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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 04:08:32 +09:00
[Fix] (EGL_impl.cpp): probably fixed PSO hashing
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@@ -87,55 +87,66 @@ namespace MG_Diligent {
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}
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}
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namespace {
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template <typename T>
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inline void hash_combine(std::size_t& seed, const T& v) {
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std::hash<T> hasher;
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seed ^= hasher(v) + 0x9e3779b9 + (seed << 6) + (seed >> 2);
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}
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}
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uint64_t PipelineStateManager::CalculateStateHash(
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CommonState &commonState,
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VertexArrayState &vaState,
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GLFramebufferInfo& fbInfo) {
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uint64_t hash = 0;
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size_t hash = 0;
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auto& capabilities = commonState.capabilities;
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hash ^= std::hash<uint32_t>()(commonState.blendSrcRGB);
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hash ^= std::hash<uint32_t>()(commonState.blendDstRGB);
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hash ^= std::hash<uint32_t>()(commonState.blendSrcAlpha);
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hash ^= std::hash<uint32_t>()(commonState.blendDstAlpha);
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hash_combine(hash, commonState.blendSrcRGB);
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hash_combine(hash, commonState.blendDstRGB);
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hash_combine(hash, commonState.blendSrcAlpha);
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hash_combine(hash, commonState.blendDstAlpha);
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uint32_t colorMask = (commonState.colorMask[0] ? 1 : 0) |
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(commonState.colorMask[1] ? 2 : 0) |
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(commonState.colorMask[2] ? 4 : 0) |
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(commonState.colorMask[3] ? 8 : 0);
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hash ^= std::hash<uint32_t>()(colorMask);
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hash ^= std::hash<bool>()(capabilities[GL_BLEND]);
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hash_combine(hash, colorMask);
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hash_combine(hash, capabilities[GL_BLEND]);
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hash ^= std::hash<uint32_t>()(commonState.depthFunc);
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hash ^= std::hash<bool>()(commonState.depthMask);
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hash ^= std::hash<bool>()(capabilities[GL_DEPTH_TEST]);
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hash_combine(hash, commonState.depthFunc);
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hash_combine(hash, commonState.depthMask);
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hash_combine(hash, capabilities[GL_DEPTH_TEST]);
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hash ^= std::hash<int>()(0); // TODO: Cull Face Mode
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hash ^= std::hash<bool>()(capabilities[GL_CULL_FACE]);
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hash ^= std::hash<bool>()(capabilities[GL_STENCIL_TEST]);
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hash_combine(hash, 0); // TODO: Cull Face Mode
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hash_combine(hash, capabilities[GL_CULL_FACE]);
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hash_combine(hash, capabilities[GL_STENCIL_TEST]);
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auto *pVAO = vaState.GetCurrentVAO();
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for (const auto &[index, attrib]: pVAO->attribs) {
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// 保证顺序一致,按index排序
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std::vector<uint32_t> attribIndices;
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for (const auto& [index, _] : pVAO->attribs)
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attribIndices.push_back(index);
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std::sort(attribIndices.begin(), attribIndices.end());
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for (auto index : attribIndices) {
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const auto& attrib = pVAO->attribs.at(index);
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if (attrib.enabled) {
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hash ^= std::hash<uint32_t>()(index);
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hash ^= std::hash<int>()(attrib.size);
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hash ^= std::hash<uint32_t>()(attrib.type);
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hash ^= std::hash<bool>()(attrib.normalized);
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hash_combine(hash, index);
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hash_combine(hash, attrib.size);
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hash_combine(hash, attrib.type);
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hash_combine(hash, attrib.normalized);
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}
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}
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hash ^= std::hash<size_t>()(fbInfo.ColorRTVs.size());
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hash_combine(hash, fbInfo.ColorRTVs.size());
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if (!fbInfo.pRenderPass) {
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// 只有在使用隐式渲染通道时,才将渲染目标格式包含在哈希中
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for (const auto& rtv : fbInfo.ColorRTVs) {
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if (rtv) {
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hash ^= std::hash<uint32_t>()(rtv->GetDesc().Format);
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hash_combine(hash, rtv->GetDesc().Format);
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}
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}
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}
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hash ^= std::hash<uint32_t>()(fbInfo.DepthStencilFormat);
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hash_combine(hash, fbInfo.DepthStencilFormat);
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return hash;
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}
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@@ -178,15 +189,11 @@ namespace MG_Diligent {
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PSOCreateInfo.GraphicsPipeline.PrimitiveTopology = Diligent::PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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// 设置渲染目标数量和格式
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if (fbInfo.pRenderPass) {
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// 当使用显式渲染通道时,NumRenderTargets必须为0
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PSOCreateInfo.GraphicsPipeline.NumRenderTargets = 0;
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} else {
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// 当使用隐式渲染通道时,需要设置渲染目标数量和格式
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PSOCreateInfo.GraphicsPipeline.NumRenderTargets = fbInfo.ColorRTVs.size();
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if (PSOCreateInfo.GraphicsPipeline.NumRenderTargets == 0) {
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// 如果没有颜色附件,至少设置一个默认的
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PSOCreateInfo.GraphicsPipeline.NumRenderTargets = 1;
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PSOCreateInfo.GraphicsPipeline.RTVFormats[0] = Diligent::TEX_FORMAT_RGBA8_UNORM;
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} else {
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@@ -220,7 +227,6 @@ namespace MG_Diligent {
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(commonState.colorMask[2] ? Diligent::COLOR_MASK_BLUE : 0) |
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(commonState.colorMask[3] ? Diligent::COLOR_MASK_ALPHA : 0));
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// 添加详细的混合状态调试信息
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MG_Util::Debug::LogD("Configured Blend State:");
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MG_Util::Debug::LogD(" Using explicit render pass: %s", fbInfo.pRenderPass ? "true" : "false");
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MG_Util::Debug::LogD(" NumRenderTargets: %u", PSOCreateInfo.GraphicsPipeline.NumRenderTargets);
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@@ -313,8 +319,6 @@ namespace MG_Diligent {
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if (it != psoCache.end() && it->second) {
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MG_Util::Debug::LogD("Found cached PSO: %04X%04X", it->first.programHash, it->first.stateHash);
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// TODO: This fixes alpha states, but how does PSO cache not corresponds to GL state machine (commonState)?
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// probably a problem in hashing?
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auto& desc = it->second->GetGraphicsPipelineDesc();
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MG_Util::Debug::LogD("PSO state - Blend states: ");
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MG_Util::Debug::LogD(" SrcBlend: %s", MG_Util::Debug::DiligentBlendFactorToString(desc.BlendDesc.RenderTargets[0].SrcBlend));
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@@ -322,14 +326,14 @@ namespace MG_Diligent {
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MG_Util::Debug::LogD(" SrcBlendAlpha: %s", MG_Util::Debug::DiligentBlendFactorToString(desc.BlendDesc.RenderTargets[0].SrcBlendAlpha));
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MG_Util::Debug::LogD(" DestBlendAlpha: %s", MG_Util::Debug::DiligentBlendFactorToString(desc.BlendDesc.RenderTargets[0].DestBlendAlpha));
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// These asserts can fail
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// assert(ConvertGLBlendFactor(commonState.blendSrcRGB) == desc.BlendDesc.RenderTargets[0].SrcBlend);
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// assert(ConvertGLBlendFactor(commonState.blendDstRGB) == desc.BlendDesc.RenderTargets[0].DestBlend);
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// assert(ConvertGLBlendFactor(commonState.blendSrcAlpha) == desc.BlendDesc.RenderTargets[0].SrcBlendAlpha);
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// assert(ConvertGLBlendFactor(commonState.blendDstAlpha) == desc.BlendDesc.RenderTargets[0].DestBlendAlpha);
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if ((ConvertGLBlendFactor(commonState.blendSrcRGB) == desc.BlendDesc.RenderTargets[0].SrcBlend) &&
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(ConvertGLBlendFactor(commonState.blendDstRGB) == desc.BlendDesc.RenderTargets[0].DestBlend) &&
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(ConvertGLBlendFactor(commonState.blendSrcAlpha) == desc.BlendDesc.RenderTargets[0].SrcBlendAlpha) &&
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(ConvertGLBlendFactor(commonState.blendDstAlpha) == desc.BlendDesc.RenderTargets[0].DestBlendAlpha))
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assert(ConvertGLBlendFactor(commonState.blendSrcRGB) == desc.BlendDesc.RenderTargets[0].SrcBlend);
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assert(ConvertGLBlendFactor(commonState.blendDstRGB) == desc.BlendDesc.RenderTargets[0].DestBlend);
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assert(ConvertGLBlendFactor(commonState.blendSrcAlpha) == desc.BlendDesc.RenderTargets[0].SrcBlendAlpha);
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assert(ConvertGLBlendFactor(commonState.blendDstAlpha) == desc.BlendDesc.RenderTargets[0].DestBlendAlpha);
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// if ((ConvertGLBlendFactor(commonState.blendSrcRGB) == desc.BlendDesc.RenderTargets[0].SrcBlend) &&
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// (ConvertGLBlendFactor(commonState.blendDstRGB) == desc.BlendDesc.RenderTargets[0].DestBlend) &&
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// (ConvertGLBlendFactor(commonState.blendSrcAlpha) == desc.BlendDesc.RenderTargets[0].SrcBlendAlpha) &&
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// (ConvertGLBlendFactor(commonState.blendDstAlpha) == desc.BlendDesc.RenderTargets[0].DestBlendAlpha))
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return it->second;
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}
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