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author | riperiperi <rhy3756547@hotmail.com> | 2022-12-04 17:41:17 +0000 |
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committer | GitHub <noreply@github.com> | 2022-12-04 18:41:17 +0100 |
commit | 9ac66336a216644a1b671e7949702d2e749838d2 (patch) | |
tree | 549cb9cfd9f8f88f45a1064bafa57800eb241728 /Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClass.cs | |
parent | 4965681e069eeedc5272030b131c2a45e6131e61 (diff) |
GPU: Use lazy checks for specialization state (#4004)1.1.419
* GPU: Use lazy checks for specialization state
This PR adds a new class, the SpecializationStateUpdater, that allows elements of specialization state to be updated individually, and signal the state is checked when it changes between draws, instead of building and checking it on every draw. This also avoids building spec state when
Most state updates have been moved behind the shader state update, so that their specialization state updates make it in before shaders are fetched.
Downside: Fields in GpuChannelGraphicsState are no longer readonly. To counteract copies that might be caused this I pass it as `ref` when possible, though maybe `in` would be better? Not really sure about the quirks of `in` and the difference probably won't show on a benchmark.
The result is around 2 extra FPS on SMO in the usual spot. Not much right now, but it will remove costs when we're doing more expensive specialization checks, such as fragment output type specialization for macos. It may also help more on other games with more draws.
* Address Feedback
* Oops
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClass.cs')
-rw-r--r-- | Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClass.cs | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClass.cs b/Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClass.cs index 106a6f3f..b254e95e 100644 --- a/Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClass.cs +++ b/Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClass.cs @@ -67,12 +67,13 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed _i2mClass = new InlineToMemoryClass(context, channel, initializeState: false); + var spec = new SpecializationStateUpdater(); var drawState = new DrawState(); - _drawManager = new DrawManager(context, channel, _state, drawState); + _drawManager = new DrawManager(context, channel, _state, drawState, spec); _semaphoreUpdater = new SemaphoreUpdater(context, channel, _state); _cbUpdater = new ConstantBufferUpdater(channel, _state); - _stateUpdater = new StateUpdater(context, channel, _state, drawState); + _stateUpdater = new StateUpdater(context, channel, _state, drawState, spec); // This defaults to "always", even without any register write. // Reads just return 0, regardless of what was set there. |