Separate GPU engines (part 2/2) (#2440)
* 3D engine now uses DeviceState too, plus new state modification tracking * Remove old methods code * Remove GpuState and friends * Optimize DeviceState, force inline some functions * This change was not supposed to go in * Proper channel initialization * Optimize state read/write methods even more * Fix debug build * Do not dirty state if the write is redundant * The YControl register should dirty either the viewport or front face state too, to update the host origin * Avoid redundant vertex buffer updates * Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace * Comments and nits * Fix rebase * PR feedback * Move changed = false to improve codegen * PR feedback * Carry RyuJIT a bit more
This commit is contained in:
130
Ryujinx.Graphics.Gpu/Engine/Threed/ConditionalRendering.cs
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130
Ryujinx.Graphics.Gpu/Engine/Threed/ConditionalRendering.cs
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@ -0,0 +1,130 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Memory;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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/// <summary>
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/// Helper methods used for conditional rendering.
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/// </summary>
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static class ConditionalRendering
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{
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/// <summary>
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/// Checks if draws and clears should be performed, according
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/// to currently set conditional rendering conditions.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="memoryManager">Memory manager bound to the channel currently executing</param>
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/// <param name="address">Conditional rendering buffer address</param>
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/// <param name="condition">Conditional rendering condition</param>
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/// <returns>True if rendering is enabled, false otherwise</returns>
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public static ConditionalRenderEnabled GetRenderEnable(GpuContext context, MemoryManager memoryManager, GpuVa address, Condition condition)
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{
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switch (condition)
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{
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case Condition.Always:
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return ConditionalRenderEnabled.True;
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case Condition.Never:
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return ConditionalRenderEnabled.False;
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case Condition.ResultNonZero:
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return CounterNonZero(context, memoryManager, address.Pack());
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case Condition.Equal:
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return CounterCompare(context, memoryManager, address.Pack(), true);
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case Condition.NotEqual:
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return CounterCompare(context, memoryManager, address.Pack(), false);
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}
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Logger.Warning?.Print(LogClass.Gpu, $"Invalid conditional render condition \"{condition}\".");
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return ConditionalRenderEnabled.True;
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}
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/// <summary>
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/// Checks if the counter value at a given GPU memory address is non-zero.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="memoryManager">Memory manager bound to the channel currently executing</param>
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/// <param name="gpuVa">GPU virtual address of the counter value</param>
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/// <returns>True if the value is not zero, false otherwise. Returns host if handling with host conditional rendering</returns>
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private static ConditionalRenderEnabled CounterNonZero(GpuContext context, MemoryManager memoryManager, ulong gpuVa)
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{
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ICounterEvent evt = memoryManager.CounterCache.FindEvent(gpuVa);
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if (evt == null)
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{
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return ConditionalRenderEnabled.False;
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}
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if (context.Renderer.Pipeline.TryHostConditionalRendering(evt, 0L, false))
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{
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return ConditionalRenderEnabled.Host;
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}
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else
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{
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evt.Flush();
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return (memoryManager.Read<ulong>(gpuVa) != 0) ? ConditionalRenderEnabled.True : ConditionalRenderEnabled.False;
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}
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}
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/// <summary>
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/// Checks if the counter at a given GPU memory address passes a specified equality comparison.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="memoryManager">Memory manager bound to the channel currently executing</param>
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/// <param name="gpuVa">GPU virtual address</param>
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/// <param name="isEqual">True to check if the values are equal, false to check if they are not equal</param>
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/// <returns>True if the condition is met, false otherwise. Returns host if handling with host conditional rendering</returns>
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private static ConditionalRenderEnabled CounterCompare(GpuContext context, MemoryManager memoryManager, ulong gpuVa, bool isEqual)
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{
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ICounterEvent evt = FindEvent(memoryManager.CounterCache, gpuVa);
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ICounterEvent evt2 = FindEvent(memoryManager.CounterCache, gpuVa + 16);
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bool useHost;
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if (evt != null && evt2 == null)
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{
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useHost = context.Renderer.Pipeline.TryHostConditionalRendering(evt, memoryManager.Read<ulong>(gpuVa + 16), isEqual);
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}
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else if (evt == null && evt2 != null)
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{
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useHost = context.Renderer.Pipeline.TryHostConditionalRendering(evt2, memoryManager.Read<ulong>(gpuVa), isEqual);
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}
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else if (evt != null && evt2 != null)
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{
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useHost = context.Renderer.Pipeline.TryHostConditionalRendering(evt, evt2, isEqual);
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}
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else
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{
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useHost = false;
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}
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if (useHost)
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{
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return ConditionalRenderEnabled.Host;
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}
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else
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{
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evt?.Flush();
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evt2?.Flush();
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ulong x = memoryManager.Read<ulong>(gpuVa);
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ulong y = memoryManager.Read<ulong>(gpuVa + 16);
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return (isEqual ? x == y : x != y) ? ConditionalRenderEnabled.True : ConditionalRenderEnabled.False;
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}
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}
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/// <summary>
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/// Tries to find a counter that is supposed to be written at the specified address,
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/// returning the related event.
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/// </summary>
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/// <param name="counterCache">GPU counter cache to search on</param>
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/// <param name="gpuVa">GPU virtual address where the counter is supposed to be written</param>
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/// <returns>The counter event, or null if not present</returns>
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private static ICounterEvent FindEvent(CounterCache counterCache, ulong gpuVa)
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{
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return counterCache.FindEvent(gpuVa);
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}
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}
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}
|
173
Ryujinx.Graphics.Gpu/Engine/Threed/ConstantBufferUpdater.cs
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173
Ryujinx.Graphics.Gpu/Engine/Threed/ConstantBufferUpdater.cs
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@ -0,0 +1,173 @@
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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/// <summary>
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/// Constant buffer updater.
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/// </summary>
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class ConstantBufferUpdater
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{
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private readonly GpuChannel _channel;
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private readonly DeviceStateWithShadow<ThreedClassState> _state;
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// State associated with direct uniform buffer updates.
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// This state is used to attempt to batch together consecutive updates.
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private ulong _ubBeginCpuAddress = 0;
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private ulong _ubFollowUpAddress = 0;
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private ulong _ubByteCount = 0;
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/// <summary>
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/// Creates a new instance of the constant buffer updater.
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/// </summary>
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/// <param name="channel">GPU channel</param>
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/// <param name="state">Channel state</param>
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public ConstantBufferUpdater(GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state)
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{
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_channel = channel;
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_state = state;
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}
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/// <summary>
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/// Binds a uniform buffer for the vertex shader stage.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void BindVertex(int argument)
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{
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Bind(argument, ShaderType.Vertex);
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}
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/// <summary>
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/// Binds a uniform buffer for the tessellation control shader stage.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void BindTessControl(int argument)
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{
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Bind(argument, ShaderType.TessellationControl);
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}
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/// <summary>
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/// Binds a uniform buffer for the tessellation evaluation shader stage.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void BindTessEvaluation(int argument)
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{
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Bind(argument, ShaderType.TessellationEvaluation);
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}
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/// <summary>
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/// Binds a uniform buffer for the geometry shader stage.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void BindGeometry(int argument)
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{
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Bind(argument, ShaderType.Geometry);
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}
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/// <summary>
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/// Binds a uniform buffer for the fragment shader stage.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void BindFragment(int argument)
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{
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Bind(argument, ShaderType.Fragment);
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}
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/// <summary>
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/// Binds a uniform buffer for the specified shader stage.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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/// <param name="type">Shader stage that will access the uniform buffer</param>
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private void Bind(int argument, ShaderType type)
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{
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bool enable = (argument & 1) != 0;
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int index = (argument >> 4) & 0x1f;
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FlushUboDirty();
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if (enable)
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{
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var uniformBuffer = _state.State.UniformBufferState;
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ulong address = uniformBuffer.Address.Pack();
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_channel.BufferManager.SetGraphicsUniformBuffer((int)type, index, address, (uint)uniformBuffer.Size);
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}
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else
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{
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_channel.BufferManager.SetGraphicsUniformBuffer((int)type, index, 0, 0);
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}
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}
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/// <summary>
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/// Flushes any queued UBO updates.
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/// </summary>
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public void FlushUboDirty()
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{
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if (_ubFollowUpAddress != 0)
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{
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var memoryManager = _channel.MemoryManager;
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memoryManager.Physical.BufferCache.ForceDirty(memoryManager, _ubFollowUpAddress - _ubByteCount, _ubByteCount);
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_ubFollowUpAddress = 0;
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}
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}
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/// <summary>
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/// Updates the uniform buffer data with inline data.
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/// </summary>
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/// <param name="argument">New uniform buffer data word</param>
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public void Update(int argument)
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{
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var uniformBuffer = _state.State.UniformBufferState;
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ulong address = uniformBuffer.Address.Pack() + (uint)uniformBuffer.Offset;
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if (_ubFollowUpAddress != address)
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{
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FlushUboDirty();
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_ubByteCount = 0;
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_ubBeginCpuAddress = _channel.MemoryManager.Translate(address);
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}
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var byteData = MemoryMarshal.Cast<int, byte>(MemoryMarshal.CreateSpan(ref argument, 1));
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_channel.MemoryManager.Physical.WriteUntracked(_ubBeginCpuAddress + _ubByteCount, byteData);
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_ubFollowUpAddress = address + 4;
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_ubByteCount += 4;
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_state.State.UniformBufferState.Offset += 4;
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}
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/// <summary>
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/// Updates the uniform buffer data with inline data.
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/// </summary>
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/// <param name="data">Data to be written to the uniform buffer</param>
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public void Update(ReadOnlySpan<int> data)
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{
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var uniformBuffer = _state.State.UniformBufferState;
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ulong address = uniformBuffer.Address.Pack() + (uint)uniformBuffer.Offset;
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ulong size = (ulong)data.Length * 4;
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if (_ubFollowUpAddress != address)
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{
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FlushUboDirty();
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_ubByteCount = 0;
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_ubBeginCpuAddress = _channel.MemoryManager.Translate(address);
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}
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var byteData = MemoryMarshal.Cast<int, byte>(data);
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_channel.MemoryManager.Physical.WriteUntracked(_ubBeginCpuAddress + _ubByteCount, byteData);
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_ubFollowUpAddress = address + size;
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_ubByteCount += size;
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_state.State.UniformBufferState.Offset += data.Length * 4;
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}
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}
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}
|
410
Ryujinx.Graphics.Gpu/Engine/Threed/DrawManager.cs
Normal file
410
Ryujinx.Graphics.Gpu/Engine/Threed/DrawManager.cs
Normal file
@ -0,0 +1,410 @@
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using Ryujinx.Graphics.GAL;
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||||
using Ryujinx.Graphics.Gpu.Engine.Types;
|
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using System.Text;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Engine.Threed
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||||
{
|
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/// <summary>
|
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/// Draw manager.
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/// </summary>
|
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class DrawManager
|
||||
{
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||||
private readonly GpuContext _context;
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private readonly GpuChannel _channel;
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private readonly DeviceStateWithShadow<ThreedClassState> _state;
|
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private readonly DrawState _drawState;
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||||
|
||||
private bool _instancedDrawPending;
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||||
private bool _instancedIndexed;
|
||||
|
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private int _instancedFirstIndex;
|
||||
private int _instancedFirstVertex;
|
||||
private int _instancedFirstInstance;
|
||||
private int _instancedIndexCount;
|
||||
private int _instancedDrawStateFirst;
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||||
private int _instancedDrawStateCount;
|
||||
|
||||
private int _instanceIndex;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the draw manager.
|
||||
/// </summary>
|
||||
/// <param name="context">GPU context</param>
|
||||
/// <param name="channel">GPU channel</param>
|
||||
/// <param name="state">Channel state</param>
|
||||
/// <param name="drawState">Draw state</param>
|
||||
public DrawManager(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state, DrawState drawState)
|
||||
{
|
||||
_context = context;
|
||||
_channel = channel;
|
||||
_state = state;
|
||||
_drawState = drawState;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pushes four 8-bit index buffer elements.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
public void VbElementU8(int argument)
|
||||
{
|
||||
_drawState.IbStreamer.VbElementU8(_context.Renderer, argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pushes two 16-bit index buffer elements.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
public void VbElementU16(int argument)
|
||||
{
|
||||
_drawState.IbStreamer.VbElementU16(_context.Renderer, argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pushes one 32-bit index buffer element.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
public void VbElementU32(int argument)
|
||||
{
|
||||
_drawState.IbStreamer.VbElementU32(_context.Renderer, argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finishes the draw call.
|
||||
/// This draws geometry on the bound buffers based on the current GPU state.
|
||||
/// </summary>
|
||||
/// <param name="engine">3D engine where this method is being called</param>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
public void DrawEnd(ThreedClass engine, int argument)
|
||||
{
|
||||
DrawEnd(engine, _state.State.IndexBufferState.First, (int)_state.State.IndexBufferCount);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finishes the draw call.
|
||||
/// This draws geometry on the bound buffers based on the current GPU state.
|
||||
/// </summary>
|
||||
/// <param name="engine">3D engine where this method is being called</param>
|
||||
/// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
|
||||
/// <param name="indexCount">Number of index buffer elements used on the draw</param>
|
||||
private void DrawEnd(ThreedClass engine, int firstIndex, int indexCount)
|
||||
{
|
||||
ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
|
||||
_context,
|
||||
_channel.MemoryManager,
|
||||
_state.State.RenderEnableAddress,
|
||||
_state.State.RenderEnableCondition);
|
||||
|
||||
if (renderEnable == ConditionalRenderEnabled.False || _instancedDrawPending)
|
||||
{
|
||||
if (renderEnable == ConditionalRenderEnabled.False)
|
||||
{
|
||||
PerformDeferredDraws();
|
||||
}
|
||||
|
||||
_drawState.DrawIndexed = false;
|
||||
|
||||
if (renderEnable == ConditionalRenderEnabled.Host)
|
||||
{
|
||||
_context.Renderer.Pipeline.EndHostConditionalRendering();
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
_drawState.FirstIndex = firstIndex;
|
||||
_drawState.IndexCount = indexCount;
|
||||
|
||||
engine.UpdateState();
|
||||
|
||||
bool instanced = _drawState.VsUsesInstanceId || _drawState.IsAnyVbInstanced;
|
||||
|
||||
if (instanced)
|
||||
{
|
||||
_instancedDrawPending = true;
|
||||
|
||||
_instancedIndexed = _drawState.DrawIndexed;
|
||||
|
||||
_instancedFirstIndex = firstIndex;
|
||||
_instancedFirstVertex = (int)_state.State.FirstVertex;
|
||||
_instancedFirstInstance = (int)_state.State.FirstInstance;
|
||||
|
||||
_instancedIndexCount = indexCount;
|
||||
|
||||
var drawState = _state.State.VertexBufferDrawState;
|
||||
|
||||
_instancedDrawStateFirst = drawState.First;
|
||||
_instancedDrawStateCount = drawState.Count;
|
||||
|
||||
_drawState.DrawIndexed = false;
|
||||
|
||||
if (renderEnable == ConditionalRenderEnabled.Host)
|
||||
{
|
||||
_context.Renderer.Pipeline.EndHostConditionalRendering();
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
int firstInstance = (int)_state.State.FirstInstance;
|
||||
|
||||
int inlineIndexCount = _drawState.IbStreamer.GetAndResetInlineIndexCount();
|
||||
|
||||
if (inlineIndexCount != 0)
|
||||
{
|
||||
int firstVertex = (int)_state.State.FirstVertex;
|
||||
|
||||
BufferRange br = new BufferRange(_drawState.IbStreamer.GetInlineIndexBuffer(), 0, inlineIndexCount * 4);
|
||||
|
||||
_channel.BufferManager.SetIndexBuffer(br, IndexType.UInt);
|
||||
|
||||
_context.Renderer.Pipeline.DrawIndexed(inlineIndexCount, 1, firstIndex, firstVertex, firstInstance);
|
||||
}
|
||||
else if (_drawState.DrawIndexed)
|
||||
{
|
||||
int firstVertex = (int)_state.State.FirstVertex;
|
||||
|
||||
_context.Renderer.Pipeline.DrawIndexed(indexCount, 1, firstIndex, firstVertex, firstInstance);
|
||||
}
|
||||
else
|
||||
{
|
||||
var drawState = _state.State.VertexBufferDrawState;
|
||||
|
||||
_context.Renderer.Pipeline.Draw(drawState.Count, 1, drawState.First, firstInstance);
|
||||
}
|
||||
|
||||
_drawState.DrawIndexed = false;
|
||||
|
||||
if (renderEnable == ConditionalRenderEnabled.Host)
|
||||
{
|
||||
_context.Renderer.Pipeline.EndHostConditionalRendering();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts draw.
|
||||
/// This sets primitive type and instanced draw parameters.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
public void DrawBegin(int argument)
|
||||
{
|
||||
bool incrementInstance = (argument & (1 << 26)) != 0;
|
||||
bool resetInstance = (argument & (1 << 27)) == 0;
|
||||
|
||||
if (_state.State.PrimitiveTypeOverrideEnable)
|
||||
{
|
||||
PrimitiveTypeOverride typeOverride = _state.State.PrimitiveTypeOverride;
|
||||
DrawBegin(incrementInstance, resetInstance, typeOverride.Convert());
|
||||
}
|
||||
else
|
||||
{
|
||||
PrimitiveType type = (PrimitiveType)(argument & 0xffff);
|
||||
DrawBegin(incrementInstance, resetInstance, type.Convert());
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts draw.
|
||||
/// This sets primitive type and instanced draw parameters.
|
||||
/// </summary>
|
||||
/// <param name="incrementInstance">Indicates if the current instance should be incremented</param>
|
||||
/// <param name="resetInstance">Indicates if the current instance should be set to zero</param>
|
||||
/// <param name="topology">Primitive topology</param>
|
||||
private void DrawBegin(bool incrementInstance, bool resetInstance, PrimitiveTopology topology)
|
||||
{
|
||||
if (incrementInstance)
|
||||
{
|
||||
_instanceIndex++;
|
||||
}
|
||||
else if (resetInstance)
|
||||
{
|
||||
PerformDeferredDraws();
|
||||
|
||||
_instanceIndex = 0;
|
||||
}
|
||||
|
||||
_context.Renderer.Pipeline.SetPrimitiveTopology(topology);
|
||||
|
||||
_drawState.Topology = topology;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the index buffer count.
|
||||
/// This also sets internal state that indicates that the next draw is an indexed draw.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
public void SetIndexBufferCount(int argument)
|
||||
{
|
||||
_drawState.DrawIndexed = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs a indexed draw with a low number of index buffer elements.
|
||||
/// </summary>
|
||||
/// <param name="engine">3D engine where this method is being called</param>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
public void DrawIndexedSmall(ThreedClass engine, int argument)
|
||||
{
|
||||
DrawIndexedSmall(engine, argument, false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs a indexed draw with a low number of index buffer elements.
|
||||
/// </summary>
|
||||
/// <param name="engine">3D engine where this method is being called</param>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
public void DrawIndexedSmall2(ThreedClass engine, int argument)
|
||||
{
|
||||
DrawIndexedSmall(engine, argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs a indexed draw with a low number of index buffer elements,
|
||||
/// while also pre-incrementing the current instance value.
|
||||
/// </summary>
|
||||
/// <param name="engine">3D engine where this method is being called</param>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
public void DrawIndexedSmallIncInstance(ThreedClass engine, int argument)
|
||||
{
|
||||
DrawIndexedSmall(engine, argument, true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs a indexed draw with a low number of index buffer elements,
|
||||
/// while also pre-incrementing the current instance value.
|
||||
/// </summary>
|
||||
/// <param name="engine">3D engine where this method is being called</param>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
public void DrawIndexedSmallIncInstance2(ThreedClass engine, int argument)
|
||||
{
|
||||
DrawIndexedSmallIncInstance(engine, argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs a indexed draw with a low number of index buffer elements,
|
||||
/// while optionally also pre-incrementing the current instance value.
|
||||
/// </summary>
|
||||
/// <param name="engine">3D engine where this method is being called</param>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
/// <param name="instanced">True to increment the current instance value, false otherwise</param>
|
||||
private void DrawIndexedSmall(ThreedClass engine, int argument, bool instanced)
|
||||
{
|
||||
PrimitiveTypeOverride typeOverride = _state.State.PrimitiveTypeOverride;
|
||||
|
||||
DrawBegin(instanced, !instanced, typeOverride.Convert());
|
||||
|
||||
int firstIndex = argument & 0xffff;
|
||||
int indexCount = (argument >> 16) & 0xfff;
|
||||
|
||||
bool oldDrawIndexed = _drawState.DrawIndexed;
|
||||
|
||||
_drawState.DrawIndexed = true;
|
||||
|
||||
DrawEnd(engine, firstIndex, indexCount);
|
||||
|
||||
_drawState.DrawIndexed = oldDrawIndexed;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Perform any deferred draws.
|
||||
/// This is used for instanced draws.
|
||||
/// Since each instance is a separate draw, we defer the draw and accumulate the instance count.
|
||||
/// Once we detect the last instanced draw, then we perform the host instanced draw,
|
||||
/// with the accumulated instance count.
|
||||
/// </summary>
|
||||
public void PerformDeferredDraws()
|
||||
{
|
||||
// Perform any pending instanced draw.
|
||||
if (_instancedDrawPending)
|
||||
{
|
||||
_instancedDrawPending = false;
|
||||
|
||||
if (_instancedIndexed)
|
||||
{
|
||||
_context.Renderer.Pipeline.DrawIndexed(
|
||||
_instancedIndexCount,
|
||||
_instanceIndex + 1,
|
||||
_instancedFirstIndex,
|
||||
_instancedFirstVertex,
|
||||
_instancedFirstInstance);
|
||||
}
|
||||
else
|
||||
{
|
||||
_context.Renderer.Pipeline.Draw(
|
||||
_instancedDrawStateCount,
|
||||
_instanceIndex + 1,
|
||||
_instancedDrawStateFirst,
|
||||
_instancedFirstInstance);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears the current color and depth-stencil buffers.
|
||||
/// Which buffers should be cleared is also specified on the argument.
|
||||
/// </summary>
|
||||
/// <param name="engine">3D engine where this method is being called</param>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
public void Clear(ThreedClass engine, int argument)
|
||||
{
|
||||
ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
|
||||
_context,
|
||||
_channel.MemoryManager,
|
||||
_state.State.RenderEnableAddress,
|
||||
_state.State.RenderEnableCondition);
|
||||
|
||||
if (renderEnable == ConditionalRenderEnabled.False)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Scissor and rasterizer discard also affect clears.
|
||||
engine.UpdateState((1UL << StateUpdater.RasterizerStateIndex) | (1UL << StateUpdater.ScissorStateIndex));
|
||||
|
||||
int index = (argument >> 6) & 0xf;
|
||||
|
||||
engine.UpdateRenderTargetState(useControl: false, singleUse: index);
|
||||
|
||||
_channel.TextureManager.UpdateRenderTargets();
|
||||
|
||||
bool clearDepth = (argument & 1) != 0;
|
||||
bool clearStencil = (argument & 2) != 0;
|
||||
|
||||
uint componentMask = (uint)((argument >> 2) & 0xf);
|
||||
|
||||
if (componentMask != 0)
|
||||
{
|
||||
var clearColor = _state.State.ClearColors;
|
||||
|
||||
ColorF color = new ColorF(clearColor.Red, clearColor.Green, clearColor.Blue, clearColor.Alpha);
|
||||
|
||||
_context.Renderer.Pipeline.ClearRenderTargetColor(index, componentMask, color);
|
||||
}
|
||||
|
||||
if (clearDepth || clearStencil)
|
||||
{
|
||||
float depthValue = _state.State.ClearDepthValue;
|
||||
int stencilValue = (int)_state.State.ClearStencilValue;
|
||||
|
||||
int stencilMask = 0;
|
||||
|
||||
if (clearStencil)
|
||||
{
|
||||
stencilMask = _state.State.StencilTestState.FrontMask;
|
||||
}
|
||||
|
||||
_context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
|
||||
depthValue,
|
||||
clearDepth,
|
||||
stencilValue,
|
||||
stencilMask);
|
||||
}
|
||||
|
||||
engine.UpdateRenderTargetState(useControl: true);
|
||||
|
||||
if (renderEnable == ConditionalRenderEnabled.Host)
|
||||
{
|
||||
_context.Renderer.Pipeline.EndHostConditionalRendering();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
45
Ryujinx.Graphics.Gpu/Engine/Threed/DrawState.cs
Normal file
45
Ryujinx.Graphics.Gpu/Engine/Threed/DrawState.cs
Normal file
@ -0,0 +1,45 @@
|
||||
using Ryujinx.Graphics.GAL;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
||||
{
|
||||
/// <summary>
|
||||
/// Draw state.
|
||||
/// </summary>
|
||||
class DrawState
|
||||
{
|
||||
/// <summary>
|
||||
/// First index to be used for the draw on the index buffer.
|
||||
/// </summary>
|
||||
public int FirstIndex;
|
||||
|
||||
/// <summary>
|
||||
/// Number of indices to be used for the draw on the index buffer.
|
||||
/// </summary>
|
||||
public int IndexCount;
|
||||
|
||||
/// <summary>
|
||||
/// Indicates if the next draw will be a indexed draw.
|
||||
/// </summary>
|
||||
public bool DrawIndexed;
|
||||
|
||||
/// <summary>
|
||||
/// Indicates if any of the currently used vertex shaders reads the instance ID.
|
||||
/// </summary>
|
||||
public bool VsUsesInstanceId;
|
||||
|
||||
/// <summary>
|
||||
/// Indicates if any of the currently used vertex buffers is instanced.
|
||||
/// </summary>
|
||||
public bool IsAnyVbInstanced;
|
||||
|
||||
/// <summary>
|
||||
/// Primitive topology for the next draw.
|
||||
/// </summary>
|
||||
public PrimitiveTopology Topology;
|
||||
|
||||
/// <summary>
|
||||
/// Index buffer data streamer for inline index buffer updates, such as those used in legacy OpenGL.
|
||||
/// </summary>
|
||||
public IbStreamer IbStreamer = new IbStreamer();
|
||||
}
|
||||
}
|
142
Ryujinx.Graphics.Gpu/Engine/Threed/IbStreamer.cs
Normal file
142
Ryujinx.Graphics.Gpu/Engine/Threed/IbStreamer.cs
Normal file
@ -0,0 +1,142 @@
|
||||
using Ryujinx.Common;
|
||||
using Ryujinx.Graphics.GAL;
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
||||
{
|
||||
/// <summary>
|
||||
/// Holds inline index buffer state.
|
||||
/// The inline index buffer data is sent to the GPU through the command buffer.
|
||||
/// </summary>
|
||||
struct IbStreamer
|
||||
{
|
||||
private BufferHandle _inlineIndexBuffer;
|
||||
private int _inlineIndexBufferSize;
|
||||
private int _inlineIndexCount;
|
||||
|
||||
/// <summary>
|
||||
/// Indicates if any index buffer data has been pushed.
|
||||
/// </summary>
|
||||
public bool HasInlineIndexData => _inlineIndexCount != 0;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the handle for the host buffer currently holding the inline index buffer data.
|
||||
/// </summary>
|
||||
/// <returns>Host buffer handle</returns>
|
||||
public BufferHandle GetInlineIndexBuffer()
|
||||
{
|
||||
return _inlineIndexBuffer;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of elements on the current inline index buffer,
|
||||
/// while also reseting it to zero for the next draw.
|
||||
/// </summary>
|
||||
/// <returns>Inline index bufffer count</returns>
|
||||
public int GetAndResetInlineIndexCount()
|
||||
{
|
||||
int temp = _inlineIndexCount;
|
||||
_inlineIndexCount = 0;
|
||||
return temp;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pushes four 8-bit index buffer elements.
|
||||
/// </summary>
|
||||
/// <param name="renderer">Host renderer</param>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
public void VbElementU8(IRenderer renderer, int argument)
|
||||
{
|
||||
byte i0 = (byte)argument;
|
||||
byte i1 = (byte)(argument >> 8);
|
||||
byte i2 = (byte)(argument >> 16);
|
||||
byte i3 = (byte)(argument >> 24);
|
||||
|
||||
Span<uint> data = stackalloc uint[4];
|
||||
|
||||
data[0] = i0;
|
||||
data[1] = i1;
|
||||
data[2] = i2;
|
||||
data[3] = i3;
|
||||
|
||||
int offset = _inlineIndexCount * 4;
|
||||
|
||||
renderer.SetBufferData(GetInlineIndexBuffer(renderer, offset), offset, MemoryMarshal.Cast<uint, byte>(data));
|
||||
|
||||
_inlineIndexCount += 4;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pushes two 16-bit index buffer elements.
|
||||
/// </summary>
|
||||
/// <param name="renderer">Host renderer</param>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
public void VbElementU16(IRenderer renderer, int argument)
|
||||
{
|
||||
ushort i0 = (ushort)argument;
|
||||
ushort i1 = (ushort)(argument >> 16);
|
||||
|
||||
Span<uint> data = stackalloc uint[2];
|
||||
|
||||
data[0] = i0;
|
||||
data[1] = i1;
|
||||
|
||||
int offset = _inlineIndexCount * 4;
|
||||
|
||||
renderer.SetBufferData(GetInlineIndexBuffer(renderer, offset), offset, MemoryMarshal.Cast<uint, byte>(data));
|
||||
|
||||
_inlineIndexCount += 2;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pushes one 32-bit index buffer element.
|
||||
/// </summary>
|
||||
/// <param name="renderer">Host renderer</param>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
public void VbElementU32(IRenderer renderer, int argument)
|
||||
{
|
||||
uint i0 = (uint)argument;
|
||||
|
||||
Span<uint> data = stackalloc uint[1];
|
||||
|
||||
data[0] = i0;
|
||||
|
||||
int offset = _inlineIndexCount++ * 4;
|
||||
|
||||
renderer.SetBufferData(GetInlineIndexBuffer(renderer, offset), offset, MemoryMarshal.Cast<uint, byte>(data));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the handle of a buffer large enough to hold the data that will be written to <paramref name="offset"/>.
|
||||
/// </summary>
|
||||
/// <param name="renderer">Host renderer</param>
|
||||
/// <param name="offset">Offset where the data will be written</param>
|
||||
/// <returns>Buffer handle</returns>
|
||||
private BufferHandle GetInlineIndexBuffer(IRenderer renderer, int offset)
|
||||
{
|
||||
// Calculate a reasonable size for the buffer that can fit all the data,
|
||||
// and that also won't require frequent resizes if we need to push more data.
|
||||
int size = BitUtils.AlignUp(offset + 0x10, 0x200);
|
||||
|
||||
if (_inlineIndexBuffer == BufferHandle.Null)
|
||||
{
|
||||
_inlineIndexBuffer = renderer.CreateBuffer(size);
|
||||
_inlineIndexBufferSize = size;
|
||||
}
|
||||
else if (_inlineIndexBufferSize < size)
|
||||
{
|
||||
BufferHandle oldBuffer = _inlineIndexBuffer;
|
||||
int oldSize = _inlineIndexBufferSize;
|
||||
|
||||
_inlineIndexBuffer = renderer.CreateBuffer(size);
|
||||
_inlineIndexBufferSize = size;
|
||||
|
||||
renderer.Pipeline.CopyBuffer(oldBuffer, _inlineIndexBuffer, 0, 0, oldSize);
|
||||
renderer.DeleteBuffer(oldBuffer);
|
||||
}
|
||||
|
||||
return _inlineIndexBuffer;
|
||||
}
|
||||
}
|
||||
}
|
222
Ryujinx.Graphics.Gpu/Engine/Threed/SemaphoreUpdater.cs
Normal file
222
Ryujinx.Graphics.Gpu/Engine/Threed/SemaphoreUpdater.cs
Normal file
@ -0,0 +1,222 @@
|
||||
using Ryujinx.Common;
|
||||
using Ryujinx.Graphics.GAL;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
||||
{
|
||||
/// <summary>
|
||||
/// Semaphore updater.
|
||||
/// </summary>
|
||||
class SemaphoreUpdater
|
||||
{
|
||||
private const int NsToTicksFractionNumerator = 384;
|
||||
private const int NsToTicksFractionDenominator = 625;
|
||||
|
||||
/// <summary>
|
||||
/// GPU semaphore operation.
|
||||
/// </summary>
|
||||
private enum SemaphoreOperation
|
||||
{
|
||||
Release = 0,
|
||||
Acquire = 1,
|
||||
Counter = 2
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Counter type for GPU counter reset.
|
||||
/// </summary>
|
||||
private enum ResetCounterType
|
||||
{
|
||||
SamplesPassed = 1,
|
||||
ZcullStats = 2,
|
||||
TransformFeedbackPrimitivesWritten = 0x10,
|
||||
InputVertices = 0x12,
|
||||
InputPrimitives = 0x13,
|
||||
VertexShaderInvocations = 0x15,
|
||||
TessControlShaderInvocations = 0x16,
|
||||
TessEvaluationShaderInvocations = 0x17,
|
||||
TessEvaluationShaderPrimitives = 0x18,
|
||||
GeometryShaderInvocations = 0x1a,
|
||||
GeometryShaderPrimitives = 0x1b,
|
||||
ClipperInputPrimitives = 0x1c,
|
||||
ClipperOutputPrimitives = 0x1d,
|
||||
FragmentShaderInvocations = 0x1e,
|
||||
PrimitivesGenerated = 0x1f
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Counter type for GPU counter reporting.
|
||||
/// </summary>
|
||||
private enum ReportCounterType
|
||||
{
|
||||
Zero = 0,
|
||||
InputVertices = 1,
|
||||
InputPrimitives = 3,
|
||||
VertexShaderInvocations = 5,
|
||||
GeometryShaderInvocations = 7,
|
||||
GeometryShaderPrimitives = 9,
|
||||
ZcullStats0 = 0xa,
|
||||
TransformFeedbackPrimitivesWritten = 0xb,
|
||||
ZcullStats1 = 0xc,
|
||||
ZcullStats2 = 0xe,
|
||||
ClipperInputPrimitives = 0xf,
|
||||
ZcullStats3 = 0x10,
|
||||
ClipperOutputPrimitives = 0x11,
|
||||
PrimitivesGenerated = 0x12,
|
||||
FragmentShaderInvocations = 0x13,
|
||||
SamplesPassed = 0x15,
|
||||
TransformFeedbackOffset = 0x1a,
|
||||
TessControlShaderInvocations = 0x1b,
|
||||
TessEvaluationShaderInvocations = 0x1d,
|
||||
TessEvaluationShaderPrimitives = 0x1f
|
||||
}
|
||||
|
||||
private readonly GpuContext _context;
|
||||
private readonly GpuChannel _channel;
|
||||
private readonly DeviceStateWithShadow<ThreedClassState> _state;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the semaphore updater.
|
||||
/// </summary>
|
||||
/// <param name="context">GPU context</param>
|
||||
/// <param name="channel">GPU channel</param>
|
||||
/// <param name="state">Channel state</param>
|
||||
public SemaphoreUpdater(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state)
|
||||
{
|
||||
_context = context;
|
||||
_channel = channel;
|
||||
_state = state;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the value of an internal GPU counter back to zero.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
public void ResetCounter(int argument)
|
||||
{
|
||||
ResetCounterType type = (ResetCounterType)argument;
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case ResetCounterType.SamplesPassed:
|
||||
_context.Renderer.ResetCounter(CounterType.SamplesPassed);
|
||||
break;
|
||||
case ResetCounterType.PrimitivesGenerated:
|
||||
_context.Renderer.ResetCounter(CounterType.PrimitivesGenerated);
|
||||
break;
|
||||
case ResetCounterType.TransformFeedbackPrimitivesWritten:
|
||||
_context.Renderer.ResetCounter(CounterType.TransformFeedbackPrimitivesWritten);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Writes a GPU counter to guest memory.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
public void Report(int argument)
|
||||
{
|
||||
SemaphoreOperation op = (SemaphoreOperation)(argument & 3);
|
||||
ReportCounterType type = (ReportCounterType)((argument >> 23) & 0x1f);
|
||||
|
||||
switch (op)
|
||||
{
|
||||
case SemaphoreOperation.Release: ReleaseSemaphore(); break;
|
||||
case SemaphoreOperation.Counter: ReportCounter(type); break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Writes (or Releases) a GPU semaphore value to guest memory.
|
||||
/// </summary>
|
||||
private void ReleaseSemaphore()
|
||||
{
|
||||
_channel.MemoryManager.Write(_state.State.SemaphoreAddress.Pack(), _state.State.SemaphorePayload);
|
||||
|
||||
_context.AdvanceSequence();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Packed GPU counter data (including GPU timestamp) in memory.
|
||||
/// </summary>
|
||||
private struct CounterData
|
||||
{
|
||||
public ulong Counter;
|
||||
public ulong Timestamp;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Writes a GPU counter to guest memory.
|
||||
/// This also writes the current timestamp value.
|
||||
/// </summary>
|
||||
/// <param name="type">Counter to be written to memory</param>
|
||||
private void ReportCounter(ReportCounterType type)
|
||||
{
|
||||
ulong gpuVa = _state.State.SemaphoreAddress.Pack();
|
||||
|
||||
ulong ticks = ConvertNanosecondsToTicks((ulong)PerformanceCounter.ElapsedNanoseconds);
|
||||
|
||||
if (GraphicsConfig.FastGpuTime)
|
||||
{
|
||||
// Divide by some amount to report time as if operations were performed faster than they really are.
|
||||
// This can prevent some games from switching to a lower resolution because rendering is too slow.
|
||||
ticks /= 256;
|
||||
}
|
||||
|
||||
ICounterEvent counter = null;
|
||||
|
||||
void resultHandler(object evt, ulong result)
|
||||
{
|
||||
CounterData counterData = new CounterData
|
||||
{
|
||||
Counter = result,
|
||||
Timestamp = ticks
|
||||
};
|
||||
|
||||
if (counter?.Invalid != true)
|
||||
{
|
||||
_channel.MemoryManager.Write(gpuVa, counterData);
|
||||
}
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case ReportCounterType.Zero:
|
||||
resultHandler(null, 0);
|
||||
break;
|
||||
case ReportCounterType.SamplesPassed:
|
||||
counter = _context.Renderer.ReportCounter(CounterType.SamplesPassed, resultHandler);
|
||||
break;
|
||||
case ReportCounterType.PrimitivesGenerated:
|
||||
counter = _context.Renderer.ReportCounter(CounterType.PrimitivesGenerated, resultHandler);
|
||||
break;
|
||||
case ReportCounterType.TransformFeedbackPrimitivesWritten:
|
||||
counter = _context.Renderer.ReportCounter(CounterType.TransformFeedbackPrimitivesWritten, resultHandler);
|
||||
break;
|
||||
}
|
||||
|
||||
_channel.MemoryManager.CounterCache.AddOrUpdate(gpuVa, counter);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts a nanoseconds timestamp value to Maxwell time ticks.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The frequency is 614400000 Hz.
|
||||
/// </remarks>
|
||||
/// <param name="nanoseconds">Timestamp in nanoseconds</param>
|
||||
/// <returns>Maxwell ticks</returns>
|
||||
private static ulong ConvertNanosecondsToTicks(ulong nanoseconds)
|
||||
{
|
||||
// We need to divide first to avoid overflows.
|
||||
// We fix up the result later by calculating the difference and adding
|
||||
// that to the result.
|
||||
ulong divided = nanoseconds / NsToTicksFractionDenominator;
|
||||
|
||||
ulong rounded = divided * NsToTicksFractionDenominator;
|
||||
|
||||
ulong errorBias = (nanoseconds - rounded) * NsToTicksFractionNumerator / NsToTicksFractionDenominator;
|
||||
|
||||
return divided * NsToTicksFractionNumerator + errorBias;
|
||||
}
|
||||
}
|
||||
}
|
166
Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdateTracker.cs
Normal file
166
Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdateTracker.cs
Normal file
@ -0,0 +1,166 @@
|
||||
using Ryujinx.Graphics.Device;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Numerics;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
||||
{
|
||||
/// <summary>
|
||||
/// State update callback entry, with the callback function and associated field names.
|
||||
/// </summary>
|
||||
struct StateUpdateCallbackEntry
|
||||
{
|
||||
/// <summary>
|
||||
/// Callback function, to be called if the register was written as the state needs to be updated.
|
||||
/// </summary>
|
||||
public Action Callback { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Name of the state fields (registers) associated with the callback function.
|
||||
/// </summary>
|
||||
public string[] FieldNames { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new state update callback entry.
|
||||
/// </summary>
|
||||
/// <param name="callback">Callback function, to be called if the register was written as the state needs to be updated</param>
|
||||
/// <param name="fieldNames">Name of the state fields (registers) associated with the callback function</param>
|
||||
public StateUpdateCallbackEntry(Action callback, params string[] fieldNames)
|
||||
{
|
||||
Callback = callback;
|
||||
FieldNames = fieldNames;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// GPU state update tracker.
|
||||
/// </summary>
|
||||
/// <typeparam name="TState">State type</typeparam>
|
||||
class StateUpdateTracker<TState>
|
||||
{
|
||||
private const int BlockSize = 0xe00;
|
||||
private const int RegisterSize = sizeof(uint);
|
||||
|
||||
private readonly byte[] _registerToGroupMapping;
|
||||
private readonly Action[] _callbacks;
|
||||
private ulong _dirtyMask;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the state update tracker.
|
||||
/// </summary>
|
||||
/// <param name="entries">Update tracker callback entries</param>
|
||||
public StateUpdateTracker(StateUpdateCallbackEntry[] entries)
|
||||
{
|
||||
_registerToGroupMapping = new byte[BlockSize];
|
||||
_callbacks = new Action[entries.Length];
|
||||
|
||||
var fieldToDelegate = new Dictionary<string, int>();
|
||||
|
||||
for (int entryIndex = 0; entryIndex < entries.Length; entryIndex++)
|
||||
{
|
||||
var entry = entries[entryIndex];
|
||||
|
||||
foreach (var fieldName in entry.FieldNames)
|
||||
{
|
||||
fieldToDelegate.Add(fieldName, entryIndex);
|
||||
}
|
||||
|
||||
_callbacks[entryIndex] = entry.Callback;
|
||||
}
|
||||
|
||||
var fields = typeof(TState).GetFields();
|
||||
int offset = 0;
|
||||
|
||||
for (int fieldIndex = 0; fieldIndex < fields.Length; fieldIndex++)
|
||||
{
|
||||
var field = fields[fieldIndex];
|
||||
|
||||
int sizeOfField = SizeCalculator.SizeOf(field.FieldType);
|
||||
|
||||
if (fieldToDelegate.TryGetValue(field.Name, out int entryIndex))
|
||||
{
|
||||
for (int i = 0; i < ((sizeOfField + 3) & ~3); i += 4)
|
||||
{
|
||||
_registerToGroupMapping[(offset + i) / RegisterSize] = (byte)(entryIndex + 1);
|
||||
}
|
||||
}
|
||||
|
||||
offset += sizeOfField;
|
||||
}
|
||||
|
||||
Debug.Assert(offset == Unsafe.SizeOf<TState>());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets a register as modified.
|
||||
/// </summary>
|
||||
/// <param name="offset">Register offset in bytes</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SetDirty(int offset)
|
||||
{
|
||||
uint index = (uint)offset / RegisterSize;
|
||||
|
||||
if (index < BlockSize)
|
||||
{
|
||||
int groupIndex = Unsafe.Add(ref MemoryMarshal.GetArrayDataReference(_registerToGroupMapping), (IntPtr)index);
|
||||
if (groupIndex != 0)
|
||||
{
|
||||
groupIndex--;
|
||||
_dirtyMask |= 1UL << groupIndex;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Forces a register group as dirty, by index.
|
||||
/// </summary>
|
||||
/// <param name="groupIndex">Index of the group to be dirtied</param>
|
||||
public void ForceDirty(int groupIndex)
|
||||
{
|
||||
if ((uint)groupIndex >= _callbacks.Length)
|
||||
{
|
||||
throw new ArgumentOutOfRangeException(nameof(groupIndex));
|
||||
}
|
||||
|
||||
_dirtyMask |= 1UL << groupIndex;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Forces all register groups as dirty, triggering a full update on the next call to <see cref="Update"/>.
|
||||
/// </summary>
|
||||
public void SetAllDirty()
|
||||
{
|
||||
Debug.Assert(_callbacks.Length <= sizeof(ulong) * 8);
|
||||
_dirtyMask = ulong.MaxValue >> ((sizeof(ulong) * 8) - _callbacks.Length);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check all the groups specified by <paramref name="checkMask"/> for modification, and update if modified.
|
||||
/// </summary>
|
||||
/// <param name="checkMask">Mask, where each bit set corresponds to a group index that should be checked</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Update(ulong checkMask)
|
||||
{
|
||||
ulong mask = _dirtyMask & checkMask;
|
||||
if (mask == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
do
|
||||
{
|
||||
int groupIndex = BitOperations.TrailingZeroCount(mask);
|
||||
|
||||
_callbacks[groupIndex]();
|
||||
|
||||
mask &= ~(1UL << groupIndex);
|
||||
}
|
||||
while (mask != 0);
|
||||
|
||||
_dirtyMask &= ~checkMask;
|
||||
}
|
||||
}
|
||||
}
|
1044
Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs
Normal file
1044
Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs
Normal file
File diff suppressed because it is too large
Load Diff
428
Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClass.cs
Normal file
428
Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClass.cs
Normal file
@ -0,0 +1,428 @@
|
||||
using Ryujinx.Graphics.Device;
|
||||
using Ryujinx.Graphics.Gpu.Engine.InlineToMemory;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents a 3D engine class.
|
||||
/// </summary>
|
||||
class ThreedClass : IDeviceState
|
||||
{
|
||||
private readonly GpuContext _context;
|
||||
private readonly DeviceStateWithShadow<ThreedClassState> _state;
|
||||
|
||||
private readonly InlineToMemoryClass _i2mClass;
|
||||
private readonly DrawManager _drawManager;
|
||||
private readonly SemaphoreUpdater _semaphoreUpdater;
|
||||
private readonly ConstantBufferUpdater _cbUpdater;
|
||||
private readonly StateUpdater _stateUpdater;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the 3D engine class.
|
||||
/// </summary>
|
||||
/// <param name="context">GPU context</param>
|
||||
/// <param name="channel">GPU channel</param>
|
||||
public ThreedClass(GpuContext context, GpuChannel channel)
|
||||
{
|
||||
_context = context;
|
||||
_state = new DeviceStateWithShadow<ThreedClassState>(new Dictionary<string, RwCallback>
|
||||
{
|
||||
{ nameof(ThreedClassState.LaunchDma), new RwCallback(LaunchDma, null) },
|
||||
{ nameof(ThreedClassState.LoadInlineData), new RwCallback(LoadInlineData, null) },
|
||||
{ nameof(ThreedClassState.SyncpointAction), new RwCallback(IncrementSyncpoint, null) },
|
||||
{ nameof(ThreedClassState.TextureBarrier), new RwCallback(TextureBarrier, null) },
|
||||
{ nameof(ThreedClassState.TextureBarrierTiled), new RwCallback(TextureBarrierTiled, null) },
|
||||
{ nameof(ThreedClassState.VbElementU8), new RwCallback(VbElementU8, null) },
|
||||
{ nameof(ThreedClassState.VbElementU16), new RwCallback(VbElementU16, null) },
|
||||
{ nameof(ThreedClassState.VbElementU32), new RwCallback(VbElementU32, null) },
|
||||
{ nameof(ThreedClassState.ResetCounter), new RwCallback(ResetCounter, null) },
|
||||
{ nameof(ThreedClassState.RenderEnableCondition), new RwCallback(null, Zero) },
|
||||
{ nameof(ThreedClassState.DrawEnd), new RwCallback(DrawEnd, null) },
|
||||
{ nameof(ThreedClassState.DrawBegin), new RwCallback(DrawBegin, null) },
|
||||
{ nameof(ThreedClassState.DrawIndexedSmall), new RwCallback(DrawIndexedSmall, null) },
|
||||
{ nameof(ThreedClassState.DrawIndexedSmall2), new RwCallback(DrawIndexedSmall2, null) },
|
||||
{ nameof(ThreedClassState.DrawIndexedSmallIncInstance), new RwCallback(DrawIndexedSmallIncInstance, null) },
|
||||
{ nameof(ThreedClassState.DrawIndexedSmallIncInstance2), new RwCallback(DrawIndexedSmallIncInstance2, null) },
|
||||
{ nameof(ThreedClassState.IndexBufferCount), new RwCallback(SetIndexBufferCount, null) },
|
||||
{ nameof(ThreedClassState.Clear), new RwCallback(Clear, null) },
|
||||
{ nameof(ThreedClassState.SemaphoreControl), new RwCallback(Report, null) },
|
||||
{ nameof(ThreedClassState.SetFalcon04), new RwCallback(SetFalcon04, null) },
|
||||
{ nameof(ThreedClassState.UniformBufferUpdateData), new RwCallback(ConstantBufferUpdate, null) },
|
||||
{ nameof(ThreedClassState.UniformBufferBindVertex), new RwCallback(ConstantBufferBindVertex, null) },
|
||||
{ nameof(ThreedClassState.UniformBufferBindTessControl), new RwCallback(ConstantBufferBindTessControl, null) },
|
||||
{ nameof(ThreedClassState.UniformBufferBindTessEvaluation), new RwCallback(ConstantBufferBindTessEvaluation, null) },
|
||||
{ nameof(ThreedClassState.UniformBufferBindGeometry), new RwCallback(ConstantBufferBindGeometry, null) },
|
||||
{ nameof(ThreedClassState.UniformBufferBindFragment), new RwCallback(ConstantBufferBindFragment, null) }
|
||||
});
|
||||
|
||||
_i2mClass = new InlineToMemoryClass(context, channel, initializeState: false);
|
||||
|
||||
var drawState = new DrawState();
|
||||
|
||||
_drawManager = new DrawManager(context, channel, _state, drawState);
|
||||
_semaphoreUpdater = new SemaphoreUpdater(context, channel, _state);
|
||||
_cbUpdater = new ConstantBufferUpdater(channel, _state);
|
||||
_stateUpdater = new StateUpdater(context, channel, _state, drawState);
|
||||
|
||||
// This defaults to "always", even without any register write.
|
||||
// Reads just return 0, regardless of what was set there.
|
||||
_state.State.RenderEnableCondition = Condition.Always;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reads data from the class registers.
|
||||
/// </summary>
|
||||
/// <param name="offset">Register byte offset</param>
|
||||
/// <returns>Data at the specified offset</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public int Read(int offset) => _state.Read(offset);
|
||||
|
||||
/// <summary>
|
||||
/// Writes data to the class registers.
|
||||
/// </summary>
|
||||
/// <param name="offset">Register byte offset</param>
|
||||
/// <param name="data">Data to be written</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Write(int offset, int data)
|
||||
{
|
||||
_state.WriteWithRedundancyCheck(offset, data, out bool valueChanged);
|
||||
|
||||
if (valueChanged)
|
||||
{
|
||||
_stateUpdater.SetDirty(offset);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the shadow ram control value of all sub-channels.
|
||||
/// </summary>
|
||||
/// <param name="control">New shadow ram control value</param>
|
||||
public void SetShadowRamControl(int control)
|
||||
{
|
||||
_state.State.SetMmeShadowRamControl = (uint)control;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates current host state for all registers modified since the last call to this method.
|
||||
/// </summary>
|
||||
public void UpdateState()
|
||||
{
|
||||
_cbUpdater.FlushUboDirty();
|
||||
_stateUpdater.Update();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates current host state for all registers modified since the last call to this method.
|
||||
/// </summary>
|
||||
/// <param name="mask">Mask where each bit set indicates that the respective state group index should be checked</param>
|
||||
public void UpdateState(ulong mask)
|
||||
{
|
||||
_stateUpdater.Update(mask);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates render targets (color and depth-stencil buffers) based on current render target state.
|
||||
/// </summary>
|
||||
/// <param name="useControl">Use draw buffers information from render target control register</param>
|
||||
/// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
|
||||
public void UpdateRenderTargetState(bool useControl, int singleUse = -1)
|
||||
{
|
||||
_stateUpdater.UpdateRenderTargetState(useControl, singleUse);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Marks the entire state as dirty, forcing a full host state update before the next draw.
|
||||
/// </summary>
|
||||
public void ForceStateDirty()
|
||||
{
|
||||
_stateUpdater.SetAllDirty();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Forces the shaders to be rebound on the next draw.
|
||||
/// </summary>
|
||||
public void ForceShaderUpdate()
|
||||
{
|
||||
_stateUpdater.ForceShaderUpdate();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Flushes any queued UBO updates.
|
||||
/// </summary>
|
||||
public void FlushUboDirty()
|
||||
{
|
||||
_cbUpdater.FlushUboDirty();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Perform any deferred draws.
|
||||
/// </summary>
|
||||
public void PerformDeferredDraws()
|
||||
{
|
||||
_drawManager.PerformDeferredDraws();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the currently bound constant buffer.
|
||||
/// </summary>
|
||||
/// <param name="data">Data to be written to the buffer</param>
|
||||
public void ConstantBufferUpdate(ReadOnlySpan<int> data)
|
||||
{
|
||||
_cbUpdater.Update(data);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Launches the Inline-to-Memory DMA copy operation.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
private void LaunchDma(int argument)
|
||||
{
|
||||
_i2mClass.LaunchDma(ref Unsafe.As<ThreedClassState, InlineToMemoryClassState>(ref _state.State), argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pushes a word of data to the Inline-to-Memory engine.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
private void LoadInlineData(int argument)
|
||||
{
|
||||
_i2mClass.LoadInlineData(argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs an incrementation on a syncpoint.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
public void IncrementSyncpoint(int argument)
|
||||
{
|
||||
uint syncpointId = (uint)argument & 0xFFFF;
|
||||
|
||||
_context.CreateHostSyncIfNeeded();
|
||||
_context.Renderer.UpdateCounters(); // Poll the query counters, the game may want an updated result.
|
||||
_context.Synchronization.IncrementSyncpoint(syncpointId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Issues a texture barrier.
|
||||
/// This waits until previous texture writes from the GPU to finish, before
|
||||
/// performing new operations with said textures.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument (unused)</param>
|
||||
private void TextureBarrier(int argument)
|
||||
{
|
||||
_context.Renderer.Pipeline.TextureBarrier();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Issues a texture barrier.
|
||||
/// This waits until previous texture writes from the GPU to finish, before
|
||||
/// performing new operations with said textures.
|
||||
/// This performs a per-tile wait, it is only valid if both the previous write
|
||||
/// and current access has the same access patterns.
|
||||
/// This may be faster than the regular barrier on tile-based rasterizers.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument (unused)</param>
|
||||
private void TextureBarrierTiled(int argument)
|
||||
{
|
||||
_context.Renderer.Pipeline.TextureBarrierTiled();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pushes four 8-bit index buffer elements.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
private void VbElementU8(int argument)
|
||||
{
|
||||
_drawManager.VbElementU8(argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pushes two 16-bit index buffer elements.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
private void VbElementU16(int argument)
|
||||
{
|
||||
_drawManager.VbElementU16(argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pushes one 32-bit index buffer element.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
private void VbElementU32(int argument)
|
||||
{
|
||||
_drawManager.VbElementU32(argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the value of an internal GPU counter back to zero.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
private void ResetCounter(int argument)
|
||||
{
|
||||
_semaphoreUpdater.ResetCounter(argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finishes the draw call.
|
||||
/// This draws geometry on the bound buffers based on the current GPU state.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
private void DrawEnd(int argument)
|
||||
{
|
||||
_drawManager.DrawEnd(this, argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts draw.
|
||||
/// This sets primitive type and instanced draw parameters.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
private void DrawBegin(int argument)
|
||||
{
|
||||
_drawManager.DrawBegin(argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the index buffer count.
|
||||
/// This also sets internal state that indicates that the next draw is an indexed draw.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
private void SetIndexBufferCount(int argument)
|
||||
{
|
||||
_drawManager.SetIndexBufferCount(argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs a indexed draw with a low number of index buffer elements.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
private void DrawIndexedSmall(int argument)
|
||||
{
|
||||
_drawManager.DrawIndexedSmall(this, argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs a indexed draw with a low number of index buffer elements.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
private void DrawIndexedSmall2(int argument)
|
||||
{
|
||||
_drawManager.DrawIndexedSmall2(this, argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs a indexed draw with a low number of index buffer elements,
|
||||
/// while also pre-incrementing the current instance value.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
private void DrawIndexedSmallIncInstance(int argument)
|
||||
{
|
||||
_drawManager.DrawIndexedSmallIncInstance(this, argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs a indexed draw with a low number of index buffer elements,
|
||||
/// while also pre-incrementing the current instance value.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
private void DrawIndexedSmallIncInstance2(int argument)
|
||||
{
|
||||
_drawManager.DrawIndexedSmallIncInstance2(this, argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears the current color and depth-stencil buffers.
|
||||
/// Which buffers should be cleared is also specified on the argument.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
private void Clear(int argument)
|
||||
{
|
||||
_drawManager.Clear(this, argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Writes a GPU counter to guest memory.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
private void Report(int argument)
|
||||
{
|
||||
_semaphoreUpdater.Report(argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs high-level emulation of Falcon microcode function number "4".
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
private void SetFalcon04(int argument)
|
||||
{
|
||||
_state.State.SetMmeShadowScratch[0] = 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the uniform buffer data with inline data.
|
||||
/// </summary>
|
||||
/// <param name="argument">New uniform buffer data word</param>
|
||||
private void ConstantBufferUpdate(int argument)
|
||||
{
|
||||
_cbUpdater.Update(argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Binds a uniform buffer for the vertex shader stage.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
private void ConstantBufferBindVertex(int argument)
|
||||
{
|
||||
_cbUpdater.BindVertex(argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Binds a uniform buffer for the tessellation control shader stage.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
private void ConstantBufferBindTessControl(int argument)
|
||||
{
|
||||
_cbUpdater.BindTessControl(argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Binds a uniform buffer for the tessellation evaluation shader stage.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
private void ConstantBufferBindTessEvaluation(int argument)
|
||||
{
|
||||
_cbUpdater.BindTessEvaluation(argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Binds a uniform buffer for the geometry shader stage.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
private void ConstantBufferBindGeometry(int argument)
|
||||
{
|
||||
_cbUpdater.BindGeometry(argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Binds a uniform buffer for the fragment shader stage.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
private void ConstantBufferBindFragment(int argument)
|
||||
{
|
||||
_cbUpdater.BindFragment(argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generic register read function that just returns 0.
|
||||
/// </summary>
|
||||
/// <returns>Zero</returns>
|
||||
private static int Zero()
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
861
Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClassState.cs
Normal file
861
Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClassState.cs
Normal file
@ -0,0 +1,861 @@
|
||||
using Ryujinx.Common.Memory;
|
||||
using Ryujinx.Graphics.GAL;
|
||||
using Ryujinx.Graphics.Gpu.Engine.InlineToMemory;
|
||||
using Ryujinx.Graphics.Gpu.Engine.Types;
|
||||
using Ryujinx.Graphics.Gpu.Image;
|
||||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
||||
{
|
||||
/// <summary>
|
||||
/// Shader stage name.
|
||||
/// </summary>
|
||||
enum ShaderType
|
||||
{
|
||||
Vertex,
|
||||
TessellationControl,
|
||||
TessellationEvaluation,
|
||||
Geometry,
|
||||
Fragment
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Transform feedback buffer state.
|
||||
/// </summary>
|
||||
struct TfBufferState
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public Boolean32 Enable;
|
||||
public GpuVa Address;
|
||||
public int Size;
|
||||
public int Offset;
|
||||
public uint Padding0;
|
||||
public uint Padding1;
|
||||
public uint Padding2;
|
||||
#pragma warning restore CS0649
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Transform feedback state.
|
||||
/// </summary>
|
||||
struct TfState
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public int BufferIndex;
|
||||
public int VaryingsCount;
|
||||
public int Stride;
|
||||
public uint Padding;
|
||||
#pragma warning restore CS0649
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Render target color buffer state.
|
||||
/// </summary>
|
||||
struct RtColorState
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public GpuVa Address;
|
||||
public int WidthOrStride;
|
||||
public int Height;
|
||||
public ColorFormat Format;
|
||||
public MemoryLayout MemoryLayout;
|
||||
public int Depth;
|
||||
public int LayerSize;
|
||||
public int BaseLayer;
|
||||
public int Unknown0x24;
|
||||
public int Padding0;
|
||||
public int Padding1;
|
||||
public int Padding2;
|
||||
public int Padding3;
|
||||
public int Padding4;
|
||||
public int Padding5;
|
||||
#pragma warning restore CS0649
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Viewport transform parameters, for viewport transformation.
|
||||
/// </summary>
|
||||
struct ViewportTransform
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public float ScaleX;
|
||||
public float ScaleY;
|
||||
public float ScaleZ;
|
||||
public float TranslateX;
|
||||
public float TranslateY;
|
||||
public float TranslateZ;
|
||||
public uint Swizzle;
|
||||
public uint SubpixelPrecisionBias;
|
||||
#pragma warning restore CS0649
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks viewport swizzle of the position X component.
|
||||
/// </summary>
|
||||
/// <returns>Swizzle enum value</returns>
|
||||
public ViewportSwizzle UnpackSwizzleX()
|
||||
{
|
||||
return (ViewportSwizzle)(Swizzle & 7);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks viewport swizzle of the position Y component.
|
||||
/// </summary>
|
||||
/// <returns>Swizzle enum value</returns>
|
||||
public ViewportSwizzle UnpackSwizzleY()
|
||||
{
|
||||
return (ViewportSwizzle)((Swizzle >> 4) & 7);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks viewport swizzle of the position Z component.
|
||||
/// </summary>
|
||||
/// <returns>Swizzle enum value</returns>
|
||||
public ViewportSwizzle UnpackSwizzleZ()
|
||||
{
|
||||
return (ViewportSwizzle)((Swizzle >> 8) & 7);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks viewport swizzle of the position W component.
|
||||
/// </summary>
|
||||
/// <returns>Swizzle enum value</returns>
|
||||
public ViewportSwizzle UnpackSwizzleW()
|
||||
{
|
||||
return (ViewportSwizzle)((Swizzle >> 12) & 7);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Viewport extents for viewport clipping, also includes depth range.
|
||||
/// </summary>
|
||||
struct ViewportExtents
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public ushort X;
|
||||
public ushort Width;
|
||||
public ushort Y;
|
||||
public ushort Height;
|
||||
public float DepthNear;
|
||||
public float DepthFar;
|
||||
#pragma warning restore CS0649
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draw state for non-indexed draws.
|
||||
/// </summary>
|
||||
struct VertexBufferDrawState
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public int First;
|
||||
public int Count;
|
||||
#pragma warning restore CS0649
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Color buffer clear color.
|
||||
/// </summary>
|
||||
struct ClearColors
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public float Red;
|
||||
public float Green;
|
||||
public float Blue;
|
||||
public float Alpha;
|
||||
#pragma warning restore CS0649
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Depth bias (also called polygon offset) parameters.
|
||||
/// </summary>
|
||||
struct DepthBiasState
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public Boolean32 PointEnable;
|
||||
public Boolean32 LineEnable;
|
||||
public Boolean32 FillEnable;
|
||||
#pragma warning restore CS0649
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Scissor state.
|
||||
/// </summary>
|
||||
struct ScissorState
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public Boolean32 Enable;
|
||||
public ushort X1;
|
||||
public ushort X2;
|
||||
public ushort Y1;
|
||||
public ushort Y2;
|
||||
public uint Padding;
|
||||
#pragma warning restore CS0649
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stencil test masks for back tests.
|
||||
/// </summary>
|
||||
struct StencilBackMasks
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public int FuncRef;
|
||||
public int Mask;
|
||||
public int FuncMask;
|
||||
#pragma warning restore CS0649
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Render target depth-stencil buffer state.
|
||||
/// </summary>
|
||||
struct RtDepthStencilState
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public GpuVa Address;
|
||||
public ZetaFormat Format;
|
||||
public MemoryLayout MemoryLayout;
|
||||
public int LayerSize;
|
||||
#pragma warning restore CS0649
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Screen scissor state.
|
||||
/// </summary>
|
||||
struct ScreenScissorState
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public ushort X;
|
||||
public ushort Width;
|
||||
public ushort Y;
|
||||
public ushort Height;
|
||||
#pragma warning restore CS0649
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Vertex buffer attribute state.
|
||||
/// </summary>
|
||||
struct VertexAttribState
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public uint Attribute;
|
||||
#pragma warning restore CS0649
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the index of the vertex buffer this attribute belongs to.
|
||||
/// </summary>
|
||||
/// <returns>Vertex buffer index</returns>
|
||||
public int UnpackBufferIndex()
|
||||
{
|
||||
return (int)(Attribute & 0x1f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the attribute constant flag.
|
||||
/// </summary>
|
||||
/// <returns>True if the attribute is constant, false otherwise</returns>
|
||||
public bool UnpackIsConstant()
|
||||
{
|
||||
return (Attribute & 0x40) != 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the offset, in bytes, of the attribute on the vertex buffer.
|
||||
/// </summary>
|
||||
/// <returns>Attribute offset in bytes</returns>
|
||||
public int UnpackOffset()
|
||||
{
|
||||
return (int)((Attribute >> 7) & 0x3fff);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the Maxwell attribute format integer.
|
||||
/// </summary>
|
||||
/// <returns>Attribute format integer</returns>
|
||||
public uint UnpackFormat()
|
||||
{
|
||||
return Attribute & 0x3fe00000;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Render target draw buffers control.
|
||||
/// </summary>
|
||||
struct RtControl
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public uint Packed;
|
||||
#pragma warning restore CS0649
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the number of active draw buffers.
|
||||
/// </summary>
|
||||
/// <returns>Number of active draw buffers</returns>
|
||||
public int UnpackCount()
|
||||
{
|
||||
return (int)(Packed & 0xf);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the color attachment index for a given draw buffer.
|
||||
/// </summary>
|
||||
/// <param name="index">Index of the draw buffer</param>
|
||||
/// <returns>Attachment index</returns>
|
||||
public int UnpackPermutationIndex(int index)
|
||||
{
|
||||
return (int)((Packed >> (4 + index * 3)) & 7);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 3D, 2D or 1D texture size.
|
||||
/// </summary>
|
||||
struct Size3D
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public int Width;
|
||||
public int Height;
|
||||
public int Depth;
|
||||
#pragma warning restore CS0649
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stencil front test state and masks.
|
||||
/// </summary>
|
||||
struct StencilTestState
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public Boolean32 Enable;
|
||||
public StencilOp FrontSFail;
|
||||
public StencilOp FrontDpFail;
|
||||
public StencilOp FrontDpPass;
|
||||
public CompareOp FrontFunc;
|
||||
public int FrontFuncRef;
|
||||
public int FrontFuncMask;
|
||||
public int FrontMask;
|
||||
#pragma warning restore CS0649
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Screen Y control register.
|
||||
/// </summary>
|
||||
[Flags]
|
||||
enum YControl
|
||||
{
|
||||
NegateY = 1 << 0,
|
||||
TriangleRastFlip = 1 << 4
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Condition for conditional rendering.
|
||||
/// </summary>
|
||||
enum Condition
|
||||
{
|
||||
Never,
|
||||
Always,
|
||||
ResultNonZero,
|
||||
Equal,
|
||||
NotEqual
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Texture or sampler pool state.
|
||||
/// </summary>
|
||||
struct PoolState
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public GpuVa Address;
|
||||
public int MaximumId;
|
||||
#pragma warning restore CS0649
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stencil back test state.
|
||||
/// </summary>
|
||||
struct StencilBackTestState
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public Boolean32 TwoSided;
|
||||
public StencilOp BackSFail;
|
||||
public StencilOp BackDpFail;
|
||||
public StencilOp BackDpPass;
|
||||
public CompareOp BackFunc;
|
||||
#pragma warning restore CS0649
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Primitive restart state.
|
||||
/// </summary>
|
||||
struct PrimitiveRestartState
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public Boolean32 Enable;
|
||||
public int Index;
|
||||
#pragma warning restore CS0649
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// GPU index buffer state.
|
||||
/// This is used on indexed draws.
|
||||
/// </summary>
|
||||
struct IndexBufferState
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public GpuVa Address;
|
||||
public GpuVa EndAddress;
|
||||
public IndexType Type;
|
||||
public int First;
|
||||
#pragma warning restore CS0649
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Face culling and orientation parameters.
|
||||
/// </summary>
|
||||
struct FaceState
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public Boolean32 CullEnable;
|
||||
public FrontFace FrontFace;
|
||||
public Face CullFace;
|
||||
#pragma warning restore CS0649
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// View volume clip control.
|
||||
/// </summary>
|
||||
[Flags]
|
||||
enum ViewVolumeClipControl
|
||||
{
|
||||
ForceDepthRangeZeroToOne = 1 << 0,
|
||||
DepthClampDisabled = 1 << 11
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Logical operation state.
|
||||
/// </summary>
|
||||
struct LogicalOpState
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public Boolean32 Enable;
|
||||
public LogicalOp LogicalOp;
|
||||
#pragma warning restore CS0649
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Render target color buffer mask.
|
||||
/// This defines which color channels are written to the color buffer.
|
||||
/// </summary>
|
||||
struct RtColorMask
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public uint Packed;
|
||||
#pragma warning restore CS0649
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks red channel enable.
|
||||
/// </summary>
|
||||
/// <returns>True to write the new red channel color, false to keep the old value</returns>
|
||||
public bool UnpackRed()
|
||||
{
|
||||
return (Packed & 0x1) != 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks green channel enable.
|
||||
/// </summary>
|
||||
/// <returns>True to write the new green channel color, false to keep the old value</returns>
|
||||
public bool UnpackGreen()
|
||||
{
|
||||
return (Packed & 0x10) != 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks blue channel enable.
|
||||
/// </summary>
|
||||
/// <returns>True to write the new blue channel color, false to keep the old value</returns>
|
||||
public bool UnpackBlue()
|
||||
{
|
||||
return (Packed & 0x100) != 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks alpha channel enable.
|
||||
/// </summary>
|
||||
/// <returns>True to write the new alpha channel color, false to keep the old value</returns>
|
||||
public bool UnpackAlpha()
|
||||
{
|
||||
return (Packed & 0x1000) != 0;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Vertex buffer state.
|
||||
/// </summary>
|
||||
struct VertexBufferState
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public uint Control;
|
||||
public GpuVa Address;
|
||||
public int Divisor;
|
||||
#pragma warning restore CS0649
|
||||
|
||||
/// <summary>
|
||||
/// Vertex buffer stride, defined as the number of bytes occupied by each vertex in memory.
|
||||
/// </summary>
|
||||
/// <returns>Vertex buffer stride</returns>
|
||||
public int UnpackStride()
|
||||
{
|
||||
return (int)(Control & 0xfff);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Vertex buffer enable.
|
||||
/// </summary>
|
||||
/// <returns>True if the vertex buffer is enabled, false otherwise</returns>
|
||||
public bool UnpackEnable()
|
||||
{
|
||||
return (Control & (1 << 12)) != 0;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Color buffer blending parameters, shared by all color buffers.
|
||||
/// </summary>
|
||||
struct BlendStateCommon
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public Boolean32 SeparateAlpha;
|
||||
public BlendOp ColorOp;
|
||||
public BlendFactor ColorSrcFactor;
|
||||
public BlendFactor ColorDstFactor;
|
||||
public BlendOp AlphaOp;
|
||||
public BlendFactor AlphaSrcFactor;
|
||||
public uint Unknown0x1354;
|
||||
public BlendFactor AlphaDstFactor;
|
||||
#pragma warning restore CS0649
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Color buffer blending parameters.
|
||||
/// </summary>
|
||||
struct BlendState
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public Boolean32 SeparateAlpha;
|
||||
public BlendOp ColorOp;
|
||||
public BlendFactor ColorSrcFactor;
|
||||
public BlendFactor ColorDstFactor;
|
||||
public BlendOp AlphaOp;
|
||||
public BlendFactor AlphaSrcFactor;
|
||||
public BlendFactor AlphaDstFactor;
|
||||
public uint Padding;
|
||||
#pragma warning restore CS0649
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Graphics shader stage state.
|
||||
/// </summary>
|
||||
struct ShaderState
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public uint Control;
|
||||
public uint Offset;
|
||||
public uint Unknown0x8;
|
||||
public int MaxRegisters;
|
||||
public ShaderType Type;
|
||||
public uint Unknown0x14;
|
||||
public uint Unknown0x18;
|
||||
public uint Unknown0x1c;
|
||||
public uint Unknown0x20;
|
||||
public uint Unknown0x24;
|
||||
public uint Unknown0x28;
|
||||
public uint Unknown0x2c;
|
||||
public uint Unknown0x30;
|
||||
public uint Unknown0x34;
|
||||
public uint Unknown0x38;
|
||||
public uint Unknown0x3c;
|
||||
#pragma warning restore CS0649
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks shader enable information.
|
||||
/// Must be ignored for vertex shaders, those are always enabled.
|
||||
/// </summary>
|
||||
/// <returns>True if the stage is enabled, false otherwise</returns>
|
||||
public bool UnpackEnable()
|
||||
{
|
||||
return (Control & 1) != 0;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Uniform buffer state for the uniform buffer currently being modified.
|
||||
/// </summary>
|
||||
struct UniformBufferState
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public int Size;
|
||||
public GpuVa Address;
|
||||
public int Offset;
|
||||
#pragma warning restore CS0649
|
||||
}
|
||||
|
||||
unsafe struct ThreedClassState : IShadowState
|
||||
{
|
||||
#pragma warning disable CS0649
|
||||
public uint SetObject;
|
||||
public int SetObjectClassId => (int)((SetObject >> 0) & 0xFFFF);
|
||||
public int SetObjectEngineId => (int)((SetObject >> 16) & 0x1F);
|
||||
public fixed uint Reserved04[63];
|
||||
public uint NoOperation;
|
||||
public uint SetNotifyA;
|
||||
public int SetNotifyAAddressUpper => (int)((SetNotifyA >> 0) & 0xFF);
|
||||
public uint SetNotifyB;
|
||||
public uint Notify;
|
||||
public NotifyType NotifyType => (NotifyType)(Notify);
|
||||
public uint WaitForIdle;
|
||||
public uint LoadMmeInstructionRamPointer;
|
||||
public uint LoadMmeInstructionRam;
|
||||
public uint LoadMmeStartAddressRamPointer;
|
||||
public uint LoadMmeStartAddressRam;
|
||||
public uint SetMmeShadowRamControl;
|
||||
public SetMmeShadowRamControlMode SetMmeShadowRamControlMode => (SetMmeShadowRamControlMode)((SetMmeShadowRamControl >> 0) & 0x3);
|
||||
public fixed uint Reserved128[2];
|
||||
public uint SetGlobalRenderEnableA;
|
||||
public int SetGlobalRenderEnableAOffsetUpper => (int)((SetGlobalRenderEnableA >> 0) & 0xFF);
|
||||
public uint SetGlobalRenderEnableB;
|
||||
public uint SetGlobalRenderEnableC;
|
||||
public int SetGlobalRenderEnableCMode => (int)((SetGlobalRenderEnableC >> 0) & 0x7);
|
||||
public uint SendGoIdle;
|
||||
public uint PmTrigger;
|
||||
public uint PmTriggerWfi;
|
||||
public fixed uint Reserved148[2];
|
||||
public uint SetInstrumentationMethodHeader;
|
||||
public uint SetInstrumentationMethodData;
|
||||
public fixed uint Reserved158[10];
|
||||
public uint LineLengthIn;
|
||||
public uint LineCount;
|
||||
public uint OffsetOutUpper;
|
||||
public int OffsetOutUpperValue => (int)((OffsetOutUpper >> 0) & 0xFF);
|
||||
public uint OffsetOut;
|
||||
public uint PitchOut;
|
||||
public uint SetDstBlockSize;
|
||||
public SetDstBlockSizeWidth SetDstBlockSizeWidth => (SetDstBlockSizeWidth)((SetDstBlockSize >> 0) & 0xF);
|
||||
public SetDstBlockSizeHeight SetDstBlockSizeHeight => (SetDstBlockSizeHeight)((SetDstBlockSize >> 4) & 0xF);
|
||||
public SetDstBlockSizeDepth SetDstBlockSizeDepth => (SetDstBlockSizeDepth)((SetDstBlockSize >> 8) & 0xF);
|
||||
public uint SetDstWidth;
|
||||
public uint SetDstHeight;
|
||||
public uint SetDstDepth;
|
||||
public uint SetDstLayer;
|
||||
public uint SetDstOriginBytesX;
|
||||
public int SetDstOriginBytesXV => (int)((SetDstOriginBytesX >> 0) & 0xFFFFF);
|
||||
public uint SetDstOriginSamplesY;
|
||||
public int SetDstOriginSamplesYV => (int)((SetDstOriginSamplesY >> 0) & 0xFFFF);
|
||||
public uint LaunchDma;
|
||||
public LaunchDmaDstMemoryLayout LaunchDmaDstMemoryLayout => (LaunchDmaDstMemoryLayout)((LaunchDma >> 0) & 0x1);
|
||||
public LaunchDmaCompletionType LaunchDmaCompletionType => (LaunchDmaCompletionType)((LaunchDma >> 4) & 0x3);
|
||||
public LaunchDmaInterruptType LaunchDmaInterruptType => (LaunchDmaInterruptType)((LaunchDma >> 8) & 0x3);
|
||||
public LaunchDmaSemaphoreStructSize LaunchDmaSemaphoreStructSize => (LaunchDmaSemaphoreStructSize)((LaunchDma >> 12) & 0x1);
|
||||
public bool LaunchDmaReductionEnable => (LaunchDma & 0x2) != 0;
|
||||
public LaunchDmaReductionOp LaunchDmaReductionOp => (LaunchDmaReductionOp)((LaunchDma >> 13) & 0x7);
|
||||
public LaunchDmaReductionFormat LaunchDmaReductionFormat => (LaunchDmaReductionFormat)((LaunchDma >> 2) & 0x3);
|
||||
public bool LaunchDmaSysmembarDisable => (LaunchDma & 0x40) != 0;
|
||||
public uint LoadInlineData;
|
||||
public fixed uint Reserved1B8[22];
|
||||
public Boolean32 EarlyZForce;
|
||||
public fixed uint Reserved214[45];
|
||||
public uint SyncpointAction;
|
||||
public fixed uint Reserved2CC[44];
|
||||
public Boolean32 RasterizeEnable;
|
||||
public Array4<TfBufferState> TfBufferState;
|
||||
public fixed uint Reserved400[192];
|
||||
public Array4<TfState> TfState;
|
||||
public fixed uint Reserved740[1];
|
||||
public Boolean32 TfEnable;
|
||||
public fixed uint Reserved748[46];
|
||||
public Array8<RtColorState> RtColorState;
|
||||
public Array16<ViewportTransform> ViewportTransform;
|
||||
public Array16<ViewportExtents> ViewportExtents;
|
||||
public fixed uint ReservedD00[29];
|
||||
public VertexBufferDrawState VertexBufferDrawState;
|
||||
public uint DepthMode;
|
||||
public ClearColors ClearColors;
|
||||
public float ClearDepthValue;
|
||||
public fixed uint ReservedD94[3];
|
||||
public uint ClearStencilValue;
|
||||
public fixed uint ReservedDA4[7];
|
||||
public DepthBiasState DepthBiasState;
|
||||
public fixed uint ReservedDCC[5];
|
||||
public uint TextureBarrier;
|
||||
public fixed uint ReservedDE4[7];
|
||||
public Array16<ScissorState> ScissorState;
|
||||
public fixed uint ReservedF00[21];
|
||||
public StencilBackMasks StencilBackMasks;
|
||||
public fixed uint ReservedF60[5];
|
||||
public uint InvalidateTextures;
|
||||
public fixed uint ReservedF78[1];
|
||||
public uint TextureBarrierTiled;
|
||||
public fixed uint ReservedF80[4];
|
||||
public Boolean32 RtColorMaskShared;
|
||||
public fixed uint ReservedF94[19];
|
||||
public RtDepthStencilState RtDepthStencilState;
|
||||
public ScreenScissorState ScreenScissorState;
|
||||
public fixed uint ReservedFFC[89];
|
||||
public Array16<VertexAttribState> VertexAttribState;
|
||||
public fixed uint Reserved11A0[31];
|
||||
public RtControl RtControl;
|
||||
public fixed uint Reserved1220[2];
|
||||
public Size3D RtDepthStencilSize;
|
||||
public SamplerIndex SamplerIndex;
|
||||
public fixed uint Reserved1238[37];
|
||||
public Boolean32 DepthTestEnable;
|
||||
public fixed uint Reserved12D0[5];
|
||||
public Boolean32 BlendIndependent;
|
||||
public Boolean32 DepthWriteEnable;
|
||||
public Boolean32 AlphaTestEnable;
|
||||
public fixed uint Reserved12F0[5];
|
||||
public uint VbElementU8;
|
||||
public uint Reserved1308;
|
||||
public CompareOp DepthTestFunc;
|
||||
public float AlphaTestRef;
|
||||
public CompareOp AlphaTestFunc;
|
||||
public uint Reserved1318;
|
||||
public ColorF BlendConstant;
|
||||
public fixed uint Reserved132C[4];
|
||||
public BlendStateCommon BlendStateCommon;
|
||||
public Boolean32 BlendEnableCommon;
|
||||
public Array8<Boolean32> BlendEnable;
|
||||
public StencilTestState StencilTestState;
|
||||
public fixed uint Reserved13A0[3];
|
||||
public YControl YControl;
|
||||
public float LineWidthSmooth;
|
||||
public float LineWidthAliased;
|
||||
public fixed uint Reserved13B8[31];
|
||||
public uint FirstVertex;
|
||||
public uint FirstInstance;
|
||||
public fixed uint Reserved143C[53];
|
||||
public uint ClipDistanceEnable;
|
||||
public uint Reserved1514;
|
||||
public float PointSize;
|
||||
public uint Reserved151C;
|
||||
public Boolean32 PointSpriteEnable;
|
||||
public fixed uint Reserved1524[3];
|
||||
public uint ResetCounter;
|
||||
public uint Reserved1534;
|
||||
public Boolean32 RtDepthStencilEnable;
|
||||
public fixed uint Reserved153C[5];
|
||||
public GpuVa RenderEnableAddress;
|
||||
public Condition RenderEnableCondition;
|
||||
public PoolState SamplerPoolState;
|
||||
public uint Reserved1568;
|
||||
public float DepthBiasFactor;
|
||||
public Boolean32 LineSmoothEnable;
|
||||
public PoolState TexturePoolState;
|
||||
public fixed uint Reserved1580[5];
|
||||
public StencilBackTestState StencilBackTestState;
|
||||
public fixed uint Reserved15A8[5];
|
||||
public float DepthBiasUnits;
|
||||
public fixed uint Reserved15C0[4];
|
||||
public TextureMsaaMode RtMsaaMode;
|
||||
public fixed uint Reserved15D4[5];
|
||||
public uint VbElementU32;
|
||||
public uint Reserved15EC;
|
||||
public uint VbElementU16;
|
||||
public fixed uint Reserved15F4[4];
|
||||
public uint PointCoordReplace;
|
||||
public GpuVa ShaderBaseAddress;
|
||||
public uint Reserved1610;
|
||||
public uint DrawEnd;
|
||||
public uint DrawBegin;
|
||||
public fixed uint Reserved161C[10];
|
||||
public PrimitiveRestartState PrimitiveRestartState;
|
||||
public fixed uint Reserved164C[95];
|
||||
public IndexBufferState IndexBufferState;
|
||||
public uint IndexBufferCount;
|
||||
public uint DrawIndexedSmall;
|
||||
public uint DrawIndexedSmall2;
|
||||
public uint Reserved17EC;
|
||||
public uint DrawIndexedSmallIncInstance;
|
||||
public uint DrawIndexedSmallIncInstance2;
|
||||
public fixed uint Reserved17F8[33];
|
||||
public float DepthBiasClamp;
|
||||
public Array16<Boolean32> VertexBufferInstanced;
|
||||
public fixed uint Reserved18C0[20];
|
||||
public Boolean32 VertexProgramPointSize;
|
||||
public uint Reserved1914;
|
||||
public FaceState FaceState;
|
||||
public fixed uint Reserved1924[2];
|
||||
public uint ViewportTransformEnable;
|
||||
public fixed uint Reserved1930[3];
|
||||
public ViewVolumeClipControl ViewVolumeClipControl;
|
||||
public fixed uint Reserved1940[2];
|
||||
public Boolean32 PrimitiveTypeOverrideEnable;
|
||||
public fixed uint Reserved194C[9];
|
||||
public PrimitiveTypeOverride PrimitiveTypeOverride;
|
||||
public fixed uint Reserved1974[20];
|
||||
public LogicalOpState LogicOpState;
|
||||
public uint Reserved19CC;
|
||||
public uint Clear;
|
||||
public fixed uint Reserved19D4[11];
|
||||
public Array8<RtColorMask> RtColorMask;
|
||||
public fixed uint Reserved1A20[56];
|
||||
public GpuVa SemaphoreAddress;
|
||||
public int SemaphorePayload;
|
||||
public uint SemaphoreControl;
|
||||
public fixed uint Reserved1B10[60];
|
||||
public Array16<VertexBufferState> VertexBufferState;
|
||||
public fixed uint Reserved1D00[64];
|
||||
public Array8<BlendState> BlendState;
|
||||
public Array16<GpuVa> VertexBufferEndAddress;
|
||||
public fixed uint Reserved1F80[32];
|
||||
public Array6<ShaderState> ShaderState;
|
||||
public fixed uint Reserved2180[96];
|
||||
public uint SetFalcon00;
|
||||
public uint SetFalcon01;
|
||||
public uint SetFalcon02;
|
||||
public uint SetFalcon03;
|
||||
public uint SetFalcon04;
|
||||
public uint SetFalcon05;
|
||||
public uint SetFalcon06;
|
||||
public uint SetFalcon07;
|
||||
public uint SetFalcon08;
|
||||
public uint SetFalcon09;
|
||||
public uint SetFalcon10;
|
||||
public uint SetFalcon11;
|
||||
public uint SetFalcon12;
|
||||
public uint SetFalcon13;
|
||||
public uint SetFalcon14;
|
||||
public uint SetFalcon15;
|
||||
public uint SetFalcon16;
|
||||
public uint SetFalcon17;
|
||||
public uint SetFalcon18;
|
||||
public uint SetFalcon19;
|
||||
public uint SetFalcon20;
|
||||
public uint SetFalcon21;
|
||||
public uint SetFalcon22;
|
||||
public uint SetFalcon23;
|
||||
public uint SetFalcon24;
|
||||
public uint SetFalcon25;
|
||||
public uint SetFalcon26;
|
||||
public uint SetFalcon27;
|
||||
public uint SetFalcon28;
|
||||
public uint SetFalcon29;
|
||||
public uint SetFalcon30;
|
||||
public uint SetFalcon31;
|
||||
public UniformBufferState UniformBufferState;
|
||||
public Array16<uint> UniformBufferUpdateData;
|
||||
public fixed uint Reserved23D0[16];
|
||||
public uint UniformBufferBindVertex;
|
||||
public fixed uint Reserved2414[7];
|
||||
public uint UniformBufferBindTessControl;
|
||||
public fixed uint Reserved2434[7];
|
||||
public uint UniformBufferBindTessEvaluation;
|
||||
public fixed uint Reserved2454[7];
|
||||
public uint UniformBufferBindGeometry;
|
||||
public fixed uint Reserved2474[7];
|
||||
public uint UniformBufferBindFragment;
|
||||
public fixed uint Reserved2494[93];
|
||||
public uint TextureBufferIndex;
|
||||
public fixed uint Reserved260C[125];
|
||||
public Array4<Array32<uint>> TfVaryingLocations;
|
||||
public fixed uint Reserved2A00[640];
|
||||
public MmeShadowScratch SetMmeShadowScratch;
|
||||
#pragma warning restore CS0649
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user