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[d3d9] Only dirty frame buffer on render state changes if render area is impacted
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@ -5975,7 +5975,10 @@ namespace dxvk {
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// The 0th RT is always bound.
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// The 0th RT is always bound.
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if (Index == 0 || m_boundRTs & bit) {
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if (Index == 0 || m_boundRTs & bit) {
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m_flags.set(D3D9DeviceFlag::DirtyFramebuffer);
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if (m_boundRTs & bit) {
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m_flags.set(D3D9DeviceFlag::DirtyFramebuffer);
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}
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UpdateActiveRTs(Index);
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UpdateActiveRTs(Index);
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}
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}
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}
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}
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@ -6325,38 +6328,87 @@ namespace dxvk {
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// target bindings are updated. Set up the attachments.
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// target bindings are updated. Set up the attachments.
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VkSampleCountFlagBits sampleCount = VK_SAMPLE_COUNT_FLAG_BITS_MAX_ENUM;
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VkSampleCountFlagBits sampleCount = VK_SAMPLE_COUNT_FLAG_BITS_MAX_ENUM;
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// Some games break if render targets that get disabled using the color write mask
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// end up shrinking the render area. So we don't bind those.
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// (This impacted Dead Space 1.)
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// But we want to minimize frame buffer changes because those
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// break up the current render pass. So we dont unbind for disabled color write masks
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// if the RT has the same size or is bigger than the smallest active RT.
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uint32_t boundMask = 0u;
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uint32_t limitsRenderAreaMask = 0u;
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VkExtent2D renderArea = { ~0u, ~0u };
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for (uint32_t i : bit::BitMask(m_boundRTs)) {
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for (uint32_t i : bit::BitMask(m_boundRTs)) {
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const DxvkImageCreateInfo& rtImageInfo = m_state.renderTargets[i]->GetCommonTexture()->GetImage()->info();
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const DxvkImageCreateInfo& rtImageInfo = m_state.renderTargets[i]->GetCommonTexture()->GetImage()->info();
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// Dont bind it if the sample count doesnt match
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if (likely(sampleCount == VK_SAMPLE_COUNT_FLAG_BITS_MAX_ENUM))
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if (likely(sampleCount == VK_SAMPLE_COUNT_FLAG_BITS_MAX_ENUM))
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sampleCount = rtImageInfo.sampleCount;
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sampleCount = rtImageInfo.sampleCount;
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else if (unlikely(sampleCount != rtImageInfo.sampleCount))
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else if (unlikely(sampleCount != rtImageInfo.sampleCount))
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continue;
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continue;
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if (!(m_anyColorWrites & (1 << i)))
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// Dont bind it if the pixel shader doesnt write to it
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continue;
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if (!(m_psShaderMasks.rtMask & (1 << i)))
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if (!(m_psShaderMasks.rtMask & (1 << i)))
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continue;
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continue;
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boundMask |= 1 << i;
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VkExtent2D rtExtent = m_state.renderTargets[i]->GetSurfaceExtent();
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bool rtLimitsRenderArea = rtExtent.width < renderArea.width || rtExtent.height < renderArea.height;
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limitsRenderAreaMask |= rtLimitsRenderArea << i;
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// It will only get bound if its not smaller than the others.
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// So RTs with a disabled color write mask will never impact the render area.
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if (!(m_anyColorWrites & (1 << i)))
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continue;
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if (rtExtent.width < renderArea.width && rtExtent.height < renderArea.height) {
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// It's smaller on both axis, so the previous RTs no longer limit the size
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limitsRenderAreaMask = 1 << i;
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}
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renderArea.width = std::min(renderArea.width, rtExtent.width);
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renderArea.height = std::min(renderArea.height, rtExtent.height);
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}
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bool dsvBound = false;
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if (m_state.depthStencil != nullptr) {
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// We only need to skip binding the DSV if it would shrink the render area
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// despite not being used, otherwise we might end up with unnecessary render pass spills
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bool anyDSStateEnabled = m_state.renderStates[D3DRS_ZENABLE]
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|| m_state.renderStates[D3DRS_ZWRITEENABLE]
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|| m_state.renderStates[D3DRS_STENCILENABLE]
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|| m_state.renderStates[D3DRS_ADAPTIVETESS_X] == uint32_t(D3D9Format::NVDB);
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VkExtent2D dsvExtent = m_state.depthStencil->GetSurfaceExtent();
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bool dsvLimitsRenderArea = dsvExtent.width < renderArea.width || dsvExtent.height < renderArea.height;
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const DxvkImageCreateInfo& dsImageInfo = m_state.depthStencil->GetCommonTexture()->GetImage()->info();
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const bool sampleCountMatches = sampleCount == VK_SAMPLE_COUNT_FLAG_BITS_MAX_ENUM || sampleCount == dsImageInfo.sampleCount;
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dsvBound = sampleCountMatches && (anyDSStateEnabled || !dsvLimitsRenderArea);
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if (sampleCountMatches && anyDSStateEnabled && dsvExtent.width < renderArea.width && dsvExtent.height < renderArea.height) {
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// It's smaller on both axis, so the previous RTs no longer limit the size
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limitsRenderAreaMask = 0u;
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}
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}
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// We only need to skip binding the RT if it would shrink the render area
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// despite not having color writes enabled,
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// otherwise we might end up with unnecessary render pass spills
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boundMask &= (m_anyColorWrites | ~limitsRenderAreaMask);
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for (uint32_t i : bit::BitMask(boundMask)) {
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attachments.color[i] = {
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attachments.color[i] = {
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m_state.renderTargets[i]->GetRenderTargetView(srgb),
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m_state.renderTargets[i]->GetRenderTargetView(srgb),
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m_state.renderTargets[i]->GetRenderTargetLayout(m_hazardLayout) };
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m_state.renderTargets[i]->GetRenderTargetLayout(m_hazardLayout) };
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}
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}
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if (m_state.depthStencil != nullptr &&
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if (dsvBound) {
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(m_state.renderStates[D3DRS_ZENABLE]
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|| m_state.renderStates[D3DRS_ZWRITEENABLE]
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|| m_state.renderStates[D3DRS_STENCILENABLE]
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|| m_state.renderStates[D3DRS_ADAPTIVETESS_X] == uint32_t(D3D9Format::NVDB))) {
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const DxvkImageCreateInfo& dsImageInfo = m_state.depthStencil->GetCommonTexture()->GetImage()->info();
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const bool depthWrite = m_state.renderStates[D3DRS_ZWRITEENABLE];
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const bool depthWrite = m_state.renderStates[D3DRS_ZWRITEENABLE];
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if (likely(sampleCount == VK_SAMPLE_COUNT_FLAG_BITS_MAX_ENUM || sampleCount == dsImageInfo.sampleCount)) {
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attachments.depth = {
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attachments.depth = {
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m_state.depthStencil->GetDepthStencilView(),
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m_state.depthStencil->GetDepthStencilView(),
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m_state.depthStencil->GetDepthStencilLayout(depthWrite, m_activeHazardsDS != 0, m_hazardLayout) };
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m_state.depthStencil->GetDepthStencilLayout(depthWrite, m_activeHazardsDS != 0, m_hazardLayout) };
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}
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}
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}
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VkImageAspectFlags feedbackLoopAspects = 0u;
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VkImageAspectFlags feedbackLoopAspects = 0u;
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