Archived
1
0
Fork 0
forked from Mirror/Ryujinx
This repository has been archived on 2024-10-11. You can view files and clone it, but cannot push or open issues or pull requests.
jinx/Ryujinx.Graphics.Gpu/Shader/GpuChannelPoolState.cs
riperiperi 9ac66336a2
GPU: Use lazy checks for specialization state (#4004)
* 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
2022-12-04 18:41:17 +01:00

50 lines
No EOL
1.8 KiB
C#

using System;
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// State used by the <see cref="GpuAccessor"/>.
/// </summary>
struct GpuChannelPoolState : IEquatable<GpuChannelPoolState>
{
/// <summary>
/// GPU virtual address of the texture pool.
/// </summary>
public readonly ulong TexturePoolGpuVa;
/// <summary>
/// Maximum ID of the texture pool.
/// </summary>
public readonly int TexturePoolMaximumId;
/// <summary>
/// Constant buffer slot where the texture handles are located.
/// </summary>
public readonly int TextureBufferIndex;
/// <summary>
/// Creates a new GPU texture pool state.
/// </summary>
/// <param name="texturePoolGpuVa">GPU virtual address of the texture pool</param>
/// <param name="texturePoolMaximumId">Maximum ID of the texture pool</param>
/// <param name="textureBufferIndex">Constant buffer slot where the texture handles are located</param>
public GpuChannelPoolState(ulong texturePoolGpuVa, int texturePoolMaximumId, int textureBufferIndex)
{
TexturePoolGpuVa = texturePoolGpuVa;
TexturePoolMaximumId = texturePoolMaximumId;
TextureBufferIndex = textureBufferIndex;
}
/// <summary>
/// Check if the pool states are equal.
/// </summary>
/// <param name="other">Pool state to compare with</param>
/// <returns>True if they are equal, false otherwise</returns>
public bool Equals(GpuChannelPoolState other)
{
return TexturePoolGpuVa == other.TexturePoolGpuVa &&
TexturePoolMaximumId == other.TexturePoolMaximumId &&
TextureBufferIndex == other.TextureBufferIndex;
}
}
}