DrawManager.cs 17 KB

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  1. using Ryujinx.Graphics.GAL;
  2. using Ryujinx.Graphics.Gpu.Engine.Types;
  3. using System.Text;
  4. namespace Ryujinx.Graphics.Gpu.Engine.Threed
  5. {
  6. /// <summary>
  7. /// Draw manager.
  8. /// </summary>
  9. class DrawManager
  10. {
  11. private readonly GpuContext _context;
  12. private readonly GpuChannel _channel;
  13. private readonly DeviceStateWithShadow<ThreedClassState> _state;
  14. private readonly DrawState _drawState;
  15. private bool _instancedDrawPending;
  16. private bool _instancedIndexed;
  17. private int _instancedFirstIndex;
  18. private int _instancedFirstVertex;
  19. private int _instancedFirstInstance;
  20. private int _instancedIndexCount;
  21. private int _instancedDrawStateFirst;
  22. private int _instancedDrawStateCount;
  23. private int _instanceIndex;
  24. private const int IndexBufferCountMethodOffset = 0x5f8;
  25. /// <summary>
  26. /// Creates a new instance of the draw manager.
  27. /// </summary>
  28. /// <param name="context">GPU context</param>
  29. /// <param name="channel">GPU channel</param>
  30. /// <param name="state">Channel state</param>
  31. /// <param name="drawState">Draw state</param>
  32. public DrawManager(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state, DrawState drawState)
  33. {
  34. _context = context;
  35. _channel = channel;
  36. _state = state;
  37. _drawState = drawState;
  38. }
  39. /// <summary>
  40. /// Pushes four 8-bit index buffer elements.
  41. /// </summary>
  42. /// <param name="argument">Method call argument</param>
  43. public void VbElementU8(int argument)
  44. {
  45. _drawState.IbStreamer.VbElementU8(_context.Renderer, argument);
  46. }
  47. /// <summary>
  48. /// Pushes two 16-bit index buffer elements.
  49. /// </summary>
  50. /// <param name="argument">Method call argument</param>
  51. public void VbElementU16(int argument)
  52. {
  53. _drawState.IbStreamer.VbElementU16(_context.Renderer, argument);
  54. }
  55. /// <summary>
  56. /// Pushes one 32-bit index buffer element.
  57. /// </summary>
  58. /// <param name="argument">Method call argument</param>
  59. public void VbElementU32(int argument)
  60. {
  61. _drawState.IbStreamer.VbElementU32(_context.Renderer, argument);
  62. }
  63. /// <summary>
  64. /// Finishes the draw call.
  65. /// This draws geometry on the bound buffers based on the current GPU state.
  66. /// </summary>
  67. /// <param name="engine">3D engine where this method is being called</param>
  68. /// <param name="argument">Method call argument</param>
  69. public void DrawEnd(ThreedClass engine, int argument)
  70. {
  71. DrawEnd(engine, _state.State.IndexBufferState.First, (int)_state.State.IndexBufferCount);
  72. }
  73. /// <summary>
  74. /// Finishes the draw call.
  75. /// This draws geometry on the bound buffers based on the current GPU state.
  76. /// </summary>
  77. /// <param name="engine">3D engine where this method is being called</param>
  78. /// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
  79. /// <param name="indexCount">Number of index buffer elements used on the draw</param>
  80. private void DrawEnd(ThreedClass engine, int firstIndex, int indexCount)
  81. {
  82. ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
  83. _context,
  84. _channel.MemoryManager,
  85. _state.State.RenderEnableAddress,
  86. _state.State.RenderEnableCondition);
  87. if (renderEnable == ConditionalRenderEnabled.False || _instancedDrawPending)
  88. {
  89. if (renderEnable == ConditionalRenderEnabled.False)
  90. {
  91. PerformDeferredDraws();
  92. }
  93. _drawState.DrawIndexed = false;
  94. if (renderEnable == ConditionalRenderEnabled.Host)
  95. {
  96. _context.Renderer.Pipeline.EndHostConditionalRendering();
  97. }
  98. return;
  99. }
  100. _drawState.FirstIndex = firstIndex;
  101. _drawState.IndexCount = indexCount;
  102. engine.UpdateState();
  103. bool instanced = _drawState.VsUsesInstanceId || _drawState.IsAnyVbInstanced;
  104. if (instanced)
  105. {
  106. _instancedDrawPending = true;
  107. _instancedIndexed = _drawState.DrawIndexed;
  108. _instancedFirstIndex = firstIndex;
  109. _instancedFirstVertex = (int)_state.State.FirstVertex;
  110. _instancedFirstInstance = (int)_state.State.FirstInstance;
  111. _instancedIndexCount = indexCount;
  112. var drawState = _state.State.VertexBufferDrawState;
  113. _instancedDrawStateFirst = drawState.First;
  114. _instancedDrawStateCount = drawState.Count;
  115. _drawState.DrawIndexed = false;
  116. if (renderEnable == ConditionalRenderEnabled.Host)
  117. {
  118. _context.Renderer.Pipeline.EndHostConditionalRendering();
  119. }
  120. return;
  121. }
  122. int firstInstance = (int)_state.State.FirstInstance;
  123. int inlineIndexCount = _drawState.IbStreamer.GetAndResetInlineIndexCount();
  124. if (inlineIndexCount != 0)
  125. {
  126. int firstVertex = (int)_state.State.FirstVertex;
  127. BufferRange br = new BufferRange(_drawState.IbStreamer.GetInlineIndexBuffer(), 0, inlineIndexCount * 4);
  128. _channel.BufferManager.SetIndexBuffer(br, IndexType.UInt);
  129. _context.Renderer.Pipeline.DrawIndexed(inlineIndexCount, 1, firstIndex, firstVertex, firstInstance);
  130. }
  131. else if (_drawState.DrawIndexed)
  132. {
  133. int firstVertex = (int)_state.State.FirstVertex;
  134. _context.Renderer.Pipeline.DrawIndexed(indexCount, 1, firstIndex, firstVertex, firstInstance);
  135. }
  136. else
  137. {
  138. var drawState = _state.State.VertexBufferDrawState;
  139. _context.Renderer.Pipeline.Draw(drawState.Count, 1, drawState.First, firstInstance);
  140. }
  141. _drawState.DrawIndexed = false;
  142. if (renderEnable == ConditionalRenderEnabled.Host)
  143. {
  144. _context.Renderer.Pipeline.EndHostConditionalRendering();
  145. }
  146. }
  147. /// <summary>
  148. /// Starts draw.
  149. /// This sets primitive type and instanced draw parameters.
  150. /// </summary>
  151. /// <param name="argument">Method call argument</param>
  152. public void DrawBegin(int argument)
  153. {
  154. bool incrementInstance = (argument & (1 << 26)) != 0;
  155. bool resetInstance = (argument & (1 << 27)) == 0;
  156. if (_state.State.PrimitiveTypeOverrideEnable)
  157. {
  158. PrimitiveTypeOverride typeOverride = _state.State.PrimitiveTypeOverride;
  159. DrawBegin(incrementInstance, resetInstance, typeOverride.Convert());
  160. }
  161. else
  162. {
  163. PrimitiveType type = (PrimitiveType)(argument & 0xffff);
  164. DrawBegin(incrementInstance, resetInstance, type.Convert());
  165. }
  166. }
  167. /// <summary>
  168. /// Starts draw.
  169. /// This sets primitive type and instanced draw parameters.
  170. /// </summary>
  171. /// <param name="incrementInstance">Indicates if the current instance should be incremented</param>
  172. /// <param name="resetInstance">Indicates if the current instance should be set to zero</param>
  173. /// <param name="topology">Primitive topology</param>
  174. private void DrawBegin(bool incrementInstance, bool resetInstance, PrimitiveTopology topology)
  175. {
  176. if (incrementInstance)
  177. {
  178. _instanceIndex++;
  179. }
  180. else if (resetInstance)
  181. {
  182. PerformDeferredDraws();
  183. _instanceIndex = 0;
  184. }
  185. _context.Renderer.Pipeline.SetPrimitiveTopology(topology);
  186. _drawState.Topology = topology;
  187. }
  188. /// <summary>
  189. /// Sets the index buffer count.
  190. /// This also sets internal state that indicates that the next draw is an indexed draw.
  191. /// </summary>
  192. /// <param name="argument">Method call argument</param>
  193. public void SetIndexBufferCount(int argument)
  194. {
  195. _drawState.DrawIndexed = true;
  196. }
  197. /// <summary>
  198. /// Performs a indexed draw with a low number of index buffer elements.
  199. /// </summary>
  200. /// <param name="engine">3D engine where this method is being called</param>
  201. /// <param name="argument">Method call argument</param>
  202. public void DrawIndexedSmall(ThreedClass engine, int argument)
  203. {
  204. DrawIndexedSmall(engine, argument, false);
  205. }
  206. /// <summary>
  207. /// Performs a indexed draw with a low number of index buffer elements.
  208. /// </summary>
  209. /// <param name="engine">3D engine where this method is being called</param>
  210. /// <param name="argument">Method call argument</param>
  211. public void DrawIndexedSmall2(ThreedClass engine, int argument)
  212. {
  213. DrawIndexedSmall(engine, argument);
  214. }
  215. /// <summary>
  216. /// Performs a indexed draw with a low number of index buffer elements,
  217. /// while also pre-incrementing the current instance value.
  218. /// </summary>
  219. /// <param name="engine">3D engine where this method is being called</param>
  220. /// <param name="argument">Method call argument</param>
  221. public void DrawIndexedSmallIncInstance(ThreedClass engine, int argument)
  222. {
  223. DrawIndexedSmall(engine, argument, true);
  224. }
  225. /// <summary>
  226. /// Performs a indexed draw with a low number of index buffer elements,
  227. /// while also pre-incrementing the current instance value.
  228. /// </summary>
  229. /// <param name="engine">3D engine where this method is being called</param>
  230. /// <param name="argument">Method call argument</param>
  231. public void DrawIndexedSmallIncInstance2(ThreedClass engine, int argument)
  232. {
  233. DrawIndexedSmallIncInstance(engine, argument);
  234. }
  235. /// <summary>
  236. /// Performs a indexed draw with a low number of index buffer elements,
  237. /// while optionally also pre-incrementing the current instance value.
  238. /// </summary>
  239. /// <param name="engine">3D engine where this method is being called</param>
  240. /// <param name="argument">Method call argument</param>
  241. /// <param name="instanced">True to increment the current instance value, false otherwise</param>
  242. private void DrawIndexedSmall(ThreedClass engine, int argument, bool instanced)
  243. {
  244. PrimitiveTypeOverride typeOverride = _state.State.PrimitiveTypeOverride;
  245. DrawBegin(instanced, !instanced, typeOverride.Convert());
  246. int firstIndex = argument & 0xffff;
  247. int indexCount = (argument >> 16) & 0xfff;
  248. bool oldDrawIndexed = _drawState.DrawIndexed;
  249. _drawState.DrawIndexed = true;
  250. DrawEnd(engine, firstIndex, indexCount);
  251. _drawState.DrawIndexed = oldDrawIndexed;
  252. }
  253. /// <summary>
  254. /// Performs a indirect multi-draw, with parameters from a GPU buffer.
  255. /// </summary>
  256. /// <param name="engine">3D engine where this method is being called</param>
  257. /// <param name="topology">Primitive topology</param>
  258. /// <param name="indirectBuffer">GPU buffer with the draw parameters, such as count, first index, etc</param>
  259. /// <param name="parameterBuffer">GPU buffer with the draw count</param>
  260. /// <param name="maxDrawCount">Maximum number of draws that can be made</param>
  261. /// <param name="stride">Distance in bytes between each element on the <paramref name="indirectBuffer"/> array</param>
  262. public void MultiDrawIndirectCount(
  263. ThreedClass engine,
  264. int indexCount,
  265. PrimitiveTopology topology,
  266. BufferRange indirectBuffer,
  267. BufferRange parameterBuffer,
  268. int maxDrawCount,
  269. int stride)
  270. {
  271. engine.Write(IndexBufferCountMethodOffset * 4, indexCount);
  272. _context.Renderer.Pipeline.SetPrimitiveTopology(topology);
  273. _drawState.Topology = topology;
  274. ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
  275. _context,
  276. _channel.MemoryManager,
  277. _state.State.RenderEnableAddress,
  278. _state.State.RenderEnableCondition);
  279. if (renderEnable == ConditionalRenderEnabled.False)
  280. {
  281. _drawState.DrawIndexed = false;
  282. return;
  283. }
  284. _drawState.FirstIndex = _state.State.IndexBufferState.First;
  285. _drawState.IndexCount = indexCount;
  286. engine.UpdateState();
  287. if (_drawState.DrawIndexed)
  288. {
  289. _context.Renderer.Pipeline.MultiDrawIndexedIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
  290. }
  291. else
  292. {
  293. _context.Renderer.Pipeline.MultiDrawIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
  294. }
  295. _drawState.DrawIndexed = false;
  296. if (renderEnable == ConditionalRenderEnabled.Host)
  297. {
  298. _context.Renderer.Pipeline.EndHostConditionalRendering();
  299. }
  300. }
  301. /// <summary>
  302. /// Perform any deferred draws.
  303. /// This is used for instanced draws.
  304. /// Since each instance is a separate draw, we defer the draw and accumulate the instance count.
  305. /// Once we detect the last instanced draw, then we perform the host instanced draw,
  306. /// with the accumulated instance count.
  307. /// </summary>
  308. public void PerformDeferredDraws()
  309. {
  310. // Perform any pending instanced draw.
  311. if (_instancedDrawPending)
  312. {
  313. _instancedDrawPending = false;
  314. if (_instancedIndexed)
  315. {
  316. _context.Renderer.Pipeline.DrawIndexed(
  317. _instancedIndexCount,
  318. _instanceIndex + 1,
  319. _instancedFirstIndex,
  320. _instancedFirstVertex,
  321. _instancedFirstInstance);
  322. }
  323. else
  324. {
  325. _context.Renderer.Pipeline.Draw(
  326. _instancedDrawStateCount,
  327. _instanceIndex + 1,
  328. _instancedDrawStateFirst,
  329. _instancedFirstInstance);
  330. }
  331. }
  332. }
  333. /// <summary>
  334. /// Clears the current color and depth-stencil buffers.
  335. /// Which buffers should be cleared is also specified on the argument.
  336. /// </summary>
  337. /// <param name="engine">3D engine where this method is being called</param>
  338. /// <param name="argument">Method call argument</param>
  339. public void Clear(ThreedClass engine, int argument)
  340. {
  341. ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
  342. _context,
  343. _channel.MemoryManager,
  344. _state.State.RenderEnableAddress,
  345. _state.State.RenderEnableCondition);
  346. if (renderEnable == ConditionalRenderEnabled.False)
  347. {
  348. return;
  349. }
  350. // Scissor and rasterizer discard also affect clears.
  351. engine.UpdateState((1UL << StateUpdater.RasterizerStateIndex) | (1UL << StateUpdater.ScissorStateIndex));
  352. int index = (argument >> 6) & 0xf;
  353. engine.UpdateRenderTargetState(useControl: false, singleUse: index);
  354. _channel.TextureManager.UpdateRenderTargets();
  355. bool clearDepth = (argument & 1) != 0;
  356. bool clearStencil = (argument & 2) != 0;
  357. uint componentMask = (uint)((argument >> 2) & 0xf);
  358. if (componentMask != 0)
  359. {
  360. var clearColor = _state.State.ClearColors;
  361. ColorF color = new ColorF(clearColor.Red, clearColor.Green, clearColor.Blue, clearColor.Alpha);
  362. _context.Renderer.Pipeline.ClearRenderTargetColor(index, componentMask, color);
  363. }
  364. if (clearDepth || clearStencil)
  365. {
  366. float depthValue = _state.State.ClearDepthValue;
  367. int stencilValue = (int)_state.State.ClearStencilValue;
  368. int stencilMask = 0;
  369. if (clearStencil)
  370. {
  371. stencilMask = _state.State.StencilTestState.FrontMask;
  372. }
  373. _context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
  374. depthValue,
  375. clearDepth,
  376. stencilValue,
  377. stencilMask);
  378. }
  379. engine.UpdateRenderTargetState(useControl: true);
  380. if (renderEnable == ConditionalRenderEnabled.Host)
  381. {
  382. _context.Renderer.Pipeline.EndHostConditionalRendering();
  383. }
  384. }
  385. }
  386. }