From 242fcc2481c2ffb900cdf5f281174c889f1b2b76 Mon Sep 17 00:00:00 2001 From: Isaac Marovitz Date: Wed, 26 Jun 2024 23:52:38 +0100 Subject: [PATCH] Render target deduplication not sure if this is working --- src/Ryujinx.Graphics.Metal/EncoderState.cs | 3 + .../EncoderStateManager.cs | 110 ++++++++++++++---- 2 files changed, 91 insertions(+), 22 deletions(-) diff --git a/src/Ryujinx.Graphics.Metal/EncoderState.cs b/src/Ryujinx.Graphics.Metal/EncoderState.cs index 3d5c61edd..6863282a8 100644 --- a/src/Ryujinx.Graphics.Metal/EncoderState.cs +++ b/src/Ryujinx.Graphics.Metal/EncoderState.cs @@ -98,6 +98,9 @@ namespace Ryujinx.Graphics.Metal // Changes to attachments take recreation! public Texture DepthStencil = default; public Texture[] RenderTargets = new Texture[Constants.MaxColorAttachments]; + public ITexture PreMaskDepthStencil = default; + public ITexture[] PreMaskRenderTargets; + public bool FramebufferUsingColorWriteMask; public MTLColorWriteMask[] RenderTargetMasks = Enumerable.Repeat(MTLColorWriteMask.All, Constants.MaxColorAttachments).ToArray(); public BlendDescriptor?[] BlendDescriptors = new BlendDescriptor?[Constants.MaxColorAttachments]; diff --git a/src/Ryujinx.Graphics.Metal/EncoderStateManager.cs b/src/Ryujinx.Graphics.Metal/EncoderStateManager.cs index 8539895ca..5f1aab365 100644 --- a/src/Ryujinx.Graphics.Metal/EncoderStateManager.cs +++ b/src/Ryujinx.Graphics.Metal/EncoderStateManager.cs @@ -429,6 +429,88 @@ namespace Ryujinx.Graphics.Metal public void UpdateRenderTargets(ITexture[] colors, ITexture depthStencil) { + _currentState.FramebufferUsingColorWriteMask = false; + UpdateRenderTargetsInternal(colors, depthStencil); + } + + public void UpdateRenderTargetColorMasks(ReadOnlySpan componentMask) + { + _currentState.RenderTargetMasks = new MTLColorWriteMask[Constants.MaxColorAttachments]; + + for (int i = 0; i < componentMask.Length; i++) + { + bool red = (componentMask[i] & (0x1 << 0)) != 0; + bool green = (componentMask[i] & (0x1 << 1)) != 0; + bool blue = (componentMask[i] & (0x1 << 2)) != 0; + bool alpha = (componentMask[i] & (0x1 << 3)) != 0; + + var mask = MTLColorWriteMask.None; + + mask |= red ? MTLColorWriteMask.Red : 0; + mask |= green ? MTLColorWriteMask.Green : 0; + mask |= blue ? MTLColorWriteMask.Blue : 0; + mask |= alpha ? MTLColorWriteMask.Alpha : 0; + + _currentState.RenderTargetMasks[i] = mask; + } + + if (_currentState.FramebufferUsingColorWriteMask) + { + UpdateRenderTargetsInternal(_currentState.PreMaskRenderTargets, _currentState.PreMaskDepthStencil); + } + else + { + // Requires recreating pipeline + if (_pipeline.CurrentEncoderType == EncoderType.Render) + { + _pipeline.EndCurrentPass(); + } + } + } + + private void UpdateRenderTargetsInternal(ITexture[] colors, ITexture depthStencil) + { + // TBDR GPUs don't work properly if the same attachment is bound to multiple targets, + // due to each attachment being a copy of the real attachment, rather than a direct write. + // + // Just try to remove duplicate attachments. + // Save a copy of the array to rebind when mask changes. + + // Look for textures that are masked out. + + for (int i = 0; i < colors.Length; i++) + { + if (colors[i] == null) + { + continue; + } + + ref var mtlMask = ref _currentState.RenderTargetMasks[i]; + + for (int j = 0; j < i; j++) + { + // Check each binding for a duplicate binding before it. + + if (colors[i] == colors[j]) + { + // Prefer the binding with no write mask. + + ref var mtlMask2 = ref _currentState.RenderTargetMasks[j]; + + if (mtlMask == 0) + { + colors[i] = null; + MaskOut(colors, depthStencil); + } + else if (mtlMask2 == 0) + { + colors[j] = null; + MaskOut(colors, depthStencil); + } + } + } + } + _currentState.RenderTargets = new Texture[Constants.MaxColorAttachments]; for (int i = 0; i < colors.Length; i++) @@ -457,32 +539,16 @@ namespace Ryujinx.Graphics.Metal } } - public void UpdateRenderTargetColorMasks(ReadOnlySpan componentMask) + private void MaskOut(ITexture[] colors, ITexture depthStencil) { - _currentState.RenderTargetMasks = new MTLColorWriteMask[Constants.MaxColorAttachments]; - - for (int i = 0; i < componentMask.Length; i++) + if (!_currentState.FramebufferUsingColorWriteMask) { - bool red = (componentMask[i] & (0x1 << 0)) != 0; - bool green = (componentMask[i] & (0x1 << 1)) != 0; - bool blue = (componentMask[i] & (0x1 << 2)) != 0; - bool alpha = (componentMask[i] & (0x1 << 3)) != 0; - - var mask = MTLColorWriteMask.None; - - mask |= red ? MTLColorWriteMask.Red : 0; - mask |= green ? MTLColorWriteMask.Green : 0; - mask |= blue ? MTLColorWriteMask.Blue : 0; - mask |= alpha ? MTLColorWriteMask.Alpha : 0; - - _currentState.RenderTargetMasks[i] = mask; + _currentState.PreMaskRenderTargets = colors; + _currentState.PreMaskDepthStencil = depthStencil; } - // Requires recreating pipeline - if (_pipeline.CurrentEncoderType == EncoderType.Render) - { - _pipeline.EndCurrentPass(); - } + // If true, then the framebuffer must be recreated when the mask changes. + _currentState.FramebufferUsingColorWriteMask = true; } public void UpdateVertexAttribs(ReadOnlySpan vertexAttribs)