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authorriperiperi <rhy3756547@hotmail.com>2022-12-04 17:41:17 +0000
committerGitHub <noreply@github.com>2022-12-04 18:41:17 +0100
commit9ac66336a216644a1b671e7949702d2e749838d2 (patch)
tree549cb9cfd9f8f88f45a1064bafa57800eb241728 /Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationList.cs
parent4965681e069eeedc5272030b131c2a45e6131e61 (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/Shader/ShaderSpecializationList.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationList.cs8
1 files changed, 4 insertions, 4 deletions
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationList.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationList.cs
index cb6ab49a..7d61332e 100644
--- a/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationList.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationList.cs
@@ -29,15 +29,15 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <returns>True if a compatible program is found, false otherwise</returns>
public bool TryFindForGraphics(
GpuChannel channel,
- GpuChannelPoolState poolState,
- GpuChannelGraphicsState graphicsState,
+ ref GpuChannelPoolState poolState,
+ ref GpuChannelGraphicsState graphicsState,
out CachedShaderProgram program)
{
foreach (var entry in _entries)
{
bool usesDrawParameters = entry.Shaders[1]?.Info.UsesDrawParameters ?? false;
- if (entry.SpecializationState.MatchesGraphics(channel, poolState, graphicsState, usesDrawParameters, true))
+ if (entry.SpecializationState.MatchesGraphics(channel, ref poolState, ref graphicsState, usesDrawParameters, true))
{
program = entry;
return true;
@@ -60,7 +60,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
foreach (var entry in _entries)
{
- if (entry.SpecializationState.MatchesCompute(channel, poolState, computeState, true))
+ if (entry.SpecializationState.MatchesCompute(channel, ref poolState, computeState, true))
{
program = entry;
return true;