PipelineDynamicState.cs 4.3 KB

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  1. using Ryujinx.Common.Memory;
  2. using Silk.NET.Vulkan;
  3. namespace Ryujinx.Graphics.Vulkan
  4. {
  5. struct PipelineDynamicState
  6. {
  7. private float _depthBiasSlopeFactor;
  8. private float _depthBiasConstantFactor;
  9. private float _depthBiasClamp;
  10. public int ScissorsCount;
  11. private Array16<Rect2D> _scissors;
  12. private uint _backCompareMask;
  13. private uint _backWriteMask;
  14. private uint _backReference;
  15. private uint _frontCompareMask;
  16. private uint _frontWriteMask;
  17. private uint _frontReference;
  18. public int ViewportsCount;
  19. public Array16<Viewport> Viewports;
  20. private enum DirtyFlags
  21. {
  22. None = 0,
  23. DepthBias = 1 << 0,
  24. Scissor = 1 << 1,
  25. Stencil = 1 << 2,
  26. Viewport = 1 << 3,
  27. All = DepthBias | Scissor | Stencil | Viewport
  28. }
  29. private DirtyFlags _dirty;
  30. public void SetDepthBias(float slopeFactor, float constantFactor, float clamp)
  31. {
  32. _depthBiasSlopeFactor = slopeFactor;
  33. _depthBiasConstantFactor = constantFactor;
  34. _depthBiasClamp = clamp;
  35. _dirty |= DirtyFlags.DepthBias;
  36. }
  37. public void SetScissor(int index, Rect2D scissor)
  38. {
  39. _scissors[index] = scissor;
  40. _dirty |= DirtyFlags.Scissor;
  41. }
  42. public void SetStencilMasks(
  43. uint backCompareMask,
  44. uint backWriteMask,
  45. uint backReference,
  46. uint frontCompareMask,
  47. uint frontWriteMask,
  48. uint frontReference)
  49. {
  50. _backCompareMask = backCompareMask;
  51. _backWriteMask = backWriteMask;
  52. _backReference = backReference;
  53. _frontCompareMask = frontCompareMask;
  54. _frontWriteMask = frontWriteMask;
  55. _frontReference = frontReference;
  56. _dirty |= DirtyFlags.Stencil;
  57. }
  58. public void SetViewport(int index, Viewport viewport)
  59. {
  60. Viewports[index] = viewport;
  61. _dirty |= DirtyFlags.Viewport;
  62. }
  63. public void SetViewportsDirty()
  64. {
  65. _dirty |= DirtyFlags.Viewport;
  66. }
  67. public void ForceAllDirty()
  68. {
  69. _dirty = DirtyFlags.All;
  70. }
  71. public void ReplayIfDirty(Vk api, CommandBuffer commandBuffer)
  72. {
  73. if (_dirty.HasFlag(DirtyFlags.DepthBias))
  74. {
  75. RecordDepthBias(api, commandBuffer);
  76. }
  77. if (_dirty.HasFlag(DirtyFlags.Scissor))
  78. {
  79. RecordScissor(api, commandBuffer);
  80. }
  81. if (_dirty.HasFlag(DirtyFlags.Stencil))
  82. {
  83. RecordStencilMasks(api, commandBuffer);
  84. }
  85. if (_dirty.HasFlag(DirtyFlags.Viewport))
  86. {
  87. RecordViewport(api, commandBuffer);
  88. }
  89. _dirty = DirtyFlags.None;
  90. }
  91. private void RecordDepthBias(Vk api, CommandBuffer commandBuffer)
  92. {
  93. api.CmdSetDepthBias(commandBuffer, _depthBiasConstantFactor, _depthBiasClamp, _depthBiasSlopeFactor);
  94. }
  95. private void RecordScissor(Vk api, CommandBuffer commandBuffer)
  96. {
  97. api.CmdSetScissor(commandBuffer, 0, (uint)ScissorsCount, _scissors.ToSpan());
  98. }
  99. private void RecordStencilMasks(Vk api, CommandBuffer commandBuffer)
  100. {
  101. api.CmdSetStencilCompareMask(commandBuffer, StencilFaceFlags.StencilFaceBackBit, _backCompareMask);
  102. api.CmdSetStencilWriteMask(commandBuffer, StencilFaceFlags.StencilFaceBackBit, _backWriteMask);
  103. api.CmdSetStencilReference(commandBuffer, StencilFaceFlags.StencilFaceBackBit, _backReference);
  104. api.CmdSetStencilCompareMask(commandBuffer, StencilFaceFlags.StencilFaceFrontBit, _frontCompareMask);
  105. api.CmdSetStencilWriteMask(commandBuffer, StencilFaceFlags.StencilFaceFrontBit, _frontWriteMask);
  106. api.CmdSetStencilReference(commandBuffer, StencilFaceFlags.StencilFaceFrontBit, _frontReference);
  107. }
  108. private void RecordViewport(Vk api, CommandBuffer commandBuffer)
  109. {
  110. api.CmdSetViewport(commandBuffer, 0, (uint)ViewportsCount, Viewports.ToSpan());
  111. }
  112. }
  113. }