wined3d: Use dynamic state for depth/stencil state if possible.

This commit is contained in:
Zebediah Figura 2023-09-07 19:19:13 -05:00 committed by Alexandre Julliard
parent ee620f0277
commit 4e74e9dfa9
2 changed files with 72 additions and 9 deletions

View file

@ -1878,6 +1878,7 @@ void wined3d_context_vk_submit_command_buffer(struct wined3d_context_vk *context
context_invalidate_state(&context_vk->c, STATE_STREAMSRC);
context_invalidate_state(&context_vk->c, STATE_INDEXBUFFER);
context_invalidate_state(&context_vk->c, STATE_BLEND_FACTOR);
context_invalidate_state(&context_vk->c, STATE_DEPTH_STENCIL);
context_invalidate_state(&context_vk->c, STATE_STENCIL_REF);
context_invalidate_state(&context_vk->c, STATE_VIEWPORT);
context_invalidate_state(&context_vk->c, STATE_SCISSORRECT);
@ -2082,17 +2083,28 @@ static int wined3d_bo_slab_vk_compare(const void *key, const struct wine_rb_entr
static void wined3d_context_vk_init_graphics_pipeline_key(struct wined3d_context_vk *context_vk)
{
const struct wined3d_vk_info *vk_info = context_vk->vk_info;
VkDynamicState *dynamic_states = context_vk->dynamic_states;
struct wined3d_graphics_pipeline_key_vk *key;
VkPipelineShaderStageCreateInfo *stage;
uint32_t dynamic_state_count = 0;
unsigned int i;
static const VkDynamicState dynamic_states[] =
dynamic_states[dynamic_state_count++] = VK_DYNAMIC_STATE_BLEND_CONSTANTS;
dynamic_states[dynamic_state_count++] = VK_DYNAMIC_STATE_STENCIL_REFERENCE;
dynamic_states[dynamic_state_count++] = VK_DYNAMIC_STATE_VIEWPORT;
dynamic_states[dynamic_state_count++] = VK_DYNAMIC_STATE_SCISSOR;
if (vk_info->supported[WINED3D_VK_EXT_EXTENDED_DYNAMIC_STATE])
{
VK_DYNAMIC_STATE_BLEND_CONSTANTS,
VK_DYNAMIC_STATE_STENCIL_REFERENCE,
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR,
};
dynamic_states[dynamic_state_count++] = VK_DYNAMIC_STATE_DEPTH_TEST_ENABLE_EXT;
dynamic_states[dynamic_state_count++] = VK_DYNAMIC_STATE_DEPTH_WRITE_ENABLE_EXT;
dynamic_states[dynamic_state_count++] = VK_DYNAMIC_STATE_DEPTH_COMPARE_OP_EXT;
dynamic_states[dynamic_state_count++] = VK_DYNAMIC_STATE_STENCIL_TEST_ENABLE_EXT;
dynamic_states[dynamic_state_count++] = VK_DYNAMIC_STATE_STENCIL_OP_EXT;
dynamic_states[dynamic_state_count++] = VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK;
dynamic_states[dynamic_state_count++] = VK_DYNAMIC_STATE_STENCIL_WRITE_MASK;
}
key = &context_vk->graphics.pipeline_key_vk;
memset(key, 0, sizeof(*key));
@ -2137,7 +2149,7 @@ static void wined3d_context_vk_init_graphics_pipeline_key(struct wined3d_context
key->blend_desc.blendConstants[3] = 1.0f;
key->dynamic_desc.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
key->dynamic_desc.dynamicStateCount = ARRAY_SIZE(dynamic_states);
key->dynamic_desc.dynamicStateCount = dynamic_state_count;
key->dynamic_desc.pDynamicStates = dynamic_states;
key->pipeline_desc.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
@ -2309,6 +2321,7 @@ static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_conte
{
unsigned int i, attribute_count, binding_count, divisor_count, stage_count;
const struct wined3d_d3d_info *d3d_info = context_vk->c.d3d_info;
const struct wined3d_vk_info *vk_info = context_vk->vk_info;
struct wined3d_graphics_pipeline_key_vk *key;
VkPipelineShaderStageCreateInfo *stage;
struct wined3d_stream_info stream_info;
@ -2471,8 +2484,9 @@ static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_conte
update = true;
}
if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_DEPTH_STENCIL)
|| wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_FRAMEBUFFER))
if (!vk_info->supported[WINED3D_VK_EXT_EXTENDED_DYNAMIC_STATE]
&& (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_DEPTH_STENCIL)
|| wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_FRAMEBUFFER)))
{
const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
@ -3795,6 +3809,47 @@ VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *c
VK_CALL(vkCmdSetScissor(vk_command_buffer, 0, viewport_count, scissors));
}
if (vk_info->supported[WINED3D_VK_EXT_EXTENDED_DYNAMIC_STATE]
&& (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_DEPTH_STENCIL)
|| wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_FRAMEBUFFER)))
{
const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
if (d)
{
VkBool32 stencil_enable = state->fb.depth_stencil && d->desc.stencil;
VK_CALL(vkCmdSetDepthTestEnableEXT(vk_command_buffer, d->desc.depth));
VK_CALL(vkCmdSetDepthWriteEnableEXT(vk_command_buffer, d->desc.depth_write));
VK_CALL(vkCmdSetDepthCompareOpEXT(vk_command_buffer, vk_compare_op_from_wined3d(d->desc.depth_func)));
VK_CALL(vkCmdSetStencilTestEnableEXT(vk_command_buffer, stencil_enable));
if (stencil_enable)
{
VK_CALL(vkCmdSetStencilOpEXT(vk_command_buffer, VK_STENCIL_FACE_FRONT_BIT,
vk_stencil_op_from_wined3d(d->desc.front.fail_op),
vk_stencil_op_from_wined3d(d->desc.front.pass_op),
vk_stencil_op_from_wined3d(d->desc.front.depth_fail_op),
vk_compare_op_from_wined3d(d->desc.front.func)));
VK_CALL(vkCmdSetStencilOpEXT(vk_command_buffer, VK_STENCIL_FACE_BACK_BIT,
vk_stencil_op_from_wined3d(d->desc.back.fail_op),
vk_stencil_op_from_wined3d(d->desc.back.pass_op),
vk_stencil_op_from_wined3d(d->desc.back.depth_fail_op),
vk_compare_op_from_wined3d(d->desc.back.func)));
VK_CALL(vkCmdSetStencilCompareMask(vk_command_buffer,
VK_STENCIL_FACE_FRONT_AND_BACK, d->desc.stencil_read_mask));
VK_CALL(vkCmdSetStencilWriteMask(vk_command_buffer,
VK_STENCIL_FACE_FRONT_AND_BACK, d->desc.stencil_write_mask));
}
}
else
{
VK_CALL(vkCmdSetDepthTestEnableEXT(vk_command_buffer, VK_TRUE));
VK_CALL(vkCmdSetDepthWriteEnableEXT(vk_command_buffer, VK_TRUE));
VK_CALL(vkCmdSetDepthCompareOpEXT(vk_command_buffer, VK_COMPARE_OP_LESS));
VK_CALL(vkCmdSetStencilTestEnableEXT(vk_command_buffer, VK_FALSE));
}
}
memset(context_vk->c.dirty_graphics_states, 0, sizeof(context_vk->c.dirty_graphics_states));
context_vk->c.shader_update_mask &= 1u << WINED3D_SHADER_TYPE_COMPUTE;

View file

@ -179,6 +179,12 @@ struct wined3d_device_vk;
VK_DEVICE_PFN(vkUnmapMemory) \
VK_DEVICE_PFN(vkUpdateDescriptorSets) \
VK_DEVICE_PFN(vkWaitForFences) \
/* VK_EXT_extended_dynamic_state */ \
VK_DEVICE_EXT_PFN(vkCmdSetDepthCompareOpEXT) \
VK_DEVICE_EXT_PFN(vkCmdSetDepthTestEnableEXT) \
VK_DEVICE_EXT_PFN(vkCmdSetDepthWriteEnableEXT) \
VK_DEVICE_EXT_PFN(vkCmdSetStencilOpEXT) \
VK_DEVICE_EXT_PFN(vkCmdSetStencilTestEnableEXT) \
/* VK_EXT_transform_feedback */ \
VK_DEVICE_EXT_PFN(vkCmdBeginQueryIndexedEXT) \
VK_DEVICE_EXT_PFN(vkCmdBeginTransformFeedbackEXT) \
@ -559,6 +565,8 @@ struct wined3d_context_vk
const struct wined3d_vk_info *vk_info;
VkDynamicState dynamic_states[11];
uint32_t update_compute_pipeline : 1;
uint32_t update_stream_output : 1;
uint32_t padding : 30;