7 +451,7 @@ namespace skyline::soc::gm20b::engine::maxwell3d::type {
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u8 target6 : 3;
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u8 target7 : 3;
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size_t operator[](size_t index) {
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size_t operator[](size_t index) const {
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switch (index) {
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case 0:
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return target0;
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@ -23,7 +23,8 @@ namespace skyline::soc::gm20b::engine::maxwell3d {
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.rasterizationRegisters = {*registers.rasterEnable, *registers.frontPolygonMode, *registers.backPolygonMode, *registers.oglCullEnable, *registers.oglCullFace, *registers.windowOrigin, *registers.oglFrontFace, *registers.viewportClipControl, *registers.polyOffset, *registers.provokingVertex, *registers.pointSize, *registers.zClipRange},
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.depthStencilRegisters = {*registers.depthTestEnable, *registers.depthWriteEnable, *registers.depthFunc, *registers.depthBoundsTestEnable, *registers.stencilTestEnable, *registers.twoSidedStencilTestEnable, *registers.stencilOps, *registers.stencilBack},
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.colorBlendRegisters = {*registers.logicOp, *registers.singleCtWriteControl, *registers.ctWrites, *registers.blendStatePerTargetEnable, *registers.blendPerTargets, *registers.blend},
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.globalShaderConfigRegisters = {*registers.postVtgShaderAttributeSkipMask, *registers.bindlessTexture, *registers.apiMandatedEarlyZEnable}
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.globalShaderConfigRegisters = {*registers.postVtgShaderAttributeSkipMask, *registers.bindlessTexture, *registers.apiMandatedEarlyZEnable},
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.ctSelect = *registers.ctSelect
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};
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}
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