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- using Ryujinx.Graphics.Gal;
- using Ryujinx.HLE.Gpu.Memory;
- using Ryujinx.HLE.Gpu.Texture;
- using System;
- using System.Collections.Generic;
- namespace Ryujinx.HLE.Gpu.Engines
- {
- class NvGpuEngine3d : INvGpuEngine
- {
- public int[] Registers { get; private set; }
- private NvGpu Gpu;
- private Dictionary<int, NvGpuMethod> Methods;
- private struct ConstBuffer
- {
- public bool Enabled;
- public long Position;
- public int Size;
- }
- private ConstBuffer[][] ConstBuffers;
- private HashSet<long> FrameBuffers;
- public NvGpuEngine3d(NvGpu Gpu)
- {
- this.Gpu = Gpu;
- Registers = new int[0xe00];
- Methods = new Dictionary<int, NvGpuMethod>();
- void AddMethod(int Meth, int Count, int Stride, NvGpuMethod Method)
- {
- while (Count-- > 0)
- {
- Methods.Add(Meth, Method);
- Meth += Stride;
- }
- }
- AddMethod(0x585, 1, 1, VertexEndGl);
- AddMethod(0x674, 1, 1, ClearBuffers);
- AddMethod(0x6c3, 1, 1, QueryControl);
- AddMethod(0x8e4, 16, 1, CbData);
- AddMethod(0x904, 5, 8, CbBind);
- ConstBuffers = new ConstBuffer[6][];
- for (int Index = 0; Index < ConstBuffers.Length; Index++)
- {
- ConstBuffers[Index] = new ConstBuffer[18];
- }
- FrameBuffers = new HashSet<long>();
- }
- public void CallMethod(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
- {
- if (Methods.TryGetValue(PBEntry.Method, out NvGpuMethod Method))
- {
- Method(Vmm, PBEntry);
- }
- else
- {
- WriteRegister(PBEntry);
- }
- }
- private void VertexEndGl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
- {
- LockCaches();
- SetFrameBuffer(Vmm, 0);
- long[] Keys = UploadShaders(Vmm);
- Gpu.Renderer.Shader.BindProgram();
- //Note: Uncomment SetFrontFace SetCullFace when flipping issues are solved
- //SetFrontFace();
- //SetCullFace();
- SetDepth();
- SetStencil();
- SetAlphaBlending();
- SetPrimitiveRestart();
- UploadTextures(Vmm, Keys);
- UploadUniforms(Vmm);
- UploadVertexArrays(Vmm);
- UnlockCaches();
- }
- private void LockCaches()
- {
- Gpu.Renderer.Rasterizer.LockCaches();
- Gpu.Renderer.Texture.LockCache();
- }
- private void UnlockCaches()
- {
- Gpu.Renderer.Rasterizer.UnlockCaches();
- Gpu.Renderer.Texture.UnlockCache();
- }
- private void ClearBuffers(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
- {
- int Arg0 = PBEntry.Arguments[0];
- int FbIndex = (Arg0 >> 6) & 0xf;
- GalClearBufferFlags Flags = (GalClearBufferFlags)(Arg0 & 0x3f);
- SetFrameBuffer(Vmm, FbIndex);
- Gpu.Renderer.Rasterizer.ClearBuffers(Flags);
- }
- private void SetFrameBuffer(NvGpuVmm Vmm, int FbIndex)
- {
- long VA = MakeInt64From2xInt32(NvGpuEngine3dReg.FrameBufferNAddress + FbIndex * 0x10);
- long Key = Vmm.GetPhysicalAddress(VA);
- FrameBuffers.Add(Key);
- int Width = ReadRegister(NvGpuEngine3dReg.FrameBufferNWidth + FbIndex * 0x10);
- int Height = ReadRegister(NvGpuEngine3dReg.FrameBufferNHeight + FbIndex * 0x10);
- //Note: Using the Width/Height results seems to give incorrect results.
- //Maybe the size of all frame buffers is hardcoded to screen size? This seems unlikely.
- Gpu.Renderer.FrameBuffer.Create(Key, 1280, 720);
- Gpu.Renderer.FrameBuffer.Bind(Key);
- }
- private long[] UploadShaders(NvGpuVmm Vmm)
- {
- long[] Keys = new long[5];
- long BasePosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
- int Index = 1;
- int VpAControl = ReadRegister(NvGpuEngine3dReg.ShaderNControl);
- bool VpAEnable = (VpAControl & 1) != 0;
- if (VpAEnable)
- {
- //Note: The maxwell supports 2 vertex programs, usually
- //only VP B is used, but in some cases VP A is also used.
- //In this case, it seems to function as an extra vertex
- //shader stage.
- //The graphics abstraction layer has a special overload for this
- //case, which should merge the two shaders into one vertex shader.
- int VpAOffset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset);
- int VpBOffset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + 0x10);
- long VpAPos = BasePosition + (uint)VpAOffset;
- long VpBPos = BasePosition + (uint)VpBOffset;
- Gpu.Renderer.Shader.Create(Vmm, VpAPos, VpBPos, GalShaderType.Vertex);
- Gpu.Renderer.Shader.Bind(VpBPos);
- Index = 2;
- }
- for (; Index < 6; Index++)
- {
- GalShaderType Type = GetTypeFromProgram(Index);
- int Control = ReadRegister(NvGpuEngine3dReg.ShaderNControl + Index * 0x10);
- int Offset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + Index * 0x10);
- //Note: Vertex Program (B) is always enabled.
- bool Enable = (Control & 1) != 0 || Index == 1;
- if (!Enable)
- {
- Gpu.Renderer.Shader.Unbind(Type);
- continue;
- }
- long Key = BasePosition + (uint)Offset;
- Keys[(int)Type] = Key;
- Gpu.Renderer.Shader.Create(Vmm, Key, Type);
- Gpu.Renderer.Shader.Bind(Key);
- }
- float SignX = GetFlipSign(NvGpuEngine3dReg.ViewportScaleX);
- float SignY = GetFlipSign(NvGpuEngine3dReg.ViewportScaleY);
- Gpu.Renderer.Shader.SetFlip(SignX, SignY);
- return Keys;
- }
- private static GalShaderType GetTypeFromProgram(int Program)
- {
- switch (Program)
- {
- case 0:
- case 1: return GalShaderType.Vertex;
- case 2: return GalShaderType.TessControl;
- case 3: return GalShaderType.TessEvaluation;
- case 4: return GalShaderType.Geometry;
- case 5: return GalShaderType.Fragment;
- }
- throw new ArgumentOutOfRangeException(nameof(Program));
- }
- private void SetFrontFace()
- {
- float SignX = GetFlipSign(NvGpuEngine3dReg.ViewportScaleX);
- float SignY = GetFlipSign(NvGpuEngine3dReg.ViewportScaleY);
- GalFrontFace FrontFace = (GalFrontFace)ReadRegister(NvGpuEngine3dReg.FrontFace);
- //Flipping breaks facing. Flipping front facing too fixes it
- if (SignX != SignY)
- {
- switch (FrontFace)
- {
- case GalFrontFace.CW:
- FrontFace = GalFrontFace.CCW;
- break;
- case GalFrontFace.CCW:
- FrontFace = GalFrontFace.CW;
- break;
- }
- }
- Gpu.Renderer.Rasterizer.SetFrontFace(FrontFace);
- }
- private void SetCullFace()
- {
- bool Enable = (ReadRegister(NvGpuEngine3dReg.CullFaceEnable) & 1) != 0;
- if (Enable)
- {
- Gpu.Renderer.Rasterizer.EnableCullFace();
- }
- else
- {
- Gpu.Renderer.Rasterizer.DisableCullFace();
- }
- if (!Enable)
- {
- return;
- }
- GalCullFace CullFace = (GalCullFace)ReadRegister(NvGpuEngine3dReg.CullFace);
- Gpu.Renderer.Rasterizer.SetCullFace(CullFace);
- }
- private void SetDepth()
- {
- float ClearDepth = ReadRegisterFloat(NvGpuEngine3dReg.ClearDepth);
- Gpu.Renderer.Rasterizer.SetClearDepth(ClearDepth);
- bool Enable = (ReadRegister(NvGpuEngine3dReg.DepthTestEnable) & 1) != 0;
- if (Enable)
- {
- Gpu.Renderer.Rasterizer.EnableDepthTest();
- }
- else
- {
- Gpu.Renderer.Rasterizer.DisableDepthTest();
- }
- if (!Enable)
- {
- return;
- }
- GalComparisonOp Func = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.DepthTestFunction);
- Gpu.Renderer.Rasterizer.SetDepthFunction(Func);
- }
- private void SetStencil()
- {
- int ClearStencil = ReadRegister(NvGpuEngine3dReg.ClearStencil);
- Gpu.Renderer.Rasterizer.SetClearStencil(ClearStencil);
- bool Enable = (ReadRegister(NvGpuEngine3dReg.StencilEnable) & 1) != 0;
- if (Enable)
- {
- Gpu.Renderer.Rasterizer.EnableStencilTest();
- }
- else
- {
- Gpu.Renderer.Rasterizer.DisableStencilTest();
- }
- if (!Enable)
- {
- return;
- }
- void SetFaceStencil(
- bool IsFrontFace,
- NvGpuEngine3dReg Func,
- NvGpuEngine3dReg FuncRef,
- NvGpuEngine3dReg FuncMask,
- NvGpuEngine3dReg OpFail,
- NvGpuEngine3dReg OpZFail,
- NvGpuEngine3dReg OpZPass,
- NvGpuEngine3dReg Mask)
- {
- Gpu.Renderer.Rasterizer.SetStencilFunction(
- IsFrontFace,
- (GalComparisonOp)ReadRegister(Func),
- ReadRegister(FuncRef),
- ReadRegister(FuncMask));
- Gpu.Renderer.Rasterizer.SetStencilOp(
- IsFrontFace,
- (GalStencilOp)ReadRegister(OpFail),
- (GalStencilOp)ReadRegister(OpZFail),
- (GalStencilOp)ReadRegister(OpZPass));
- Gpu.Renderer.Rasterizer.SetStencilMask(IsFrontFace, ReadRegister(Mask));
- }
- SetFaceStencil(false,
- NvGpuEngine3dReg.StencilBackFuncFunc,
- NvGpuEngine3dReg.StencilBackFuncRef,
- NvGpuEngine3dReg.StencilBackFuncMask,
- NvGpuEngine3dReg.StencilBackOpFail,
- NvGpuEngine3dReg.StencilBackOpZFail,
- NvGpuEngine3dReg.StencilBackOpZPass,
- NvGpuEngine3dReg.StencilBackMask);
- SetFaceStencil(true,
- NvGpuEngine3dReg.StencilFrontFuncFunc,
- NvGpuEngine3dReg.StencilFrontFuncRef,
- NvGpuEngine3dReg.StencilFrontFuncMask,
- NvGpuEngine3dReg.StencilFrontOpFail,
- NvGpuEngine3dReg.StencilFrontOpZFail,
- NvGpuEngine3dReg.StencilFrontOpZPass,
- NvGpuEngine3dReg.StencilFrontMask);
- }
- private void SetAlphaBlending()
- {
- //TODO: Support independent blend properly.
- bool Enable = (ReadRegister(NvGpuEngine3dReg.IBlendNEnable) & 1) != 0;
- if (Enable)
- {
- Gpu.Renderer.Blend.Enable();
- }
- else
- {
- Gpu.Renderer.Blend.Disable();
- }
- if (!Enable)
- {
- //If blend is not enabled, then the other values have no effect.
- //Note that if it is disabled, the register may contain invalid values.
- return;
- }
- bool BlendSeparateAlpha = (ReadRegister(NvGpuEngine3dReg.IBlendNSeparateAlpha) & 1) != 0;
- GalBlendEquation EquationRgb = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationRgb);
- GalBlendFactor FuncSrcRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcRgb);
- GalBlendFactor FuncDstRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstRgb);
- if (BlendSeparateAlpha)
- {
- GalBlendEquation EquationAlpha = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationAlpha);
- GalBlendFactor FuncSrcAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcAlpha);
- GalBlendFactor FuncDstAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstAlpha);
- Gpu.Renderer.Blend.SetSeparate(
- EquationRgb,
- EquationAlpha,
- FuncSrcRgb,
- FuncDstRgb,
- FuncSrcAlpha,
- FuncDstAlpha);
- }
- else
- {
- Gpu.Renderer.Blend.Set(EquationRgb, FuncSrcRgb, FuncDstRgb);
- }
- }
- private void SetPrimitiveRestart()
- {
- bool Enable = (ReadRegister(NvGpuEngine3dReg.PrimRestartEnable) & 1) != 0;
- if (Enable)
- {
- Gpu.Renderer.Rasterizer.EnablePrimitiveRestart();
- }
- else
- {
- Gpu.Renderer.Rasterizer.DisablePrimitiveRestart();
- }
- if (!Enable)
- {
- return;
- }
- uint Index = (uint)ReadRegister(NvGpuEngine3dReg.PrimRestartIndex);
- Gpu.Renderer.Rasterizer.SetPrimitiveRestartIndex(Index);
- }
- private void UploadTextures(NvGpuVmm Vmm, long[] Keys)
- {
- long BaseShPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
- int TextureCbIndex = ReadRegister(NvGpuEngine3dReg.TextureCbIndex);
- //Note: On the emulator renderer, Texture Unit 0 is
- //reserved for drawing the frame buffer.
- int TexIndex = 1;
- for (int Index = 0; Index < Keys.Length; Index++)
- {
- foreach (ShaderDeclInfo DeclInfo in Gpu.Renderer.Shader.GetTextureUsage(Keys[Index]))
- {
- long Position = ConstBuffers[Index][TextureCbIndex].Position;
- UploadTexture(Vmm, Position, TexIndex, DeclInfo.Index);
- Gpu.Renderer.Shader.EnsureTextureBinding(DeclInfo.Name, TexIndex);
- TexIndex++;
- }
- }
- }
- private void UploadTexture(NvGpuVmm Vmm, long BasePosition, int TexIndex, int HndIndex)
- {
- long Position = BasePosition + HndIndex * 4;
- int TextureHandle = Vmm.ReadInt32(Position);
- if (TextureHandle == 0)
- {
- //TODO: Is this correct?
- //Some games like puyo puyo will have 0 handles.
- //It may be just normal behaviour or a bug caused by sync issues.
- //The game does initialize the value properly after through.
- return;
- }
- int TicIndex = (TextureHandle >> 0) & 0xfffff;
- int TscIndex = (TextureHandle >> 20) & 0xfff;
- long TicPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexHeaderPoolOffset);
- long TscPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexSamplerPoolOffset);
- TicPosition += TicIndex * 0x20;
- TscPosition += TscIndex * 0x20;
- GalTextureSampler Sampler = TextureFactory.MakeSampler(Gpu, Vmm, TscPosition);
- long Key = Vmm.ReadInt64(TicPosition + 4) & 0xffffffffffff;
- Key = Vmm.GetPhysicalAddress(Key);
- if (IsFrameBufferPosition(Key))
- {
- //This texture is a frame buffer texture,
- //we shouldn't read anything from memory and bind
- //the frame buffer texture instead, since we're not
- //really writing anything to memory.
- Gpu.Renderer.FrameBuffer.BindTexture(Key, TexIndex);
- }
- else
- {
- GalTexture NewTexture = TextureFactory.MakeTexture(Vmm, TicPosition);
- long Size = (uint)TextureHelper.GetTextureSize(NewTexture);
- bool HasCachedTexture = false;
- if (Gpu.Renderer.Texture.TryGetCachedTexture(Key, Size, out GalTexture Texture))
- {
- if (NewTexture.Equals(Texture) && !Vmm.IsRegionModified(Key, Size, NvGpuBufferType.Texture))
- {
- Gpu.Renderer.Texture.Bind(Key, TexIndex);
- HasCachedTexture = true;
- }
- }
- if (!HasCachedTexture)
- {
- byte[] Data = TextureFactory.GetTextureData(Vmm, TicPosition);
- Gpu.Renderer.Texture.Create(Key, Data, NewTexture);
- }
- Gpu.Renderer.Texture.Bind(Key, TexIndex);
- }
- Gpu.Renderer.Texture.SetSampler(Sampler);
- }
- private void UploadUniforms(NvGpuVmm Vmm)
- {
- long BasePosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
- for (int Index = 0; Index < 5; Index++)
- {
- int Control = ReadRegister(NvGpuEngine3dReg.ShaderNControl + (Index + 1) * 0x10);
- int Offset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + (Index + 1) * 0x10);
- //Note: Vertex Program (B) is always enabled.
- bool Enable = (Control & 1) != 0 || Index == 0;
- if (!Enable)
- {
- continue;
- }
- for (int Cbuf = 0; Cbuf < ConstBuffers[Index].Length; Cbuf++)
- {
- ConstBuffer Cb = ConstBuffers[Index][Cbuf];
- if (Cb.Enabled)
- {
- byte[] Data = Vmm.ReadBytes(Cb.Position, (uint)Cb.Size);
- Gpu.Renderer.Shader.SetConstBuffer(BasePosition + (uint)Offset, Cbuf, Data);
- }
- }
- }
- }
- private void UploadVertexArrays(NvGpuVmm Vmm)
- {
- long IndexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);
- long IboKey = Vmm.GetPhysicalAddress(IndexPosition);
- int IndexEntryFmt = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
- int IndexFirst = ReadRegister(NvGpuEngine3dReg.IndexBatchFirst);
- int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);
- GalIndexFormat IndexFormat = (GalIndexFormat)IndexEntryFmt;
- int IndexEntrySize = 1 << IndexEntryFmt;
- if (IndexEntrySize > 4)
- {
- throw new InvalidOperationException();
- }
- if (IndexCount != 0)
- {
- int IbSize = IndexCount * IndexEntrySize;
- bool IboCached = Gpu.Renderer.Rasterizer.IsIboCached(IboKey, (uint)IbSize);
- if (!IboCached || Vmm.IsRegionModified(IboKey, (uint)IbSize, NvGpuBufferType.Index))
- {
- byte[] Data = Vmm.ReadBytes(IndexPosition, (uint)IbSize);
- Gpu.Renderer.Rasterizer.CreateIbo(IboKey, Data);
- }
- Gpu.Renderer.Rasterizer.SetIndexArray(IbSize, IndexFormat);
- }
- List<GalVertexAttrib>[] Attribs = new List<GalVertexAttrib>[32];
- for (int Attr = 0; Attr < 16; Attr++)
- {
- int Packed = ReadRegister(NvGpuEngine3dReg.VertexAttribNFormat + Attr);
- int ArrayIndex = Packed & 0x1f;
- if (Attribs[ArrayIndex] == null)
- {
- Attribs[ArrayIndex] = new List<GalVertexAttrib>();
- }
- Attribs[ArrayIndex].Add(new GalVertexAttrib(
- Attr,
- ((Packed >> 6) & 0x1) != 0,
- (Packed >> 7) & 0x3fff,
- (GalVertexAttribSize)((Packed >> 21) & 0x3f),
- (GalVertexAttribType)((Packed >> 27) & 0x7),
- ((Packed >> 31) & 0x1) != 0));
- }
- int VertexFirst = ReadRegister(NvGpuEngine3dReg.VertexArrayFirst);
- int VertexCount = ReadRegister(NvGpuEngine3dReg.VertexArrayCount);
- int PrimCtrl = ReadRegister(NvGpuEngine3dReg.VertexBeginGl);
- for (int Index = 0; Index < 32; Index++)
- {
- if (Attribs[Index] == null)
- {
- continue;
- }
- int Control = ReadRegister(NvGpuEngine3dReg.VertexArrayNControl + Index * 4);
- bool Enable = (Control & 0x1000) != 0;
- long VertexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + Index * 4);
- long VertexEndPos = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNEndAddr + Index * 2);
- if (!Enable)
- {
- continue;
- }
- long VboKey = Vmm.GetPhysicalAddress(VertexPosition);
- int Stride = Control & 0xfff;
- long VbSize = (VertexEndPos - VertexPosition) + 1;
- bool VboCached = Gpu.Renderer.Rasterizer.IsVboCached(VboKey, VbSize);
- if (!VboCached || Vmm.IsRegionModified(VboKey, VbSize, NvGpuBufferType.Vertex))
- {
- byte[] Data = Vmm.ReadBytes(VertexPosition, VbSize);
- Gpu.Renderer.Rasterizer.CreateVbo(VboKey, Data);
- }
- Gpu.Renderer.Rasterizer.SetVertexArray(Stride, VboKey, Attribs[Index].ToArray());
- }
- GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff);
- if (IndexCount != 0)
- {
- int VertexBase = ReadRegister(NvGpuEngine3dReg.VertexArrayElemBase);
- Gpu.Renderer.Rasterizer.DrawElements(IboKey, IndexFirst, VertexBase, PrimType);
- }
- else
- {
- Gpu.Renderer.Rasterizer.DrawArrays(VertexFirst, VertexCount, PrimType);
- }
- }
- private void QueryControl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
- {
- long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.QueryAddress);
- int Seq = Registers[(int)NvGpuEngine3dReg.QuerySequence];
- int Ctrl = Registers[(int)NvGpuEngine3dReg.QueryControl];
- int Mode = Ctrl & 3;
- if (Mode == 0)
- {
- //Write mode.
- Vmm.WriteInt32(Position, Seq);
- }
- WriteRegister(PBEntry);
- }
- private void CbData(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
- {
- long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.ConstBufferAddress);
- int Offset = ReadRegister(NvGpuEngine3dReg.ConstBufferOffset);
- foreach (int Arg in PBEntry.Arguments)
- {
- Vmm.WriteInt32(Position + Offset, Arg);
- Offset += 4;
- }
- WriteRegister(NvGpuEngine3dReg.ConstBufferOffset, Offset);
- }
- private void CbBind(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
- {
- int Stage = (PBEntry.Method - 0x904) >> 3;
- int Index = PBEntry.Arguments[0];
- bool Enabled = (Index & 1) != 0;
- Index = (Index >> 4) & 0x1f;
- long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.ConstBufferAddress);
- ConstBuffers[Stage][Index].Position = Position;
- ConstBuffers[Stage][Index].Enabled = Enabled;
- ConstBuffers[Stage][Index].Size = ReadRegister(NvGpuEngine3dReg.ConstBufferSize);
- }
- private float GetFlipSign(NvGpuEngine3dReg Reg)
- {
- return MathF.Sign(ReadRegisterFloat(Reg));
- }
- private long MakeInt64From2xInt32(NvGpuEngine3dReg Reg)
- {
- return
- (long)Registers[(int)Reg + 0] << 32 |
- (uint)Registers[(int)Reg + 1];
- }
- private void WriteRegister(NvGpuPBEntry PBEntry)
- {
- int ArgsCount = PBEntry.Arguments.Count;
- if (ArgsCount > 0)
- {
- Registers[PBEntry.Method] = PBEntry.Arguments[ArgsCount - 1];
- }
- }
- private int ReadRegister(NvGpuEngine3dReg Reg)
- {
- return Registers[(int)Reg];
- }
- private float ReadRegisterFloat(NvGpuEngine3dReg Reg)
- {
- return BitConverter.Int32BitsToSingle(ReadRegister(Reg));
- }
- private void WriteRegister(NvGpuEngine3dReg Reg, int Value)
- {
- Registers[(int)Reg] = Value;
- }
- public bool IsFrameBufferPosition(long Position)
- {
- return FrameBuffers.Contains(Position);
- }
- }
- }
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