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
This commit is contained in:
parent
4965681e06
commit
9ac66336a2
10 changed files with 417 additions and 114 deletions
|
@ -215,8 +215,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// <returns>True if a cached host program was found, false otherwise</returns>
|
||||
public bool TryFind(
|
||||
GpuChannel channel,
|
||||
GpuChannelPoolState poolState,
|
||||
GpuChannelGraphicsState graphicsState,
|
||||
ref GpuChannelPoolState poolState,
|
||||
ref GpuChannelGraphicsState graphicsState,
|
||||
ShaderAddresses addresses,
|
||||
out CachedShaderProgram program,
|
||||
out CachedGraphicsGuestCode guestCode)
|
||||
|
@ -236,7 +236,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
|
||||
if (found && _shaderPrograms.TryGetValue(idTable, out ShaderSpecializationList specList))
|
||||
{
|
||||
return specList.TryFindForGraphics(channel, poolState, graphicsState, out program);
|
||||
return specList.TryFindForGraphics(channel, ref poolState, ref graphicsState, out program);
|
||||
}
|
||||
|
||||
return false;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue