ThreadedPipeline.cs 13 KB

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  1. using Ryujinx.Graphics.GAL.Multithreading.Commands;
  2. using Ryujinx.Graphics.GAL.Multithreading.Model;
  3. using Ryujinx.Graphics.GAL.Multithreading.Resources;
  4. using System;
  5. using System.Linq;
  6. namespace Ryujinx.Graphics.GAL.Multithreading
  7. {
  8. public class ThreadedPipeline : IPipeline
  9. {
  10. private ThreadedRenderer _renderer;
  11. private IPipeline _impl;
  12. public ThreadedPipeline(ThreadedRenderer renderer, IPipeline impl)
  13. {
  14. _renderer = renderer;
  15. _impl = impl;
  16. }
  17. private TableRef<T> Ref<T>(T reference)
  18. {
  19. return new TableRef<T>(_renderer, reference);
  20. }
  21. public void Barrier()
  22. {
  23. _renderer.New<BarrierCommand>();
  24. _renderer.QueueCommand();
  25. }
  26. public void BeginTransformFeedback(PrimitiveTopology topology)
  27. {
  28. _renderer.New<BeginTransformFeedbackCommand>().Set(topology);
  29. _renderer.QueueCommand();
  30. }
  31. public void ClearBuffer(BufferHandle destination, int offset, int size, uint value)
  32. {
  33. _renderer.New<ClearBufferCommand>().Set(destination, offset, size, value);
  34. _renderer.QueueCommand();
  35. }
  36. public void ClearRenderTargetColor(int index, uint componentMask, ColorF color)
  37. {
  38. _renderer.New<ClearRenderTargetColorCommand>().Set(index, componentMask, color);
  39. _renderer.QueueCommand();
  40. }
  41. public void ClearRenderTargetDepthStencil(float depthValue, bool depthMask, int stencilValue, int stencilMask)
  42. {
  43. _renderer.New<ClearRenderTargetDepthStencilCommand>().Set(depthValue, depthMask, stencilValue, stencilMask);
  44. _renderer.QueueCommand();
  45. }
  46. public void CommandBufferBarrier()
  47. {
  48. _renderer.New<CommandBufferBarrierCommand>();
  49. _renderer.QueueCommand();
  50. }
  51. public void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
  52. {
  53. _renderer.New<CopyBufferCommand>().Set(source, destination, srcOffset, dstOffset, size);
  54. _renderer.QueueCommand();
  55. }
  56. public void DispatchCompute(int groupsX, int groupsY, int groupsZ)
  57. {
  58. _renderer.New<DispatchComputeCommand>().Set(groupsX, groupsY, groupsZ);
  59. _renderer.QueueCommand();
  60. }
  61. public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
  62. {
  63. _renderer.New<DrawCommand>().Set(vertexCount, instanceCount, firstVertex, firstInstance);
  64. _renderer.QueueCommand();
  65. }
  66. public void DrawIndexed(int indexCount, int instanceCount, int firstIndex, int firstVertex, int firstInstance)
  67. {
  68. _renderer.New<DrawIndexedCommand>().Set(indexCount, instanceCount, firstIndex, firstVertex, firstInstance);
  69. _renderer.QueueCommand();
  70. }
  71. public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
  72. {
  73. _renderer.New<DrawTextureCommand>().Set(Ref(texture), Ref(sampler), srcRegion, dstRegion);
  74. _renderer.QueueCommand();
  75. }
  76. public void EndHostConditionalRendering()
  77. {
  78. _renderer.New<EndHostConditionalRenderingCommand>();
  79. _renderer.QueueCommand();
  80. }
  81. public void EndTransformFeedback()
  82. {
  83. _renderer.New<EndTransformFeedbackCommand>();
  84. _renderer.QueueCommand();
  85. }
  86. public void MultiDrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
  87. {
  88. _renderer.New<MultiDrawIndirectCountCommand>().Set(indirectBuffer, parameterBuffer, maxDrawCount, stride);
  89. _renderer.QueueCommand();
  90. }
  91. public void MultiDrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
  92. {
  93. _renderer.New<MultiDrawIndexedIndirectCountCommand>().Set(indirectBuffer, parameterBuffer, maxDrawCount, stride);
  94. _renderer.QueueCommand();
  95. }
  96. public void SetAlphaTest(bool enable, float reference, CompareOp op)
  97. {
  98. _renderer.New<SetAlphaTestCommand>().Set(enable, reference, op);
  99. _renderer.QueueCommand();
  100. }
  101. public void SetBlendState(int index, BlendDescriptor blend)
  102. {
  103. _renderer.New<SetBlendStateCommand>().Set(index, blend);
  104. _renderer.QueueCommand();
  105. }
  106. public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
  107. {
  108. _renderer.New<SetDepthBiasCommand>().Set(enables, factor, units, clamp);
  109. _renderer.QueueCommand();
  110. }
  111. public void SetDepthClamp(bool clamp)
  112. {
  113. _renderer.New<SetDepthClampCommand>().Set(clamp);
  114. _renderer.QueueCommand();
  115. }
  116. public void SetDepthMode(DepthMode mode)
  117. {
  118. _renderer.New<SetDepthModeCommand>().Set(mode);
  119. _renderer.QueueCommand();
  120. }
  121. public void SetDepthTest(DepthTestDescriptor depthTest)
  122. {
  123. _renderer.New<SetDepthTestCommand>().Set(depthTest);
  124. _renderer.QueueCommand();
  125. }
  126. public void SetFaceCulling(bool enable, Face face)
  127. {
  128. _renderer.New<SetFaceCullingCommand>().Set(enable, face);
  129. _renderer.QueueCommand();
  130. }
  131. public void SetFrontFace(FrontFace frontFace)
  132. {
  133. _renderer.New<SetFrontFaceCommand>().Set(frontFace);
  134. _renderer.QueueCommand();
  135. }
  136. public void SetImage(int binding, ITexture texture, Format imageFormat)
  137. {
  138. _renderer.New<SetImageCommand>().Set(binding, Ref(texture), imageFormat);
  139. _renderer.QueueCommand();
  140. }
  141. public void SetIndexBuffer(BufferRange buffer, IndexType type)
  142. {
  143. _renderer.New<SetIndexBufferCommand>().Set(buffer, type);
  144. _renderer.QueueCommand();
  145. }
  146. public void SetLineParameters(float width, bool smooth)
  147. {
  148. _renderer.New<SetLineParametersCommand>().Set(width, smooth);
  149. _renderer.QueueCommand();
  150. }
  151. public void SetLogicOpState(bool enable, LogicalOp op)
  152. {
  153. _renderer.New<SetLogicOpStateCommand>().Set(enable, op);
  154. _renderer.QueueCommand();
  155. }
  156. public void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
  157. {
  158. _renderer.New<SetPatchParametersCommand>().Set(vertices, defaultOuterLevel, defaultInnerLevel);
  159. _renderer.QueueCommand();
  160. }
  161. public void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin)
  162. {
  163. _renderer.New<SetPointParametersCommand>().Set(size, isProgramPointSize, enablePointSprite, origin);
  164. _renderer.QueueCommand();
  165. }
  166. public void SetPolygonMode(PolygonMode frontMode, PolygonMode backMode)
  167. {
  168. _renderer.New<SetPolygonModeCommand>().Set(frontMode, backMode);
  169. _renderer.QueueCommand();
  170. }
  171. public void SetPrimitiveRestart(bool enable, int index)
  172. {
  173. _renderer.New<SetPrimitiveRestartCommand>().Set(enable, index);
  174. _renderer.QueueCommand();
  175. }
  176. public void SetPrimitiveTopology(PrimitiveTopology topology)
  177. {
  178. _renderer.New<SetPrimitiveTopologyCommand>().Set(topology);
  179. _renderer.QueueCommand();
  180. }
  181. public void SetProgram(IProgram program)
  182. {
  183. _renderer.New<SetProgramCommand>().Set(Ref(program));
  184. _renderer.QueueCommand();
  185. }
  186. public void SetRasterizerDiscard(bool discard)
  187. {
  188. _renderer.New<SetRasterizerDiscardCommand>().Set(discard);
  189. _renderer.QueueCommand();
  190. }
  191. public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask)
  192. {
  193. _renderer.New<SetRenderTargetColorMasksCommand>().Set(_renderer.CopySpan(componentMask));
  194. _renderer.QueueCommand();
  195. }
  196. public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
  197. {
  198. _renderer.New<SetRenderTargetsCommand>().Set(Ref(colors.ToArray()), Ref(depthStencil));
  199. _renderer.QueueCommand();
  200. }
  201. public void SetRenderTargetScale(float scale)
  202. {
  203. _renderer.New<SetRenderTargetScaleCommand>().Set(scale);
  204. _renderer.QueueCommand();
  205. }
  206. public void SetSampler(int binding, ISampler sampler)
  207. {
  208. _renderer.New<SetSamplerCommand>().Set(binding, Ref(sampler));
  209. _renderer.QueueCommand();
  210. }
  211. public void SetScissor(int index, bool enable, int x, int y, int width, int height)
  212. {
  213. _renderer.New<SetScissorCommand>().Set(index, enable, x, y, width, height);
  214. _renderer.QueueCommand();
  215. }
  216. public void SetStencilTest(StencilTestDescriptor stencilTest)
  217. {
  218. _renderer.New<SetStencilTestCommand>().Set(stencilTest);
  219. _renderer.QueueCommand();
  220. }
  221. public void SetStorageBuffers(int first, ReadOnlySpan<BufferRange> buffers)
  222. {
  223. _renderer.New<SetStorageBuffersCommand>().Set(first, _renderer.CopySpan(buffers));
  224. _renderer.QueueCommand();
  225. }
  226. public void SetTexture(int binding, ITexture texture)
  227. {
  228. _renderer.New<SetTextureCommand>().Set(binding, Ref(texture));
  229. _renderer.QueueCommand();
  230. }
  231. public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
  232. {
  233. _renderer.New<SetTransformFeedbackBuffersCommand>().Set(_renderer.CopySpan(buffers));
  234. _renderer.QueueCommand();
  235. }
  236. public void SetUniformBuffers(int first, ReadOnlySpan<BufferRange> buffers)
  237. {
  238. _renderer.New<SetUniformBuffersCommand>().Set(first, _renderer.CopySpan(buffers));
  239. _renderer.QueueCommand();
  240. }
  241. public void SetUserClipDistance(int index, bool enableClip)
  242. {
  243. _renderer.New<SetUserClipDistanceCommand>().Set(index, enableClip);
  244. _renderer.QueueCommand();
  245. }
  246. public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
  247. {
  248. _renderer.New<SetVertexAttribsCommand>().Set(_renderer.CopySpan(vertexAttribs));
  249. _renderer.QueueCommand();
  250. }
  251. public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
  252. {
  253. _renderer.New<SetVertexBuffersCommand>().Set(_renderer.CopySpan(vertexBuffers));
  254. _renderer.QueueCommand();
  255. }
  256. public void SetViewports(int first, ReadOnlySpan<Viewport> viewports)
  257. {
  258. _renderer.New<SetViewportsCommand>().Set(first, _renderer.CopySpan(viewports));
  259. _renderer.QueueCommand();
  260. }
  261. public void TextureBarrier()
  262. {
  263. _renderer.New<TextureBarrierCommand>();
  264. _renderer.QueueCommand();
  265. }
  266. public void TextureBarrierTiled()
  267. {
  268. _renderer.New<TextureBarrierTiledCommand>();
  269. _renderer.QueueCommand();
  270. }
  271. public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
  272. {
  273. var evt = value as ThreadedCounterEvent;
  274. if (evt != null)
  275. {
  276. if (compare == 0 && evt.Type == CounterType.SamplesPassed && evt.ClearCounter)
  277. {
  278. if (!evt.ReserveForHostAccess())
  279. {
  280. return false;
  281. }
  282. _renderer.New<TryHostConditionalRenderingCommand>().Set(Ref(evt), compare, isEqual);
  283. _renderer.QueueCommand();
  284. return true;
  285. }
  286. }
  287. _renderer.New<TryHostConditionalRenderingFlushCommand>().Set(Ref(evt), Ref<ThreadedCounterEvent>(null), isEqual);
  288. _renderer.QueueCommand();
  289. return false;
  290. }
  291. public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
  292. {
  293. _renderer.New<TryHostConditionalRenderingFlushCommand>().Set(Ref(value as ThreadedCounterEvent), Ref(compare as ThreadedCounterEvent), isEqual);
  294. _renderer.QueueCommand();
  295. return false;
  296. }
  297. public void UpdateRenderScale(ReadOnlySpan<float> scales, int totalCount, int fragmentCount)
  298. {
  299. _renderer.New<UpdateRenderScaleCommand>().Set(_renderer.CopySpan(scales.Slice(0, totalCount)), totalCount, fragmentCount);
  300. _renderer.QueueCommand();
  301. }
  302. }
  303. }