* Implement vertex and geometry shader conversion to compute * Call InitializeReservedCounts for compute too * PR feedback * Set clip distance mask for geometry and tessellation shaders too * Transform feedback emulation only for vertex
97 lines
3.4 KiB
C#
97 lines
3.4 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Shader;
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using System;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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{
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/// <summary>
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/// Vertex, tessellation and geometry as compute shader draw manager.
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/// </summary>
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class VtgAsCompute : IDisposable
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{
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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 VtgAsComputeContext _vacContext;
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/// <summary>
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/// Creates a new instance of the vertex, tessellation and geometry as compute shader draw manager.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="channel">GPU channel</param>
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/// <param name="state">3D engine state</param>
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public VtgAsCompute(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state)
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{
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_context = context;
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_channel = channel;
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_state = state;
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_vacContext = new(context);
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}
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/// <summary>
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/// Emulates the pre-rasterization stages of a draw operation using a compute shader.
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/// </summary>
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/// <param name="engine">3D engine</param>
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/// <param name="vertexAsCompute">Vertex shader converted to compute</param>
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/// <param name="geometryAsCompute">Optional geometry shader converted to compute</param>
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/// <param name="vertexPassthroughProgram">Fragment shader with a vertex passthrough shader to feed the compute output into the fragment stage</param>
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/// <param name="topology">Primitive topology of the draw</param>
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/// <param name="count">Index or vertex count of the draw</param>
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/// <param name="instanceCount">Instance count</param>
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/// <param name="firstIndex">First index on the index buffer, for indexed draws</param>
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/// <param name="firstVertex">First vertex on the vertex buffer</param>
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/// <param name="firstInstance">First instance</param>
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/// <param name="indexed">Whether the draw is indexed</param>
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public void DrawAsCompute(
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ThreedClass engine,
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ShaderAsCompute vertexAsCompute,
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ShaderAsCompute geometryAsCompute,
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IProgram vertexPassthroughProgram,
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PrimitiveTopology topology,
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int count,
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int instanceCount,
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int firstIndex,
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int firstVertex,
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int firstInstance,
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bool indexed)
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{
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VtgAsComputeState state = new(
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_context,
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_channel,
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_state,
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_vacContext,
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engine,
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vertexAsCompute,
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geometryAsCompute,
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vertexPassthroughProgram,
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topology,
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count,
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instanceCount,
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firstIndex,
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firstVertex,
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firstInstance,
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indexed);
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state.RunVertex();
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state.RunGeometry();
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state.RunFragment();
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_vacContext.FreeBuffers();
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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_vacContext.Dispose();
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}
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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}
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}
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