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| author | iwubcode <iwubcode@users.noreply.github.com> | 2025-11-02 14:47:32 -0600 |
|---|---|---|
| committer | iwubcode <iwubcode@users.noreply.github.com> | 2025-11-23 11:04:24 -0600 |
| commit | 8016e2cfbd9b6cc5d9e59cb95c35c9ef1259044b (patch) | |
| tree | 0172e3be6cb8a1f52d88682950b806ec8569c7a1 /Source/Core/VideoCommon/PipelineUtils.cpp | |
| parent | 989ecca23539cc6714daad3625445e30cd3b153a (diff) | |
VideoCommon: move ApplyDriverBugs for the normal pipeline out into a utility function, add a way to hash the pipeline (using the vertex declaration instead of the native vertex format)
Diffstat (limited to 'Source/Core/VideoCommon/PipelineUtils.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/PipelineUtils.cpp | 172 |
1 files changed, 172 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/PipelineUtils.cpp b/Source/Core/VideoCommon/PipelineUtils.cpp new file mode 100644 index 0000000000..a63f7f00e8 --- /dev/null +++ b/Source/Core/VideoCommon/PipelineUtils.cpp @@ -0,0 +1,172 @@ +// Copyright 2025 Dolphin Emulator Project +// SPDX-License-Identifier: GPL-2.0-or-later + +#include "VideoCommon/PipelineUtils.h" + +#include "Common/Assert.h" +#include "Common/Logging/Log.h" + +#include "VideoCommon/BPMemory.h" +#include "VideoCommon/ConstantManager.h" +#include "VideoCommon/DriverDetails.h" +#include "VideoCommon/GeometryShaderGen.h" +#include "VideoCommon/PixelShaderGen.h" +#include "VideoCommon/RenderState.h" +#include "VideoCommon/ShaderGenCommon.h" +#include "VideoCommon/VertexShaderGen.h" +#include "VideoCommon/VideoConfig.h" + +namespace VideoCommon +{ +/// Edits the UID based on driver bugs and other special configurations +GXPipelineUid ApplyDriverBugs(const GXPipelineUid& in) +{ + GXPipelineUid out; + // TODO: static_assert(std::is_trivially_copyable_v<GXPipelineUid>); + // GXPipelineUid is not trivially copyable because RasterizationState and BlendingState aren't + // either, but we can pretend it is for now. This will be improved after PR #10848 is finished. + memcpy(static_cast<void*>(&out), static_cast<const void*>(&in), sizeof(out)); // copy padding + pixel_shader_uid_data* ps = out.ps_uid.GetUidData(); + BlendingState& blend = out.blending_state; + + if (ps->ztest == EmulatedZ::ForcedEarly && !out.depth_state.update_enable) + { + // No need to force early depth test if you're not writing z + ps->ztest = EmulatedZ::Early; + } + + // If framebuffer fetch is available, we can emulate logic ops in the fragment shader + // and don't need the below blend approximation + if (blend.logic_op_enable && !g_backend_info.bSupportsLogicOp && + !g_backend_info.bSupportsFramebufferFetch) + { + if (!blend.LogicOpApproximationIsExact()) + WARN_LOG_FMT(VIDEO, + "Approximating logic op with blending, this will produce incorrect rendering."); + if (blend.LogicOpApproximationWantsShaderHelp()) + { + ps->emulate_logic_op_with_blend = true; + ps->logic_op_mode = static_cast<u32>(blend.logic_mode.Value()); + } + blend.ApproximateLogicOpWithBlending(); + } + + const bool benefits_from_ps_dual_source_off = + (!g_backend_info.bSupportsDualSourceBlend && g_backend_info.bSupportsFramebufferFetch) || + DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DUAL_SOURCE_BLENDING); + if (benefits_from_ps_dual_source_off && !blend.RequiresDualSrc()) + { + // Only use dual-source blending when required on drivers that don't support it very well. + ps->no_dual_src = true; + blend.use_dual_src = false; + } + + if (g_backend_info.bSupportsFramebufferFetch) + { + bool fbfetch_blend = false; + if ((DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DISCARD_WITH_EARLY_Z) || + !g_backend_info.bSupportsEarlyZ) && + ps->ztest == EmulatedZ::ForcedEarly) + { + ps->ztest = EmulatedZ::EarlyWithFBFetch; + fbfetch_blend |= static_cast<bool>(out.blending_state.blend_enable); + ps->no_dual_src = true; + } + fbfetch_blend |= blend.logic_op_enable && !g_backend_info.bSupportsLogicOp; + fbfetch_blend |= blend.use_dual_src && !g_backend_info.bSupportsDualSourceBlend; + if (fbfetch_blend) + { + ps->no_dual_src = true; + if (blend.logic_op_enable) + { + ps->logic_op_enable = true; + ps->logic_op_mode = static_cast<u32>(blend.logic_mode.Value()); + blend.logic_op_enable = false; + } + if (blend.blend_enable) + { + ps->blend_enable = true; + ps->blend_src_factor = blend.src_factor; + ps->blend_src_factor_alpha = blend.src_factor_alpha; + ps->blend_dst_factor = blend.dst_factor; + ps->blend_dst_factor_alpha = blend.dst_factor_alpha; + ps->blend_subtract = blend.subtract; + ps->blend_subtract_alpha = blend.subtract_alpha; + blend.blend_enable = false; + } + } + } + + // force dual src off if we can't support it + if (!g_backend_info.bSupportsDualSourceBlend) + { + ps->no_dual_src = true; + blend.use_dual_src = false; + } + + if (ps->ztest == EmulatedZ::ForcedEarly && !g_backend_info.bSupportsEarlyZ) + { + // These things should be false + ASSERT(!ps->zfreeze); + // ZCOMPLOC HACK: + // The only way to emulate alpha test + early-z is to force early-z in the shader. + // As this isn't available on all drivers and as we can't emulate this feature otherwise, + // we are only able to choose which one we want to respect more. + // Tests seem to have proven that writing depth even when the alpha test fails is more + // important that a reliable alpha test, so we just force the alpha test to always succeed. + // At least this seems to be less buggy. + ps->ztest = EmulatedZ::EarlyWithZComplocHack; + } + + if (g_ActiveConfig.UseVSForLinePointExpand() && + (out.rasterization_state.primitive == PrimitiveType::Points || + out.rasterization_state.primitive == PrimitiveType::Lines)) + { + // All primitives are expanded to triangles in the vertex shader + vertex_shader_uid_data* vs = out.vs_uid.GetUidData(); + const PortableVertexDeclaration& decl = out.vertex_format->GetVertexDeclaration(); + vs->position_has_3_elems = decl.position.components >= 3; + vs->texcoord_elem_count = 0; + for (int i = 0; i < 8; i++) + { + if (decl.texcoords[i].enable) + { + ASSERT(decl.texcoords[i].components <= 3); + vs->texcoord_elem_count |= decl.texcoords[i].components << (i * 2); + } + } + out.vertex_format = nullptr; + if (out.rasterization_state.primitive == PrimitiveType::Points) + vs->vs_expand = VSExpand::Point; + else + vs->vs_expand = VSExpand::Line; + PrimitiveType prim = g_backend_info.bSupportsPrimitiveRestart ? PrimitiveType::TriangleStrip : + PrimitiveType::Triangles; + out.rasterization_state.primitive = prim; + out.gs_uid.GetUidData()->primitive_type = static_cast<u32>(prim); + } + + return out; +} + +std::size_t PipelineToHash(const GXPipelineUid& in) +{ + XXH3_state_t pipeline_hash_state; + XXH3_INITSTATE(&pipeline_hash_state); + XXH3_64bits_reset_withSeed(&pipeline_hash_state, static_cast<XXH64_hash_t>(1)); + UpdateHashWithPipeline(in, &pipeline_hash_state); + return XXH3_64bits_digest(&pipeline_hash_state); +} + +void UpdateHashWithPipeline(const GXPipelineUid& in, XXH3_state_t* hash_state) +{ + XXH3_64bits_update(hash_state, &in.vertex_format->GetVertexDeclaration(), + sizeof(PortableVertexDeclaration)); + XXH3_64bits_update(hash_state, &in.blending_state, sizeof(BlendingState)); + XXH3_64bits_update(hash_state, &in.depth_state, sizeof(DepthState)); + XXH3_64bits_update(hash_state, &in.rasterization_state, sizeof(RasterizationState)); + XXH3_64bits_update(hash_state, &in.gs_uid, sizeof(GeometryShaderUid)); + XXH3_64bits_update(hash_state, &in.ps_uid, sizeof(PixelShaderUid)); + XXH3_64bits_update(hash_state, &in.vs_uid, sizeof(VertexShaderUid)); +} +} // namespace VideoCommon |
