wined3d: Use dynamic state for blend state if possible.

This commit is contained in:
Zebediah Figura 2023-09-14 17:03:21 -05:00 committed by Alexandre Julliard
parent a00efa12e2
commit 97048c5ffc
3 changed files with 98 additions and 31 deletions

View file

@ -2388,6 +2388,9 @@ static void wined3d_adapter_vk_init_d3d_info(struct wined3d_adapter_vk *adapter_
vk_info->dynamic_multisample_state = dynamic_state3->extendedDynamicState3RasterizationSamples
&& dynamic_state3->extendedDynamicState3AlphaToCoverageEnable
&& dynamic_state3->extendedDynamicState3SampleMask;
vk_info->dynamic_blend_state = dynamic_state3->extendedDynamicState3ColorBlendEnable
&& dynamic_state3->extendedDynamicState3ColorBlendEquation
&& dynamic_state3->extendedDynamicState3ColorWriteMask;
}
static bool wined3d_adapter_vk_init_device_extensions(struct wined3d_adapter_vk *adapter_vk)

View file

@ -1910,6 +1910,7 @@ void wined3d_context_vk_submit_command_buffer(struct wined3d_context_vk *context
context_vk->c.update_multisample_state = 1;
context_invalidate_state(&context_vk->c, STATE_STREAMSRC);
context_invalidate_state(&context_vk->c, STATE_INDEXBUFFER);
context_invalidate_state(&context_vk->c, STATE_BLEND);
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);
@ -2152,6 +2153,12 @@ static void wined3d_context_vk_init_graphics_pipeline_key(struct wined3d_context
dynamic_states[dynamic_state_count++] = VK_DYNAMIC_STATE_RASTERIZATION_SAMPLES_EXT;
dynamic_states[dynamic_state_count++] = VK_DYNAMIC_STATE_SAMPLE_MASK_EXT;
}
if (vk_info->dynamic_blend_state)
{
dynamic_states[dynamic_state_count++] = VK_DYNAMIC_STATE_COLOR_BLEND_ENABLE_EXT;
dynamic_states[dynamic_state_count++] = VK_DYNAMIC_STATE_COLOR_BLEND_EQUATION_EXT;
dynamic_states[dynamic_state_count++] = VK_DYNAMIC_STATE_COLOR_WRITE_MASK_EXT;
}
key = &context_vk->graphics.pipeline_key_vk;
memset(key, 0, sizeof(*key));
@ -2284,6 +2291,40 @@ static void wined3d_context_vk_update_rasterisation_state(const struct wined3d_c
desc->depthBiasClamp = r->depth_bias_clamp;
}
static void blend_equation_from_wined3d(const struct wined3d_context_vk *context_vk, VkColorBlendEquationEXT *eq,
const struct wined3d_rendertarget_blend_state_desc *rt, const struct wined3d_rendertarget_view *rtv)
{
enum wined3d_blend src_blend, dst_blend;
const struct wined3d_format *rt_format;
if (rtv)
rt_format = rtv->format;
else
rt_format = wined3d_get_format(context_vk->c.device->adapter, WINED3DFMT_NULL, 0);
src_blend = rt->src;
dst_blend = rt->dst;
if (src_blend == WINED3D_BLEND_BOTHSRCALPHA)
{
src_blend = WINED3D_BLEND_SRCALPHA;
dst_blend = WINED3D_BLEND_INVSRCALPHA;
}
else if (src_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
{
src_blend = WINED3D_BLEND_INVSRCALPHA;
dst_blend = WINED3D_BLEND_SRCALPHA;
}
eq->srcColorBlendFactor = vk_blend_factor_from_wined3d(src_blend, rt_format, false);
eq->dstColorBlendFactor = vk_blend_factor_from_wined3d(dst_blend, rt_format, false);
eq->colorBlendOp = vk_blend_op_from_wined3d(rt->op);
src_blend = rt->src_alpha;
dst_blend = rt->dst_alpha;
eq->srcAlphaBlendFactor = vk_blend_factor_from_wined3d(src_blend, rt_format, true);
eq->dstAlphaBlendFactor = vk_blend_factor_from_wined3d(dst_blend, rt_format, true);
eq->alphaBlendOp = vk_blend_op_from_wined3d(rt->op_alpha);
}
static void wined3d_context_vk_update_blend_state(const struct wined3d_context_vk *context_vk,
const struct wined3d_state *state, struct wined3d_graphics_pipeline_key_vk *key)
{
@ -2311,45 +2352,59 @@ static void wined3d_context_vk_update_blend_state(const struct wined3d_context_v
for (i = 0; i < context_vk->rt_count; ++i)
{
const struct wined3d_rendertarget_blend_state_desc *rt = &b->rt[b->independent ? i : 0];
const struct wined3d_rendertarget_view *rtv = state->fb.render_targets[i];
VkPipelineColorBlendAttachmentState *a = &key->blend_attachments[i];
enum wined3d_blend src_blend, dst_blend;
const struct wined3d_format *rt_format;
a->colorWriteMask = vk_colour_write_mask_from_wined3d(rt->writemask);
if (!rt->enable)
continue;
if (rtv)
rt_format = rtv->format;
else
rt_format = wined3d_get_format(context_vk->c.device->adapter, WINED3DFMT_NULL, 0);
a->blendEnable = VK_TRUE;
src_blend = rt->src;
dst_blend = rt->dst;
if (src_blend == WINED3D_BLEND_BOTHSRCALPHA)
{
src_blend = WINED3D_BLEND_SRCALPHA;
dst_blend = WINED3D_BLEND_INVSRCALPHA;
}
else if (src_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
{
src_blend = WINED3D_BLEND_INVSRCALPHA;
dst_blend = WINED3D_BLEND_SRCALPHA;
}
a->srcColorBlendFactor = vk_blend_factor_from_wined3d(src_blend, rt_format, FALSE);
a->dstColorBlendFactor = vk_blend_factor_from_wined3d(dst_blend, rt_format, FALSE);
a->colorBlendOp = vk_blend_op_from_wined3d(rt->op);
src_blend = rt->src_alpha;
dst_blend = rt->dst_alpha;
a->srcAlphaBlendFactor = vk_blend_factor_from_wined3d(src_blend, rt_format, TRUE);
a->dstAlphaBlendFactor = vk_blend_factor_from_wined3d(dst_blend, rt_format, TRUE);
a->alphaBlendOp = vk_blend_op_from_wined3d(rt->op_alpha);
blend_equation_from_wined3d(context_vk,
(VkColorBlendEquationEXT *)&a->srcColorBlendFactor, rt, state->fb.render_targets[i]);
}
}
static void wined3d_context_vk_set_dynamic_blend_state(const struct wined3d_context_vk *context_vk,
VkCommandBuffer vk_command_buffer, const struct wined3d_vk_info *vk_info, const struct wined3d_state *state)
{
VkColorBlendEquationEXT equations[WINED3D_MAX_RENDER_TARGETS] = {{0}};
VkColorComponentFlags write_mask[WINED3D_MAX_RENDER_TARGETS];
unsigned int rt_count = context_vk->rt_count;
VkBool32 enable[WINED3D_MAX_RENDER_TARGETS];
const struct wined3d_blend_state_desc *b;
if (!state->blend_state)
{
static const VkBool32 default_enable[WINED3D_MAX_RENDER_TARGETS];
#define X (VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT)
static const VkColorComponentFlags default_write_mask[WINED3D_MAX_RENDER_TARGETS] = {X, X, X, X, X, X, X, X};
#undef X
VK_CALL(vkCmdSetColorBlendEnableEXT(vk_command_buffer, 0, rt_count, default_enable));
VK_CALL(vkCmdSetColorWriteMaskEXT(vk_command_buffer, 0, rt_count, default_write_mask));
return;
}
b = &state->blend_state->desc;
for (unsigned int i = 0; i < rt_count; ++i)
{
const struct wined3d_rendertarget_blend_state_desc *rt = &b->rt[b->independent ? i : 0];
write_mask[i] = vk_colour_write_mask_from_wined3d(rt->writemask);
enable[i] = rt->enable;
if (!rt->enable)
continue;
blend_equation_from_wined3d(context_vk, &equations[i], rt, state->fb.render_targets[i]);
}
VK_CALL(vkCmdSetColorBlendEnableEXT(vk_command_buffer, 0, rt_count, enable));
VK_CALL(vkCmdSetColorWriteMaskEXT(vk_command_buffer, 0, rt_count, write_mask));
VK_CALL(vkCmdSetColorBlendEquationEXT(vk_command_buffer, 0, rt_count, equations));
}
static VkFormat vk_format_from_component_type(enum wined3d_component_type component_type)
{
switch (component_type)
@ -2591,8 +2646,9 @@ 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_BLEND)
|| wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_FRAMEBUFFER))
if (!vk_info->dynamic_blend_state
&& (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_BLEND)
|| wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_FRAMEBUFFER)))
{
wined3d_context_vk_update_blend_state(context_vk, state, key);
@ -3899,6 +3955,10 @@ VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *c
context_vk->c.update_multisample_state = 0;
}
if (vk_info->dynamic_blend_state && (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_BLEND)
|| wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_FRAMEBUFFER)))
wined3d_context_vk_set_dynamic_blend_state(context_vk, vk_command_buffer, vk_info, state);
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)))

View file

@ -191,6 +191,9 @@ struct wined3d_device_vk;
VK_DEVICE_EXT_PFN(vkCmdSetPrimitiveRestartEnableEXT) \
/* VK_EXT_extended_dynamic_state3 */ \
VK_DEVICE_EXT_PFN(vkCmdSetAlphaToCoverageEnableEXT) \
VK_DEVICE_EXT_PFN(vkCmdSetColorBlendEnableEXT) \
VK_DEVICE_EXT_PFN(vkCmdSetColorBlendEquationEXT) \
VK_DEVICE_EXT_PFN(vkCmdSetColorWriteMaskEXT) \
VK_DEVICE_EXT_PFN(vkCmdSetRasterizationSamplesEXT) \
VK_DEVICE_EXT_PFN(vkCmdSetSampleMaskEXT) \
/* VK_EXT_transform_feedback */ \
@ -254,6 +257,7 @@ struct wined3d_vk_info
bool dynamic_state2;
bool dynamic_patch_vertex_count;
bool dynamic_multisample_state;
bool dynamic_blend_state;
};
#define VK_CALL(f) (vk_info->vk_ops.f)
@ -576,7 +580,7 @@ struct wined3d_context_vk
const struct wined3d_vk_info *vk_info;
VkDynamicState dynamic_states[17];
VkDynamicState dynamic_states[20];
uint32_t update_compute_pipeline : 1;
uint32_t update_stream_output : 1;