ThreedClass.cs 20 KB

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  1. using Ryujinx.Graphics.Device;
  2. using Ryujinx.Graphics.GAL;
  3. using Ryujinx.Graphics.Gpu.Engine.InlineToMemory;
  4. using System;
  5. using System.Collections.Generic;
  6. using System.Runtime.CompilerServices;
  7. namespace Ryujinx.Graphics.Gpu.Engine.Threed
  8. {
  9. /// <summary>
  10. /// Represents a 3D engine class.
  11. /// </summary>
  12. class ThreedClass : IDeviceState
  13. {
  14. private readonly GpuContext _context;
  15. private readonly DeviceStateWithShadow<ThreedClassState> _state;
  16. private readonly InlineToMemoryClass _i2mClass;
  17. private readonly DrawManager _drawManager;
  18. private readonly SemaphoreUpdater _semaphoreUpdater;
  19. private readonly ConstantBufferUpdater _cbUpdater;
  20. private readonly StateUpdater _stateUpdater;
  21. /// <summary>
  22. /// Creates a new instance of the 3D engine class.
  23. /// </summary>
  24. /// <param name="context">GPU context</param>
  25. /// <param name="channel">GPU channel</param>
  26. public ThreedClass(GpuContext context, GpuChannel channel)
  27. {
  28. _context = context;
  29. _state = new DeviceStateWithShadow<ThreedClassState>(new Dictionary<string, RwCallback>
  30. {
  31. { nameof(ThreedClassState.LaunchDma), new RwCallback(LaunchDma, null) },
  32. { nameof(ThreedClassState.LoadInlineData), new RwCallback(LoadInlineData, null) },
  33. { nameof(ThreedClassState.SyncpointAction), new RwCallback(IncrementSyncpoint, null) },
  34. { nameof(ThreedClassState.InvalidateSamplerCacheNoWfi), new RwCallback(InvalidateSamplerCacheNoWfi, null) },
  35. { nameof(ThreedClassState.InvalidateTextureHeaderCacheNoWfi), new RwCallback(InvalidateTextureHeaderCacheNoWfi, null) },
  36. { nameof(ThreedClassState.TextureBarrier), new RwCallback(TextureBarrier, null) },
  37. { nameof(ThreedClassState.TextureBarrierTiled), new RwCallback(TextureBarrierTiled, null) },
  38. { nameof(ThreedClassState.DrawTextureSrcY), new RwCallback(DrawTexture, null) },
  39. { nameof(ThreedClassState.VbElementU8), new RwCallback(VbElementU8, null) },
  40. { nameof(ThreedClassState.VbElementU16), new RwCallback(VbElementU16, null) },
  41. { nameof(ThreedClassState.VbElementU32), new RwCallback(VbElementU32, null) },
  42. { nameof(ThreedClassState.ResetCounter), new RwCallback(ResetCounter, null) },
  43. { nameof(ThreedClassState.RenderEnableCondition), new RwCallback(null, Zero) },
  44. { nameof(ThreedClassState.DrawEnd), new RwCallback(DrawEnd, null) },
  45. { nameof(ThreedClassState.DrawBegin), new RwCallback(DrawBegin, null) },
  46. { nameof(ThreedClassState.DrawIndexedSmall), new RwCallback(DrawIndexedSmall, null) },
  47. { nameof(ThreedClassState.DrawIndexedSmall2), new RwCallback(DrawIndexedSmall2, null) },
  48. { nameof(ThreedClassState.DrawIndexedSmallIncInstance), new RwCallback(DrawIndexedSmallIncInstance, null) },
  49. { nameof(ThreedClassState.DrawIndexedSmallIncInstance2), new RwCallback(DrawIndexedSmallIncInstance2, null) },
  50. { nameof(ThreedClassState.IndexBufferCount), new RwCallback(SetIndexBufferCount, null) },
  51. { nameof(ThreedClassState.Clear), new RwCallback(Clear, null) },
  52. { nameof(ThreedClassState.SemaphoreControl), new RwCallback(Report, null) },
  53. { nameof(ThreedClassState.SetFalcon04), new RwCallback(SetFalcon04, null) },
  54. { nameof(ThreedClassState.UniformBufferUpdateData), new RwCallback(ConstantBufferUpdate, null) },
  55. { nameof(ThreedClassState.UniformBufferBindVertex), new RwCallback(ConstantBufferBindVertex, null) },
  56. { nameof(ThreedClassState.UniformBufferBindTessControl), new RwCallback(ConstantBufferBindTessControl, null) },
  57. { nameof(ThreedClassState.UniformBufferBindTessEvaluation), new RwCallback(ConstantBufferBindTessEvaluation, null) },
  58. { nameof(ThreedClassState.UniformBufferBindGeometry), new RwCallback(ConstantBufferBindGeometry, null) },
  59. { nameof(ThreedClassState.UniformBufferBindFragment), new RwCallback(ConstantBufferBindFragment, null) }
  60. });
  61. _i2mClass = new InlineToMemoryClass(context, channel, initializeState: false);
  62. var drawState = new DrawState();
  63. _drawManager = new DrawManager(context, channel, _state, drawState);
  64. _semaphoreUpdater = new SemaphoreUpdater(context, channel, _state);
  65. _cbUpdater = new ConstantBufferUpdater(channel, _state);
  66. _stateUpdater = new StateUpdater(context, channel, _state, drawState);
  67. // This defaults to "always", even without any register write.
  68. // Reads just return 0, regardless of what was set there.
  69. _state.State.RenderEnableCondition = Condition.Always;
  70. }
  71. /// <summary>
  72. /// Reads data from the class registers.
  73. /// </summary>
  74. /// <param name="offset">Register byte offset</param>
  75. /// <returns>Data at the specified offset</returns>
  76. [MethodImpl(MethodImplOptions.AggressiveInlining)]
  77. public int Read(int offset) => _state.Read(offset);
  78. /// <summary>
  79. /// Writes data to the class registers.
  80. /// </summary>
  81. /// <param name="offset">Register byte offset</param>
  82. /// <param name="data">Data to be written</param>
  83. [MethodImpl(MethodImplOptions.AggressiveInlining)]
  84. public void Write(int offset, int data)
  85. {
  86. _state.WriteWithRedundancyCheck(offset, data, out bool valueChanged);
  87. if (valueChanged)
  88. {
  89. _stateUpdater.SetDirty(offset);
  90. }
  91. }
  92. /// <summary>
  93. /// Sets the shadow ram control value of all sub-channels.
  94. /// </summary>
  95. /// <param name="control">New shadow ram control value</param>
  96. public void SetShadowRamControl(int control)
  97. {
  98. _state.State.SetMmeShadowRamControl = (uint)control;
  99. }
  100. /// <summary>
  101. /// Updates current host state for all registers modified since the last call to this method.
  102. /// </summary>
  103. public void UpdateState()
  104. {
  105. _cbUpdater.FlushUboDirty();
  106. _stateUpdater.Update();
  107. }
  108. /// <summary>
  109. /// Updates current host state for all registers modified since the last call to this method.
  110. /// </summary>
  111. /// <param name="mask">Mask where each bit set indicates that the respective state group index should be checked</param>
  112. public void UpdateState(ulong mask)
  113. {
  114. _stateUpdater.Update(mask);
  115. }
  116. /// <summary>
  117. /// Updates render targets (color and depth-stencil buffers) based on current render target state.
  118. /// </summary>
  119. /// <param name="useControl">Use draw buffers information from render target control register</param>
  120. /// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
  121. public void UpdateRenderTargetState(bool useControl, int singleUse = -1)
  122. {
  123. _stateUpdater.UpdateRenderTargetState(useControl, singleUse);
  124. }
  125. /// <summary>
  126. /// Updates scissor based on current render target state.
  127. /// </summary>
  128. public void UpdateScissorState()
  129. {
  130. _stateUpdater.UpdateScissorState();
  131. }
  132. /// <summary>
  133. /// Marks the entire state as dirty, forcing a full host state update before the next draw.
  134. /// </summary>
  135. public void ForceStateDirty()
  136. {
  137. _drawManager.ForceStateDirty();
  138. _stateUpdater.SetAllDirty();
  139. }
  140. /// <summary>
  141. /// Marks the specified register offset as dirty, forcing the associated state to update on the next draw.
  142. /// </summary>
  143. /// <param name="offset">Register offset</param>
  144. public void ForceStateDirty(int offset)
  145. {
  146. _stateUpdater.SetDirty(offset);
  147. }
  148. /// <summary>
  149. /// Forces the shaders to be rebound on the next draw.
  150. /// </summary>
  151. public void ForceShaderUpdate()
  152. {
  153. _stateUpdater.ForceShaderUpdate();
  154. }
  155. /// <summary>
  156. /// Flushes any queued UBO updates.
  157. /// </summary>
  158. public void FlushUboDirty()
  159. {
  160. _cbUpdater.FlushUboDirty();
  161. }
  162. /// <summary>
  163. /// Perform any deferred draws.
  164. /// </summary>
  165. public void PerformDeferredDraws()
  166. {
  167. _drawManager.PerformDeferredDraws();
  168. }
  169. /// <summary>
  170. /// Updates the currently bound constant buffer.
  171. /// </summary>
  172. /// <param name="data">Data to be written to the buffer</param>
  173. public void ConstantBufferUpdate(ReadOnlySpan<int> data)
  174. {
  175. _cbUpdater.Update(data);
  176. }
  177. /// <summary>
  178. /// Launches the Inline-to-Memory DMA copy operation.
  179. /// </summary>
  180. /// <param name="argument">Method call argument</param>
  181. private void LaunchDma(int argument)
  182. {
  183. _i2mClass.LaunchDma(ref Unsafe.As<ThreedClassState, InlineToMemoryClassState>(ref _state.State), argument);
  184. }
  185. /// <summary>
  186. /// Pushes a block of data to the Inline-to-Memory engine.
  187. /// </summary>
  188. /// <param name="data">Data to push</param>
  189. public void LoadInlineData(ReadOnlySpan<int> data)
  190. {
  191. _i2mClass.LoadInlineData(data);
  192. }
  193. /// <summary>
  194. /// Pushes a word of data to the Inline-to-Memory engine.
  195. /// </summary>
  196. /// <param name="argument">Method call argument</param>
  197. private void LoadInlineData(int argument)
  198. {
  199. _i2mClass.LoadInlineData(argument);
  200. }
  201. /// <summary>
  202. /// Performs an incrementation on a syncpoint.
  203. /// </summary>
  204. /// <param name="argument">Method call argument</param>
  205. public void IncrementSyncpoint(int argument)
  206. {
  207. uint syncpointId = (uint)argument & 0xFFFF;
  208. _context.AdvanceSequence();
  209. _context.CreateHostSyncIfNeeded(true);
  210. _context.Renderer.UpdateCounters(); // Poll the query counters, the game may want an updated result.
  211. _context.Synchronization.IncrementSyncpoint(syncpointId);
  212. }
  213. /// <summary>
  214. /// Invalidates the cache with the sampler descriptors from the sampler pool.
  215. /// </summary>
  216. /// <param name="argument">Method call argument (unused)</param>
  217. private void InvalidateSamplerCacheNoWfi(int argument)
  218. {
  219. _context.AdvanceSequence();
  220. }
  221. /// <summary>
  222. /// Invalidates the cache with the texture descriptors from the texture pool.
  223. /// </summary>
  224. /// <param name="argument">Method call argument (unused)</param>
  225. private void InvalidateTextureHeaderCacheNoWfi(int argument)
  226. {
  227. _context.AdvanceSequence();
  228. }
  229. /// <summary>
  230. /// Issues a texture barrier.
  231. /// This waits until previous texture writes from the GPU to finish, before
  232. /// performing new operations with said textures.
  233. /// </summary>
  234. /// <param name="argument">Method call argument (unused)</param>
  235. private void TextureBarrier(int argument)
  236. {
  237. _context.Renderer.Pipeline.TextureBarrier();
  238. }
  239. /// <summary>
  240. /// Issues a texture barrier.
  241. /// This waits until previous texture writes from the GPU to finish, before
  242. /// performing new operations with said textures.
  243. /// This performs a per-tile wait, it is only valid if both the previous write
  244. /// and current access has the same access patterns.
  245. /// This may be faster than the regular barrier on tile-based rasterizers.
  246. /// </summary>
  247. /// <param name="argument">Method call argument (unused)</param>
  248. private void TextureBarrierTiled(int argument)
  249. {
  250. _context.Renderer.Pipeline.TextureBarrierTiled();
  251. }
  252. /// <summary>
  253. /// Draws a texture, without needing to specify shader programs.
  254. /// </summary>
  255. /// <param name="argument">Method call argument</param>
  256. private void DrawTexture(int argument)
  257. {
  258. _drawManager.DrawTexture(this, argument);
  259. }
  260. /// <summary>
  261. /// Pushes four 8-bit index buffer elements.
  262. /// </summary>
  263. /// <param name="argument">Method call argument</param>
  264. private void VbElementU8(int argument)
  265. {
  266. _drawManager.VbElementU8(argument);
  267. }
  268. /// <summary>
  269. /// Pushes two 16-bit index buffer elements.
  270. /// </summary>
  271. /// <param name="argument">Method call argument</param>
  272. private void VbElementU16(int argument)
  273. {
  274. _drawManager.VbElementU16(argument);
  275. }
  276. /// <summary>
  277. /// Pushes one 32-bit index buffer element.
  278. /// </summary>
  279. /// <param name="argument">Method call argument</param>
  280. private void VbElementU32(int argument)
  281. {
  282. _drawManager.VbElementU32(argument);
  283. }
  284. /// <summary>
  285. /// Resets the value of an internal GPU counter back to zero.
  286. /// </summary>
  287. /// <param name="argument">Method call argument</param>
  288. private void ResetCounter(int argument)
  289. {
  290. _semaphoreUpdater.ResetCounter(argument);
  291. }
  292. /// <summary>
  293. /// Finishes the draw call.
  294. /// This draws geometry on the bound buffers based on the current GPU state.
  295. /// </summary>
  296. /// <param name="argument">Method call argument</param>
  297. private void DrawEnd(int argument)
  298. {
  299. _drawManager.DrawEnd(this, argument);
  300. }
  301. /// <summary>
  302. /// Starts draw.
  303. /// This sets primitive type and instanced draw parameters.
  304. /// </summary>
  305. /// <param name="argument">Method call argument</param>
  306. private void DrawBegin(int argument)
  307. {
  308. _drawManager.DrawBegin(argument);
  309. }
  310. /// <summary>
  311. /// Sets the index buffer count.
  312. /// This also sets internal state that indicates that the next draw is an indexed draw.
  313. /// </summary>
  314. /// <param name="argument">Method call argument</param>
  315. private void SetIndexBufferCount(int argument)
  316. {
  317. _drawManager.SetIndexBufferCount(argument);
  318. }
  319. /// <summary>
  320. /// Performs a indexed draw with a low number of index buffer elements.
  321. /// </summary>
  322. /// <param name="argument">Method call argument</param>
  323. private void DrawIndexedSmall(int argument)
  324. {
  325. _drawManager.DrawIndexedSmall(this, argument);
  326. }
  327. /// <summary>
  328. /// Performs a indexed draw with a low number of index buffer elements.
  329. /// </summary>
  330. /// <param name="argument">Method call argument</param>
  331. private void DrawIndexedSmall2(int argument)
  332. {
  333. _drawManager.DrawIndexedSmall2(this, argument);
  334. }
  335. /// <summary>
  336. /// Performs a indexed draw with a low number of index buffer elements,
  337. /// while also pre-incrementing the current instance value.
  338. /// </summary>
  339. /// <param name="argument">Method call argument</param>
  340. private void DrawIndexedSmallIncInstance(int argument)
  341. {
  342. _drawManager.DrawIndexedSmallIncInstance(this, argument);
  343. }
  344. /// <summary>
  345. /// Performs a indexed draw with a low number of index buffer elements,
  346. /// while also pre-incrementing the current instance value.
  347. /// </summary>
  348. /// <param name="argument">Method call argument</param>
  349. private void DrawIndexedSmallIncInstance2(int argument)
  350. {
  351. _drawManager.DrawIndexedSmallIncInstance2(this, argument);
  352. }
  353. /// <summary>
  354. /// Clears the current color and depth-stencil buffers.
  355. /// Which buffers should be cleared is also specified on the argument.
  356. /// </summary>
  357. /// <param name="argument">Method call argument</param>
  358. private void Clear(int argument)
  359. {
  360. _drawManager.Clear(this, argument);
  361. }
  362. /// <summary>
  363. /// Writes a GPU counter to guest memory.
  364. /// </summary>
  365. /// <param name="argument">Method call argument</param>
  366. private void Report(int argument)
  367. {
  368. _semaphoreUpdater.Report(argument);
  369. }
  370. /// <summary>
  371. /// Performs high-level emulation of Falcon microcode function number "4".
  372. /// </summary>
  373. /// <param name="argument">Method call argument</param>
  374. private void SetFalcon04(int argument)
  375. {
  376. _state.State.SetMmeShadowScratch[0] = 1;
  377. }
  378. /// <summary>
  379. /// Updates the uniform buffer data with inline data.
  380. /// </summary>
  381. /// <param name="argument">New uniform buffer data word</param>
  382. private void ConstantBufferUpdate(int argument)
  383. {
  384. _cbUpdater.Update(argument);
  385. }
  386. /// <summary>
  387. /// Binds a uniform buffer for the vertex shader stage.
  388. /// </summary>
  389. /// <param name="argument">Method call argument</param>
  390. private void ConstantBufferBindVertex(int argument)
  391. {
  392. _cbUpdater.BindVertex(argument);
  393. }
  394. /// <summary>
  395. /// Binds a uniform buffer for the tessellation control shader stage.
  396. /// </summary>
  397. /// <param name="argument">Method call argument</param>
  398. private void ConstantBufferBindTessControl(int argument)
  399. {
  400. _cbUpdater.BindTessControl(argument);
  401. }
  402. /// <summary>
  403. /// Binds a uniform buffer for the tessellation evaluation shader stage.
  404. /// </summary>
  405. /// <param name="argument">Method call argument</param>
  406. private void ConstantBufferBindTessEvaluation(int argument)
  407. {
  408. _cbUpdater.BindTessEvaluation(argument);
  409. }
  410. /// <summary>
  411. /// Binds a uniform buffer for the geometry shader stage.
  412. /// </summary>
  413. /// <param name="argument">Method call argument</param>
  414. private void ConstantBufferBindGeometry(int argument)
  415. {
  416. _cbUpdater.BindGeometry(argument);
  417. }
  418. /// <summary>
  419. /// Binds a uniform buffer for the fragment shader stage.
  420. /// </summary>
  421. /// <param name="argument">Method call argument</param>
  422. private void ConstantBufferBindFragment(int argument)
  423. {
  424. _cbUpdater.BindFragment(argument);
  425. }
  426. /// <summary>
  427. /// Generic register read function that just returns 0.
  428. /// </summary>
  429. /// <returns>Zero</returns>
  430. private static int Zero()
  431. {
  432. return 0;
  433. }
  434. /// <summary>
  435. /// Performs a indirect multi-draw, with parameters from a GPU buffer.
  436. /// </summary>
  437. /// <param name="indexCount">Index Buffer Count</param>
  438. /// <param name="topology">Primitive topology</param>
  439. /// <param name="indirectBuffer">GPU buffer with the draw parameters, such as count, first index, etc</param>
  440. /// <param name="parameterBuffer">GPU buffer with the draw count</param>
  441. /// <param name="maxDrawCount">Maximum number of draws that can be made</param>
  442. /// <param name="stride">Distance in bytes between each element on the <paramref name="indirectBuffer"/> array</param>
  443. public void MultiDrawIndirectCount(
  444. int indexCount,
  445. PrimitiveTopology topology,
  446. BufferRange indirectBuffer,
  447. BufferRange parameterBuffer,
  448. int maxDrawCount,
  449. int stride)
  450. {
  451. _drawManager.MultiDrawIndirectCount(this, indexCount, topology, indirectBuffer, parameterBuffer, maxDrawCount, stride);
  452. }
  453. }
  454. }