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- using Ryujinx.Common.Logging;
- using Ryujinx.Graphics.GAL;
- using Ryujinx.Graphics.Gpu.Image;
- using Ryujinx.Graphics.Gpu.Memory;
- using Ryujinx.Graphics.Gpu.Shader;
- using Ryujinx.Graphics.Gpu.State;
- using Ryujinx.Graphics.Shader;
- using System;
- using System.Runtime.InteropServices;
- namespace Ryujinx.Graphics.Gpu.Engine
- {
- using Texture = Image.Texture;
- /// <summary>
- /// GPU method implementations.
- /// </summary>
- partial class Methods
- {
- private readonly GpuContext _context;
- private readonly ShaderProgramInfo[] _currentProgramInfo;
- /// <summary>
- /// In-memory shader cache.
- /// </summary>
- public ShaderCache ShaderCache { get; }
- /// <summary>
- /// GPU buffer manager.
- /// </summary>
- public BufferManager BufferManager { get; }
- /// <summary>
- /// GPU texture manager.
- /// </summary>
- public TextureManager TextureManager { get; }
- private bool _isAnyVbInstanced;
- private bool _vsUsesInstanceId;
- private bool _forceShaderUpdate;
- private bool _prevTfEnable;
- /// <summary>
- /// Creates a new instance of the GPU methods class.
- /// </summary>
- /// <param name="context">GPU context</param>
- public Methods(GpuContext context)
- {
- _context = context;
- ShaderCache = new ShaderCache(_context);
- _currentProgramInfo = new ShaderProgramInfo[Constants.ShaderStages];
- BufferManager = new BufferManager(context);
- TextureManager = new TextureManager(context);
- context.MemoryManager.MemoryUnmapped += _counterCache.MemoryUnmappedHandler;
- }
- /// <summary>
- /// Register callback for GPU method calls that triggers an action on the GPU.
- /// </summary>
- /// <param name="state">GPU state where the triggers will be registered</param>
- public void RegisterCallbacks(GpuState state)
- {
- state.RegisterCallback(MethodOffset.LaunchDma, LaunchDma);
- state.RegisterCallback(MethodOffset.LoadInlineData, LoadInlineData);
- state.RegisterCallback(MethodOffset.Dispatch, Dispatch);
- state.RegisterCallback(MethodOffset.SyncpointAction, IncrementSyncpoint);
- state.RegisterCallback(MethodOffset.CopyBuffer, CopyBuffer);
- state.RegisterCallback(MethodOffset.CopyTexture, CopyTexture);
- state.RegisterCallback(MethodOffset.TextureBarrier, TextureBarrier);
- state.RegisterCallback(MethodOffset.InvalidateTextures, InvalidateTextures);
- state.RegisterCallback(MethodOffset.TextureBarrierTiled, TextureBarrierTiled);
- state.RegisterCallback(MethodOffset.VbElementU8, VbElementU8);
- state.RegisterCallback(MethodOffset.VbElementU16, VbElementU16);
- state.RegisterCallback(MethodOffset.VbElementU32, VbElementU32);
- state.RegisterCallback(MethodOffset.ResetCounter, ResetCounter);
- state.RegisterCallback(MethodOffset.DrawEnd, DrawEnd);
- state.RegisterCallback(MethodOffset.DrawBegin, DrawBegin);
- state.RegisterCallback(MethodOffset.IndexBufferCount, SetIndexBufferCount);
- state.RegisterCallback(MethodOffset.Clear, Clear);
- state.RegisterCallback(MethodOffset.Report, Report);
- state.RegisterCallback(MethodOffset.FirmwareCall4, FirmwareCall4);
- state.RegisterCallback(MethodOffset.UniformBufferUpdateData, 16, UniformBufferUpdate);
- state.RegisterCallback(MethodOffset.UniformBufferBindVertex, UniformBufferBindVertex);
- state.RegisterCallback(MethodOffset.UniformBufferBindTessControl, UniformBufferBindTessControl);
- state.RegisterCallback(MethodOffset.UniformBufferBindTessEvaluation, UniformBufferBindTessEvaluation);
- state.RegisterCallback(MethodOffset.UniformBufferBindGeometry, UniformBufferBindGeometry);
- state.RegisterCallback(MethodOffset.UniformBufferBindFragment, UniformBufferBindFragment);
- }
- /// <summary>
- /// Updates host state based on the current guest GPU state.
- /// </summary>
- /// <param name="state">Guest GPU state</param>
- private void UpdateState(GpuState state)
- {
- bool tfEnable = state.Get<Boolean32>(MethodOffset.TfEnable);
- if (!tfEnable && _prevTfEnable)
- {
- _context.Renderer.Pipeline.EndTransformFeedback();
- _prevTfEnable = false;
- }
- // Shaders must be the first one to be updated if modified, because
- // some of the other state depends on information from the currently
- // bound shaders.
- if (state.QueryModified(MethodOffset.ShaderBaseAddress, MethodOffset.ShaderState) || _forceShaderUpdate)
- {
- _forceShaderUpdate = false;
- UpdateShaderState(state);
- }
- if (state.QueryModified(MethodOffset.TfBufferState))
- {
- UpdateTfBufferState(state);
- }
- if (state.QueryModified(MethodOffset.ClipDistanceEnable))
- {
- UpdateUserClipState(state);
- }
- if (state.QueryModified(MethodOffset.RasterizeEnable))
- {
- UpdateRasterizerState(state);
- }
- if (state.QueryModified(MethodOffset.RtColorState,
- MethodOffset.RtDepthStencilState,
- MethodOffset.RtControl,
- MethodOffset.RtDepthStencilSize,
- MethodOffset.RtDepthStencilEnable))
- {
- UpdateRenderTargetState(state, useControl: true);
- }
- if (state.QueryModified(MethodOffset.ScissorState))
- {
- UpdateScissorState(state);
- }
- if (state.QueryModified(MethodOffset.ViewVolumeClipControl))
- {
- UpdateDepthClampState(state);
- }
- if (state.QueryModified(MethodOffset.DepthTestEnable,
- MethodOffset.DepthWriteEnable,
- MethodOffset.DepthTestFunc))
- {
- UpdateDepthTestState(state);
- }
- if (state.QueryModified(MethodOffset.DepthMode,
- MethodOffset.ViewportTransform,
- MethodOffset.ViewportExtents))
- {
- UpdateViewportTransform(state);
- }
- if (state.QueryModified(MethodOffset.DepthBiasState,
- MethodOffset.DepthBiasFactor,
- MethodOffset.DepthBiasUnits,
- MethodOffset.DepthBiasClamp))
- {
- UpdateDepthBiasState(state);
- }
- if (state.QueryModified(MethodOffset.StencilBackMasks,
- MethodOffset.StencilTestState,
- MethodOffset.StencilBackTestState))
- {
- UpdateStencilTestState(state);
- }
- // Pools.
- if (state.QueryModified(MethodOffset.SamplerPoolState, MethodOffset.SamplerIndex))
- {
- UpdateSamplerPoolState(state);
- }
- if (state.QueryModified(MethodOffset.TexturePoolState))
- {
- UpdateTexturePoolState(state);
- }
- // Input assembler state.
- if (state.QueryModified(MethodOffset.VertexAttribState))
- {
- UpdateVertexAttribState(state);
- }
- if (state.QueryModified(MethodOffset.PointSize,
- MethodOffset.VertexProgramPointSize,
- MethodOffset.PointSpriteEnable,
- MethodOffset.PointCoordReplace))
- {
- UpdatePointState(state);
- }
- if (state.QueryModified(MethodOffset.PrimitiveRestartState))
- {
- UpdatePrimitiveRestartState(state);
- }
- if (state.QueryModified(MethodOffset.IndexBufferState))
- {
- UpdateIndexBufferState(state);
- }
- if (state.QueryModified(MethodOffset.VertexBufferDrawState,
- MethodOffset.VertexBufferInstanced,
- MethodOffset.VertexBufferState,
- MethodOffset.VertexBufferEndAddress))
- {
- UpdateVertexBufferState(state);
- }
- if (state.QueryModified(MethodOffset.FaceState))
- {
- UpdateFaceState(state);
- }
- if (state.QueryModified(MethodOffset.RtColorMaskShared, MethodOffset.RtColorMask))
- {
- UpdateRtColorMask(state);
- }
- if (state.QueryModified(MethodOffset.BlendIndependent,
- MethodOffset.BlendConstant,
- MethodOffset.BlendStateCommon,
- MethodOffset.BlendEnableCommon,
- MethodOffset.BlendEnable,
- MethodOffset.BlendState))
- {
- UpdateBlendState(state);
- }
- if (state.QueryModified(MethodOffset.LogicOpState))
- {
- UpdateLogicOpState(state);
- }
- CommitBindings();
- if (tfEnable && !_prevTfEnable)
- {
- _context.Renderer.Pipeline.BeginTransformFeedback(PrimitiveType.Convert());
- _prevTfEnable = true;
- }
- }
- /// <summary>
- /// Updates Rasterizer primitive discard state based on guest gpu state.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- private void UpdateRasterizerState(GpuState state)
- {
- Boolean32 enable = state.Get<Boolean32>(MethodOffset.RasterizeEnable);
- _context.Renderer.Pipeline.SetRasterizerDiscard(!enable);
- }
- /// <summary>
- /// Ensures that the bindings are visible to the host GPU.
- /// Note: this actually performs the binding using the host graphics API.
- /// </summary>
- private void CommitBindings()
- {
- UpdateStorageBuffers();
- BufferManager.CommitGraphicsBindings();
- TextureManager.CommitGraphicsBindings();
- }
- /// <summary>
- /// Updates storage buffer bindings.
- /// </summary>
- private void UpdateStorageBuffers()
- {
- for (int stage = 0; stage < _currentProgramInfo.Length; stage++)
- {
- ShaderProgramInfo info = _currentProgramInfo[stage];
- if (info == null)
- {
- continue;
- }
- for (int index = 0; index < info.SBuffers.Count; index++)
- {
- BufferDescriptor sb = info.SBuffers[index];
- ulong sbDescAddress = BufferManager.GetGraphicsUniformBufferAddress(stage, 0);
- int sbDescOffset = 0x110 + stage * 0x100 + sb.Slot * 0x10;
- sbDescAddress += (ulong)sbDescOffset;
- SbDescriptor sbDescriptor = _context.PhysicalMemory.Read<SbDescriptor>(sbDescAddress);
- BufferManager.SetGraphicsStorageBuffer(stage, sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size);
- }
- }
- }
- /// <summary>
- /// Updates render targets (color and depth-stencil buffers) based on current render target state.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- /// <param name="useControl">Use draw buffers information from render target control register</param>
- /// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
- private void UpdateRenderTargetState(GpuState state, bool useControl, int singleUse = -1)
- {
- var rtControl = state.Get<RtControl>(MethodOffset.RtControl);
- int count = useControl ? rtControl.UnpackCount() : Constants.TotalRenderTargets;
- var msaaMode = state.Get<TextureMsaaMode>(MethodOffset.RtMsaaMode);
- int samplesInX = msaaMode.SamplesInX();
- int samplesInY = msaaMode.SamplesInY();
- bool changedScale = false;
- for (int index = 0; index < Constants.TotalRenderTargets; index++)
- {
- int rtIndex = useControl ? rtControl.UnpackPermutationIndex(index) : index;
- var colorState = state.Get<RtColorState>(MethodOffset.RtColorState, rtIndex);
- if (index >= count || !IsRtEnabled(colorState))
- {
- changedScale |= TextureManager.SetRenderTargetColor(index, null);
- continue;
- }
- Texture color = TextureManager.FindOrCreateTexture(colorState, samplesInX, samplesInY);
- changedScale |= TextureManager.SetRenderTargetColor(index, color);
- if (color != null)
- {
- color.SignalModified();
- }
- }
- bool dsEnable = state.Get<Boolean32>(MethodOffset.RtDepthStencilEnable);
- Texture depthStencil = null;
- if (dsEnable)
- {
- var dsState = state.Get<RtDepthStencilState>(MethodOffset.RtDepthStencilState);
- var dsSize = state.Get<Size3D> (MethodOffset.RtDepthStencilSize);
- depthStencil = TextureManager.FindOrCreateTexture(dsState, dsSize, samplesInX, samplesInY);
- }
- changedScale |= TextureManager.SetRenderTargetDepthStencil(depthStencil);
- if (changedScale)
- {
- TextureManager.UpdateRenderTargetScale(singleUse);
- _context.Renderer.Pipeline.SetRenderTargetScale(TextureManager.RenderTargetScale);
- UpdateViewportTransform(state);
- UpdateScissorState(state);
- }
- if (depthStencil != null)
- {
- depthStencil.SignalModified();
- }
- }
- /// <summary>
- /// Checks if a render target color buffer is used.
- /// </summary>
- /// <param name="colorState">Color buffer information</param>
- /// <returns>True if the specified buffer is enabled/used, false otherwise</returns>
- private static bool IsRtEnabled(RtColorState colorState)
- {
- // Colors are disabled by writing 0 to the format.
- return colorState.Format != 0 && colorState.WidthOrStride != 0;
- }
- /// <summary>
- /// Updates host scissor test state based on current GPU state.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- private void UpdateScissorState(GpuState state)
- {
- for (int index = 0; index < Constants.TotalViewports; index++)
- {
- ScissorState scissor = state.Get<ScissorState>(MethodOffset.ScissorState, index);
- bool enable = scissor.Enable && (scissor.X1 != 0 || scissor.Y1 != 0 || scissor.X2 != 0xffff || scissor.Y2 != 0xffff);
- _context.Renderer.Pipeline.SetScissorEnable(index, enable);
- if (enable)
- {
- int x = scissor.X1;
- int y = scissor.Y1;
- int width = scissor.X2 - x;
- int height = scissor.Y2 - y;
- float scale = TextureManager.RenderTargetScale;
- if (scale != 1f)
- {
- x = (int)(x * scale);
- y = (int)(y * scale);
- width = (int)Math.Ceiling(width * scale);
- height = (int)Math.Ceiling(height * scale);
- }
- _context.Renderer.Pipeline.SetScissor(index, x, y, width, height);
- }
- }
- }
- /// <summary>
- /// Updates host depth clamp state based on current GPU state.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- private void UpdateDepthClampState(GpuState state)
- {
- ViewVolumeClipControl clip = state.Get<ViewVolumeClipControl>(MethodOffset.ViewVolumeClipControl);
- _context.Renderer.Pipeline.SetDepthClamp((clip & ViewVolumeClipControl.DepthClampDisabled) == 0);
- }
- /// <summary>
- /// Updates host depth test state based on current GPU state.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- private void UpdateDepthTestState(GpuState state)
- {
- _context.Renderer.Pipeline.SetDepthTest(new DepthTestDescriptor(
- state.Get<Boolean32>(MethodOffset.DepthTestEnable),
- state.Get<Boolean32>(MethodOffset.DepthWriteEnable),
- state.Get<CompareOp>(MethodOffset.DepthTestFunc)));
- }
- /// <summary>
- /// Updates host viewport transform and clipping state based on current GPU state.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- private void UpdateViewportTransform(GpuState state)
- {
- DepthMode depthMode = state.Get<DepthMode>(MethodOffset.DepthMode);
- _context.Renderer.Pipeline.SetDepthMode(depthMode);
- YControl yControl = state.Get<YControl>(MethodOffset.YControl);
- bool flipY = yControl.HasFlag(YControl.NegateY);
- Origin origin = yControl.HasFlag(YControl.TriangleRastFlip) ? Origin.LowerLeft : Origin.UpperLeft;
- _context.Renderer.Pipeline.SetOrigin(origin);
- // The triangle rast flip flag only affects rasterization, the viewport is not flipped.
- // Setting the origin mode to upper left on the host, however, not only affects rasterization,
- // but also flips the viewport.
- // We negate the effects of flipping the viewport by flipping it again using the viewport swizzle.
- if (origin == Origin.UpperLeft)
- {
- flipY = !flipY;
- }
- Span<Viewport> viewports = stackalloc Viewport[Constants.TotalViewports];
- for (int index = 0; index < Constants.TotalViewports; index++)
- {
- var transform = state.Get<ViewportTransform>(MethodOffset.ViewportTransform, index);
- var extents = state.Get<ViewportExtents> (MethodOffset.ViewportExtents, index);
- float x = transform.TranslateX - MathF.Abs(transform.ScaleX);
- float y = transform.TranslateY - MathF.Abs(transform.ScaleY);
- float width = MathF.Abs(transform.ScaleX) * 2;
- float height = MathF.Abs(transform.ScaleY) * 2;
- float scale = TextureManager.RenderTargetScale;
- if (scale != 1f)
- {
- x *= scale;
- y *= scale;
- width *= scale;
- height *= scale;
- }
- RectangleF region = new RectangleF(x, y, width, height);
- ViewportSwizzle swizzleX = transform.UnpackSwizzleX();
- ViewportSwizzle swizzleY = transform.UnpackSwizzleY();
- ViewportSwizzle swizzleZ = transform.UnpackSwizzleZ();
- ViewportSwizzle swizzleW = transform.UnpackSwizzleW();
- if (transform.ScaleX < 0)
- {
- swizzleX ^= ViewportSwizzle.NegativeFlag;
- }
- if (flipY)
- {
- swizzleY ^= ViewportSwizzle.NegativeFlag;
- }
- if (transform.ScaleY < 0)
- {
- swizzleY ^= ViewportSwizzle.NegativeFlag;
- }
- if (transform.ScaleZ < 0)
- {
- swizzleZ ^= ViewportSwizzle.NegativeFlag;
- }
- viewports[index] = new Viewport(
- region,
- swizzleX,
- swizzleY,
- swizzleZ,
- swizzleW,
- extents.DepthNear,
- extents.DepthFar);
- }
- _context.Renderer.Pipeline.SetViewports(0, viewports);
- }
- /// <summary>
- /// Updates host depth bias (also called polygon offset) state based on current GPU state.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- private void UpdateDepthBiasState(GpuState state)
- {
- var depthBias = state.Get<DepthBiasState>(MethodOffset.DepthBiasState);
- float factor = state.Get<float>(MethodOffset.DepthBiasFactor);
- float units = state.Get<float>(MethodOffset.DepthBiasUnits);
- float clamp = state.Get<float>(MethodOffset.DepthBiasClamp);
- PolygonModeMask enables;
- enables = (depthBias.PointEnable ? PolygonModeMask.Point : 0);
- enables |= (depthBias.LineEnable ? PolygonModeMask.Line : 0);
- enables |= (depthBias.FillEnable ? PolygonModeMask.Fill : 0);
- _context.Renderer.Pipeline.SetDepthBias(enables, factor, units, clamp);
- }
- /// <summary>
- /// Updates host stencil test state based on current GPU state.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- private void UpdateStencilTestState(GpuState state)
- {
- var backMasks = state.Get<StencilBackMasks> (MethodOffset.StencilBackMasks);
- var test = state.Get<StencilTestState> (MethodOffset.StencilTestState);
- var backTest = state.Get<StencilBackTestState>(MethodOffset.StencilBackTestState);
- CompareOp backFunc;
- StencilOp backSFail;
- StencilOp backDpPass;
- StencilOp backDpFail;
- int backFuncRef;
- int backFuncMask;
- int backMask;
- if (backTest.TwoSided)
- {
- backFunc = backTest.BackFunc;
- backSFail = backTest.BackSFail;
- backDpPass = backTest.BackDpPass;
- backDpFail = backTest.BackDpFail;
- backFuncRef = backMasks.FuncRef;
- backFuncMask = backMasks.FuncMask;
- backMask = backMasks.Mask;
- }
- else
- {
- backFunc = test.FrontFunc;
- backSFail = test.FrontSFail;
- backDpPass = test.FrontDpPass;
- backDpFail = test.FrontDpFail;
- backFuncRef = test.FrontFuncRef;
- backFuncMask = test.FrontFuncMask;
- backMask = test.FrontMask;
- }
- _context.Renderer.Pipeline.SetStencilTest(new StencilTestDescriptor(
- test.Enable,
- test.FrontFunc,
- test.FrontSFail,
- test.FrontDpPass,
- test.FrontDpFail,
- test.FrontFuncRef,
- test.FrontFuncMask,
- test.FrontMask,
- backFunc,
- backSFail,
- backDpPass,
- backDpFail,
- backFuncRef,
- backFuncMask,
- backMask));
- }
- /// <summary>
- /// Updates current sampler pool address and size based on guest GPU state.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- private void UpdateSamplerPoolState(GpuState state)
- {
- var texturePool = state.Get<PoolState>(MethodOffset.TexturePoolState);
- var samplerPool = state.Get<PoolState>(MethodOffset.SamplerPoolState);
- var samplerIndex = state.Get<SamplerIndex>(MethodOffset.SamplerIndex);
- int maximumId = samplerIndex == SamplerIndex.ViaHeaderIndex
- ? texturePool.MaximumId
- : samplerPool.MaximumId;
- TextureManager.SetGraphicsSamplerPool(samplerPool.Address.Pack(), maximumId, samplerIndex);
- }
- /// <summary>
- /// Updates current texture pool address and size based on guest GPU state.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- private void UpdateTexturePoolState(GpuState state)
- {
- var texturePool = state.Get<PoolState>(MethodOffset.TexturePoolState);
- TextureManager.SetGraphicsTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
- TextureManager.SetGraphicsTextureBufferIndex(state.Get<int>(MethodOffset.TextureBufferIndex));
- }
- /// <summary>
- /// Updates host vertex attributes based on guest GPU state.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- private void UpdateVertexAttribState(GpuState state)
- {
- Span<VertexAttribDescriptor> vertexAttribs = stackalloc VertexAttribDescriptor[Constants.TotalVertexAttribs];
- for (int index = 0; index < Constants.TotalVertexAttribs; index++)
- {
- var vertexAttrib = state.Get<VertexAttribState>(MethodOffset.VertexAttribState, index);
- if (!FormatTable.TryGetAttribFormat(vertexAttrib.UnpackFormat(), out Format format))
- {
- Logger.PrintDebug(LogClass.Gpu, $"Invalid attribute format 0x{vertexAttrib.UnpackFormat():X}.");
- format = Format.R32G32B32A32Float;
- }
- vertexAttribs[index] = new VertexAttribDescriptor(
- vertexAttrib.UnpackBufferIndex(),
- vertexAttrib.UnpackOffset(),
- vertexAttrib.UnpackIsConstant(),
- format);
- }
- _context.Renderer.Pipeline.SetVertexAttribs(vertexAttribs);
- }
- /// <summary>
- /// Updates host point size based on guest GPU state.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- private void UpdatePointState(GpuState state)
- {
- float size = state.Get<float>(MethodOffset.PointSize);
- bool isProgramPointSize = state.Get<Boolean32>(MethodOffset.VertexProgramPointSize);
- bool enablePointSprite = state.Get<Boolean32>(MethodOffset.PointSpriteEnable);
-
- // TODO: Need to figure out a way to map PointCoordReplace enable bit.
- Origin origin = (state.Get<int>(MethodOffset.PointCoordReplace) & 4) == 0 ? Origin.LowerLeft : Origin.UpperLeft;
- _context.Renderer.Pipeline.SetPointParameters(size, isProgramPointSize, enablePointSprite, origin);
- }
- /// <summary>
- /// Updates host primitive restart based on guest GPU state.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- private void UpdatePrimitiveRestartState(GpuState state)
- {
- PrimitiveRestartState primitiveRestart = state.Get<PrimitiveRestartState>(MethodOffset.PrimitiveRestartState);
- _context.Renderer.Pipeline.SetPrimitiveRestart(
- primitiveRestart.Enable,
- primitiveRestart.Index);
- }
- /// <summary>
- /// Updates host index buffer binding based on guest GPU state.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- private void UpdateIndexBufferState(GpuState state)
- {
- var indexBuffer = state.Get<IndexBufferState>(MethodOffset.IndexBufferState);
- _firstIndex = indexBuffer.First;
- _indexCount = indexBuffer.Count;
- if (_indexCount == 0)
- {
- return;
- }
- ulong gpuVa = indexBuffer.Address.Pack();
- // Do not use the end address to calculate the size, because
- // the result may be much larger than the real size of the index buffer.
- ulong size = (ulong)(_firstIndex + _indexCount);
- switch (indexBuffer.Type)
- {
- case IndexType.UShort: size *= 2; break;
- case IndexType.UInt: size *= 4; break;
- }
- BufferManager.SetIndexBuffer(gpuVa, size, indexBuffer.Type);
- // The index buffer affects the vertex buffer size calculation, we
- // need to ensure that they are updated.
- UpdateVertexBufferState(state);
- }
- /// <summary>
- /// Updates host vertex buffer bindings based on guest GPU state.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- private void UpdateVertexBufferState(GpuState state)
- {
- _isAnyVbInstanced = false;
- for (int index = 0; index < Constants.TotalVertexBuffers; index++)
- {
- var vertexBuffer = state.Get<VertexBufferState>(MethodOffset.VertexBufferState, index);
- if (!vertexBuffer.UnpackEnable())
- {
- BufferManager.SetVertexBuffer(index, 0, 0, 0, 0);
- continue;
- }
- GpuVa endAddress = state.Get<GpuVa>(MethodOffset.VertexBufferEndAddress, index);
- ulong address = vertexBuffer.Address.Pack();
- int stride = vertexBuffer.UnpackStride();
- bool instanced = state.Get<Boolean32>(MethodOffset.VertexBufferInstanced + index);
- int divisor = instanced ? vertexBuffer.Divisor : 0;
- _isAnyVbInstanced |= divisor != 0;
- ulong size;
- if (_inlineIndexCount != 0 || _drawIndexed || stride == 0 || instanced)
- {
- // This size may be (much) larger than the real vertex buffer size.
- // Avoid calculating it this way, unless we don't have any other option.
- size = endAddress.Pack() - address + 1;
- }
- else
- {
- // For non-indexed draws, we can guess the size from the vertex count
- // and stride.
- int firstInstance = state.Get<int>(MethodOffset.FirstInstance);
- var drawState = state.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);
- size = (ulong)((firstInstance + drawState.First + drawState.Count) * stride);
- }
- BufferManager.SetVertexBuffer(index, address, size, stride, divisor);
- }
- }
- /// <summary>
- /// Updates host face culling and orientation based on guest GPU state.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- private void UpdateFaceState(GpuState state)
- {
- var face = state.Get<FaceState>(MethodOffset.FaceState);
- _context.Renderer.Pipeline.SetFaceCulling(face.CullEnable, face.CullFace);
- _context.Renderer.Pipeline.SetFrontFace(face.FrontFace);
- }
- /// <summary>
- /// Updates host render target color masks, based on guest GPU state.
- /// This defines which color channels are written to each color buffer.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- private void UpdateRtColorMask(GpuState state)
- {
- bool rtColorMaskShared = state.Get<Boolean32>(MethodOffset.RtColorMaskShared);
- Span<uint> componentMasks = stackalloc uint[Constants.TotalRenderTargets];
- for (int index = 0; index < Constants.TotalRenderTargets; index++)
- {
- var colorMask = state.Get<RtColorMask>(MethodOffset.RtColorMask, rtColorMaskShared ? 0 : index);
- uint componentMask;
- componentMask = (colorMask.UnpackRed() ? 1u : 0u);
- componentMask |= (colorMask.UnpackGreen() ? 2u : 0u);
- componentMask |= (colorMask.UnpackBlue() ? 4u : 0u);
- componentMask |= (colorMask.UnpackAlpha() ? 8u : 0u);
- componentMasks[index] = componentMask;
- }
- _context.Renderer.Pipeline.SetRenderTargetColorMasks(componentMasks);
- }
- /// <summary>
- /// Updates host render target color buffer blending state, based on guest state.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- private void UpdateBlendState(GpuState state)
- {
- bool blendIndependent = state.Get<Boolean32>(MethodOffset.BlendIndependent);
- ColorF blendConstant = state.Get<ColorF>(MethodOffset.BlendConstant);
- for (int index = 0; index < Constants.TotalRenderTargets; index++)
- {
- BlendDescriptor descriptor;
- if (blendIndependent)
- {
- bool enable = state.Get<Boolean32> (MethodOffset.BlendEnable, index);
- var blend = state.Get<BlendState>(MethodOffset.BlendState, index);
- descriptor = new BlendDescriptor(
- enable,
- blendConstant,
- blend.ColorOp,
- blend.ColorSrcFactor,
- blend.ColorDstFactor,
- blend.AlphaOp,
- blend.AlphaSrcFactor,
- blend.AlphaDstFactor);
- }
- else
- {
- bool enable = state.Get<Boolean32> (MethodOffset.BlendEnable, 0);
- var blend = state.Get<BlendStateCommon>(MethodOffset.BlendStateCommon);
- descriptor = new BlendDescriptor(
- enable,
- blendConstant,
- blend.ColorOp,
- blend.ColorSrcFactor,
- blend.ColorDstFactor,
- blend.AlphaOp,
- blend.AlphaSrcFactor,
- blend.AlphaDstFactor);
- }
- _context.Renderer.Pipeline.SetBlendState(index, descriptor);
- }
- }
- /// <summary>
- /// Updates host logical operation state, based on guest state.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- public void UpdateLogicOpState(GpuState state)
- {
- LogicalOpState logicOpState = state.Get<LogicalOpState>(MethodOffset.LogicOpState);
- _context.Renderer.Pipeline.SetLogicOpState(logicOpState.Enable, logicOpState.LogicalOp);
- }
- /// <summary>
- /// Storage buffer address and size information.
- /// </summary>
- private struct SbDescriptor
- {
- #pragma warning disable CS0649
- public uint AddressLow;
- public uint AddressHigh;
- public int Size;
- public int Padding;
- #pragma warning restore CS0649
- public ulong PackAddress()
- {
- return AddressLow | ((ulong)AddressHigh << 32);
- }
- }
- /// <summary>
- /// Updates host shaders based on the guest GPU state.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- private void UpdateShaderState(GpuState state)
- {
- ShaderAddresses addresses = new ShaderAddresses();
- Span<ShaderAddresses> addressesSpan = MemoryMarshal.CreateSpan(ref addresses, 1);
- Span<ulong> addressesArray = MemoryMarshal.Cast<ShaderAddresses, ulong>(addressesSpan);
- ulong baseAddress = state.Get<GpuVa>(MethodOffset.ShaderBaseAddress).Pack();
- for (int index = 0; index < 6; index++)
- {
- var shader = state.Get<ShaderState>(MethodOffset.ShaderState, index);
- if (!shader.UnpackEnable() && index != 1)
- {
- continue;
- }
- addressesArray[index] = baseAddress + shader.Offset;
- }
- ShaderBundle gs = ShaderCache.GetGraphicsShader(state, addresses);
- _vsUsesInstanceId = gs.Shaders[0]?.Program.Info.UsesInstanceId ?? false;
- for (int stage = 0; stage < Constants.ShaderStages; stage++)
- {
- ShaderProgramInfo info = gs.Shaders[stage]?.Program.Info;
- _currentProgramInfo[stage] = info;
- if (info == null)
- {
- continue;
- }
- var textureBindings = new TextureBindingInfo[info.Textures.Count];
- for (int index = 0; index < info.Textures.Count; index++)
- {
- var descriptor = info.Textures[index];
- Target target = GetTarget(descriptor.Type);
- if (descriptor.IsBindless)
- {
- textureBindings[index] = new TextureBindingInfo(target, descriptor.CbufSlot, descriptor.CbufOffset, descriptor.Flags);
- }
- else
- {
- textureBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex, descriptor.Flags);
- }
- }
- TextureManager.SetGraphicsTextures(stage, textureBindings);
- var imageBindings = new TextureBindingInfo[info.Images.Count];
- for (int index = 0; index < info.Images.Count; index++)
- {
- var descriptor = info.Images[index];
- Target target = GetTarget(descriptor.Type);
- imageBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex, descriptor.Flags);
- }
- TextureManager.SetGraphicsImages(stage, imageBindings);
- uint sbEnableMask = 0;
- uint ubEnableMask = 0;
- for (int index = 0; index < info.SBuffers.Count; index++)
- {
- sbEnableMask |= 1u << info.SBuffers[index].Slot;
- }
- for (int index = 0; index < info.CBuffers.Count; index++)
- {
- ubEnableMask |= 1u << info.CBuffers[index].Slot;
- }
- BufferManager.SetGraphicsStorageBufferEnableMask(stage, sbEnableMask);
- BufferManager.SetGraphicsUniformBufferEnableMask(stage, ubEnableMask);
- }
- _context.Renderer.Pipeline.SetProgram(gs.HostProgram);
- }
- /// <summary>
- /// Updates transform feedback buffer state based on the guest GPU state.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- private void UpdateTfBufferState(GpuState state)
- {
- for (int index = 0; index < Constants.TotalTransformFeedbackBuffers; index++)
- {
- TfBufferState tfb = state.Get<TfBufferState>(MethodOffset.TfBufferState, index);
- if (!tfb.Enable)
- {
- BufferManager.SetTransformFeedbackBuffer(index, 0, 0);
- continue;
- }
- BufferManager.SetTransformFeedbackBuffer(index, tfb.Address.Pack(), (uint)tfb.Size);
- }
- }
- /// <summary>
- /// Updates user-defined clipping based on the guest GPU state.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- private void UpdateUserClipState(GpuState state)
- {
- int clipMask = state.Get<int>(MethodOffset.ClipDistanceEnable);
- for (int i = 0; i < Constants.TotalClipDistances; ++i)
- {
- _context.Renderer.Pipeline.SetUserClipDistance(i, (clipMask & (1 << i)) != 0);
- }
- }
- /// <summary>
- /// Gets texture target from a sampler type.
- /// </summary>
- /// <param name="type">Sampler type</param>
- /// <returns>Texture target value</returns>
- private static Target GetTarget(SamplerType type)
- {
- type &= ~(SamplerType.Indexed | SamplerType.Shadow);
- switch (type)
- {
- case SamplerType.Texture1D:
- return Target.Texture1D;
- case SamplerType.TextureBuffer:
- return Target.TextureBuffer;
- case SamplerType.Texture1D | SamplerType.Array:
- return Target.Texture1DArray;
- case SamplerType.Texture2D:
- return Target.Texture2D;
- case SamplerType.Texture2D | SamplerType.Array:
- return Target.Texture2DArray;
- case SamplerType.Texture2D | SamplerType.Multisample:
- return Target.Texture2DMultisample;
- case SamplerType.Texture2D | SamplerType.Multisample | SamplerType.Array:
- return Target.Texture2DMultisampleArray;
- case SamplerType.Texture3D:
- return Target.Texture3D;
- case SamplerType.TextureCube:
- return Target.Cubemap;
- case SamplerType.TextureCube | SamplerType.Array:
- return Target.CubemapArray;
- }
- Logger.PrintWarning(LogClass.Gpu, $"Invalid sampler type \"{type}\".");
- return Target.Texture2D;
- }
- /// <summary>
- /// Issues a texture barrier.
- /// This waits until previous texture writes from the GPU to finish, before
- /// performing new operations with said textures.
- /// </summary>
- /// <param name="state">Current GPU state (unused)</param>
- /// <param name="argument">Method call argument (unused)</param>
- private void TextureBarrier(GpuState state, int argument)
- {
- _context.Renderer.Pipeline.TextureBarrier();
- }
- /// <summary>
- /// Invalidates all modified textures on the cache.
- /// </summary>
- /// <param name="state">Current GPU state (unused)</param>
- /// <param name="argument">Method call argument (unused)</param>
- private void InvalidateTextures(GpuState state, int argument)
- {
- TextureManager.Flush();
- }
- /// <summary>
- /// Issues a texture barrier.
- /// This waits until previous texture writes from the GPU to finish, before
- /// performing new operations with said textures.
- /// This performs a per-tile wait, it is only valid if both the previous write
- /// and current access has the same access patterns.
- /// This may be faster than the regular barrier on tile-based rasterizers.
- /// </summary>
- /// <param name="state">Current GPU state (unused)</param>
- /// <param name="argument">Method call argument (unused)</param>
- private void TextureBarrierTiled(GpuState state, int argument)
- {
- _context.Renderer.Pipeline.TextureBarrierTiled();
- }
- }
- }
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