renderer: skip inactive pixel shaders

This commit is contained in:
nmzik
2026-09-27 21:57:39 +04:00
parent ab4b10cf48
commit 6956b454f3
2 changed files with 54 additions and 10 deletions
+20 -10
View File
@@ -575,12 +575,17 @@ RenderState RenderExecutor::AcquireRenderTargets(CommandBuffer& buffer, RenderCo
return state;
}
static bool DrawHasActivePixelShader(const CommandBuffer& buffer) {
const auto& ctx = buffer.GetRegisters();
const auto& sh_regs = ctx.GetShaderRegisters();
const bool has_color_output = (ctx.GetRenderTargetMask() & sh_regs.m_cbShaderMask) != 0;
return buffer.GetShaders().GetPs().ps_regs.data_addr != 0 &&
(has_color_output || PixelShaderHasDepthOrCoverageSideEffects(sh_regs));
static uint32_t DrawColorOutputMask(const HW::Context& ctx) {
const auto& sh_regs = ctx.GetShaderRegisters();
const auto write_mask = ctx.GetRenderTargetMask() & sh_regs.m_cbShaderMask;
uint32_t output_mask = 0;
for (uint32_t slot = 0; slot < RENDER_COLOR_ATTACHMENTS_MAX; slot++) {
if (sh_regs.target_output_mode[slot] != 0 &&
render_target_mask_slot(write_mask, slot) != 0) {
output_mask |= 1u << slot;
}
}
return output_mask;
}
enum class CbColorMode : uint8_t {
@@ -847,7 +852,7 @@ static bool ResolvePrimitiveRestart(const CommandBuffer& buffer,
}
static void RefreshShaders(CommandBuffer& buffer, const DrawCallInfo& draw,
DrawRenderState& state) {
uint32_t color_output_mask, DrawRenderState& state) {
auto& ctx = buffer.GetRegisters();
auto& sh_ctx = buffer.GetShaders();
@@ -861,7 +866,7 @@ static void RefreshShaders(CommandBuffer& buffer, const DrawCallInfo& draw,
target_export_mapping {};
for (uint32_t slot = 0; slot < RENDER_COLOR_ATTACHMENTS_MAX; slot++) {
const auto& rt = ctx.GetRenderTarget(slot);
if (rt.base.addr != 0 && render_target_mask_slot(ctx.GetRenderTargetMask(), slot) != 0) {
if ((color_output_mask & (1u << slot)) != 0 && rt.base.addr != 0) {
target_export_mapping[slot] =
TextureGetRenderTargetFormat(rt.info.format, rt.info.channel_type,
rt.info.channel_order)
@@ -880,8 +885,12 @@ static void RefreshShaders(CommandBuffer& buffer, const DrawCallInfo& draw,
bool RenderExecutor::PrepareDrawRenderState(CommandBuffer& buffer, const DrawCallInfo& draw,
uint32_t render_target_slice_offset,
DrawRenderState& state) {
state.ps_active = DrawHasActivePixelShader(buffer);
RefreshShaders(buffer, draw, state);
const auto& shader_regs = buffer.GetRegisters().GetShaderRegisters();
const auto color_output_mask = DrawColorOutputMask(buffer.GetRegisters());
state.ps_active = buffer.GetShaders().GetPs().ps_regs.data_addr != 0 &&
(color_output_mask != 0 ||
PixelShaderHasDepthOrCoverageSideEffects(shader_regs));
RefreshShaders(buffer, draw, color_output_mask, state);
uint32_t mrt_mask = 0;
if (state.ps_active) {
for (const auto& output: state.ps_input_info.stage.program->info.outputs) {
@@ -890,6 +899,7 @@ bool RenderExecutor::PrepareDrawRenderState(CommandBuffer& buffer, const DrawCal
}
}
}
mrt_mask &= color_output_mask;
if (draw.IsIndexed()) {
LogDrawPhase(draw.Name(), "ResolveRenderColorTarget");
}
+34
View File
@@ -14373,6 +14373,40 @@ public:
"a stale color target clipped stencil coverage or the NULL-export shader was skipped");
}
// A depth-only draw retains the previous PS address and write masks, but
// SPI_SHADER_COL_FORMAT disables its exports. Compiling this stale PS
// with the new zero-input metadata would fail before the depth draw.
static const auto stale_pixel = [] {
std::vector<u32> code{EncodeVintrp(0, 0, 0, 0, 0),
EncodeVintrp(1, 0, 0, 0, 1),
EncodeExp0(0, 0xf), EncodeExp1(0, 0, 0, 0)};
AppendEnd(&code);
return code;
}();
const auto stale_address = reinterpret_cast<uint64_t>(stale_pixel.data());
ShaderMapUserData(stale_address,
{.type = Prospero::ShaderBinaryType::kPs,
.code_size_bytes = static_cast<u32>(stale_pixel.size() * sizeof(u32))});
shaders.SetPsShaderBase(stale_address);
registers.SetPsInControl(0);
registers.SetDepthShaderControl({});
registers.SetDepthControl({.z_enable = true, .z_write_enable = true,
.zfunc = static_cast<uint8_t>(vk::CompareOp::eAlways)});
for (const auto slot : {0u, 3u}) {
registers.SetTargetOutputMode(slot, 0);
}
RenderExecutorTestAccess::DrawAuto(
executor, scheduler.Current(), {.vertex_count = 3, .instance_count = 1});
const auto depth_only_pixels = ReadCachedTexel(
name, context, depth.image_id, {}, {extent, extent, 1});
Require(name, "disabled stale PS preserves fixed-function depth",
std::ranges::all_of(depth_only_pixels, [](u32 v) { return v == 0; }),
"disabled color exports invoked the stale PS or clipped fixed-function depth");
registers.SetPsInControl(0x8000);
for (const auto slot : {0u, 3u}) {
registers.SetTargetOutputMode(slot, 4);
}
// With MRT0 still bound, an MRT3-only export must retain location3 in
// rendering attachments, pipeline formats, blend masks and dynamic write enables.
static const auto sparse_pixel = [] {