R/Ryujinx.Graphics.Gpu/Shader/GpuChannelGraphicsState.cs
riperiperi 8fa248ceb4
Vulkan: Add workarounds for MoltenVK (#4202)
* Add MVK basics.

* Use appropriate output attribute types

* 4kb vertex alignment, bunch of fixes

* Add reduced shader precision mode for mvk.

* Disable ASTC on MVK for now

* Only request robustnes2 when it is available.

* It's just the one feature actually

* Add triangle fan conversion

* Allow NullDescriptor on MVK for some reason.

* Force safe blit on MoltenVK

* Use ASTC only when formats are all available.

* Disable multilevel 3d texture views

* Filter duplicate render targets (on backend)

* Add Automatic MoltenVK Configuration

* Do not create color attachment views with formats that are not RT compatible

* Make sure that the host format matches the vertex shader input types for invalid/unknown guest formats

* FIx rebase for Vertex Attrib State

* Fix 4b alignment for vertex

* Use asynchronous queue submits for MVK

* Ensure color clear shader has correct output type

* Update MoltenVK config

* Always use MoltenVK workarounds on MacOS

* Make MVK supersede all vendors

* Fix rebase

* Various fixes on rebase

* Get portability flags from extension

* Fix some minor rebasing issues

* Style change

* Use LibraryImport for MVKConfiguration

* Rename MoltenVK vendor to Apple

Intel and AMD GPUs on moltenvk report with the those vendors - only apple silicon reports with vendor 0x106B.

* Fix features2 rebase conflict

* Rename fragment output type

* Add missing check for fragment output types

Might have caused the crash in MK8

* Only do fragment output specialization on MoltenVK

* Avoid copy when passing capabilities

* Self feedback

* Address feedback

Co-authored-by: gdk <gab.dark.100@gmail.com>
Co-authored-by: nastys <nastys@users.noreply.github.com>
2023-01-13 01:31:21 +01:00

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6.1 KiB
C#

using Ryujinx.Common.Memory;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Threed;
using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// State used by the <see cref="GpuAccessor"/>.
/// </summary>
struct GpuChannelGraphicsState
{
// New fields should be added to the end of the struct to keep disk shader cache compatibility.
/// <summary>
/// Early Z force enable.
/// </summary>
public bool EarlyZForce;
/// <summary>
/// Primitive topology of current draw.
/// </summary>
public PrimitiveTopology Topology;
/// <summary>
/// Tessellation mode.
/// </summary>
public TessMode TessellationMode;
/// <summary>
/// Indicates whether alpha-to-coverage is enabled.
/// </summary>
public bool AlphaToCoverageEnable;
/// <summary>
/// Indicates whether alpha-to-coverage dithering is enabled.
/// </summary>
public bool AlphaToCoverageDitherEnable;
/// <summary>
/// Indicates whether the viewport transform is disabled.
/// </summary>
public bool ViewportTransformDisable;
/// <summary>
/// Depth mode zero to one or minus one to one.
/// </summary>
public bool DepthMode;
/// <summary>
/// Indicates if the point size is set on the shader or is fixed.
/// </summary>
public bool ProgramPointSizeEnable;
/// <summary>
/// Point size used if <see cref="ProgramPointSizeEnable" /> is false.
/// </summary>
public float PointSize;
/// <summary>
/// Indicates whether alpha test is enabled.
/// </summary>
public bool AlphaTestEnable;
/// <summary>
/// When alpha test is enabled, indicates the comparison that decides if the fragment should be discarded.
/// </summary>
public CompareOp AlphaTestCompare;
/// <summary>
/// When alpha test is enabled, indicates the value to compare with the fragment output alpha.
/// </summary>
public float AlphaTestReference;
/// <summary>
/// Type of the vertex attributes consumed by the shader.
/// </summary>
public Array32<AttributeType> AttributeTypes;
/// <summary>
/// Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0.
/// </summary>
public bool HasConstantBufferDrawParameters;
/// <summary>
/// Indicates that any storage buffer use is unaligned.
/// </summary>
public bool HasUnalignedStorageBuffer;
/// <summary>
/// Type of the fragment shader outputs.
/// </summary>
public Array8<AttributeType> FragmentOutputTypes;
/// <summary>
/// Creates a new GPU graphics state.
/// </summary>
/// <param name="earlyZForce">Early Z force enable</param>
/// <param name="topology">Primitive topology</param>
/// <param name="tessellationMode">Tessellation mode</param>
/// <param name="alphaToCoverageEnable">Indicates whether alpha-to-coverage is enabled</param>
/// <param name="alphaToCoverageDitherEnable">Indicates whether alpha-to-coverage dithering is enabled</param>
/// <param name="viewportTransformDisable">Indicates whether the viewport transform is disabled</param>
/// <param name="depthMode">Depth mode zero to one or minus one to one</param>
/// <param name="programPointSizeEnable">Indicates if the point size is set on the shader or is fixed</param>
/// <param name="pointSize">Point size if not set from shader</param>
/// <param name="alphaTestEnable">Indicates whether alpha test is enabled</param>
/// <param name="alphaTestCompare">When alpha test is enabled, indicates the comparison that decides if the fragment should be discarded</param>
/// <param name="alphaTestReference">When alpha test is enabled, indicates the value to compare with the fragment output alpha</param>
/// <param name="attributeTypes">Type of the vertex attributes consumed by the shader</param>
/// <param name="hasConstantBufferDrawParameters">Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0</param>
/// <param name="hasUnalignedStorageBuffer">Indicates that any storage buffer use is unaligned</param>
/// <param name="fragmentOutputTypes">Type of the fragment shader outputs</param>
public GpuChannelGraphicsState(
bool earlyZForce,
PrimitiveTopology topology,
TessMode tessellationMode,
bool alphaToCoverageEnable,
bool alphaToCoverageDitherEnable,
bool viewportTransformDisable,
bool depthMode,
bool programPointSizeEnable,
float pointSize,
bool alphaTestEnable,
CompareOp alphaTestCompare,
float alphaTestReference,
ref Array32<AttributeType> attributeTypes,
bool hasConstantBufferDrawParameters,
bool hasUnalignedStorageBuffer,
ref Array8<AttributeType> fragmentOutputTypes)
{
EarlyZForce = earlyZForce;
Topology = topology;
TessellationMode = tessellationMode;
AlphaToCoverageEnable = alphaToCoverageEnable;
AlphaToCoverageDitherEnable = alphaToCoverageDitherEnable;
ViewportTransformDisable = viewportTransformDisable;
DepthMode = depthMode;
ProgramPointSizeEnable = programPointSizeEnable;
PointSize = pointSize;
AlphaTestEnable = alphaTestEnable;
AlphaTestCompare = alphaTestCompare;
AlphaTestReference = alphaTestReference;
AttributeTypes = attributeTypes;
HasConstantBufferDrawParameters = hasConstantBufferDrawParameters;
HasUnalignedStorageBuffer = hasUnalignedStorageBuffer;
FragmentOutputTypes = fragmentOutputTypes;
}
}
}