ThreadedPipeline.cs 13 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362
  1. using Ryujinx.Graphics.GAL.Multithreading.Commands;
  2. using Ryujinx.Graphics.GAL.Multithreading.Model;
  3. using Ryujinx.Graphics.GAL.Multithreading.Resources;
  4. using Ryujinx.Graphics.Shader;
  5. using System;
  6. using System.Linq;
  7. namespace Ryujinx.Graphics.GAL.Multithreading
  8. {
  9. public class ThreadedPipeline : IPipeline
  10. {
  11. private ThreadedRenderer _renderer;
  12. private IPipeline _impl;
  13. public ThreadedPipeline(ThreadedRenderer renderer, IPipeline impl)
  14. {
  15. _renderer = renderer;
  16. _impl = impl;
  17. }
  18. private TableRef<T> Ref<T>(T reference)
  19. {
  20. return new TableRef<T>(_renderer, reference);
  21. }
  22. public void Barrier()
  23. {
  24. _renderer.New<BarrierCommand>();
  25. _renderer.QueueCommand();
  26. }
  27. public void BeginTransformFeedback(PrimitiveTopology topology)
  28. {
  29. _renderer.New<BeginTransformFeedbackCommand>().Set(topology);
  30. _renderer.QueueCommand();
  31. }
  32. public void ClearBuffer(BufferHandle destination, int offset, int size, uint value)
  33. {
  34. _renderer.New<ClearBufferCommand>().Set(destination, offset, size, value);
  35. _renderer.QueueCommand();
  36. }
  37. public void ClearRenderTargetColor(int index, uint componentMask, ColorF color)
  38. {
  39. _renderer.New<ClearRenderTargetColorCommand>().Set(index, componentMask, color);
  40. _renderer.QueueCommand();
  41. }
  42. public void ClearRenderTargetDepthStencil(float depthValue, bool depthMask, int stencilValue, int stencilMask)
  43. {
  44. _renderer.New<ClearRenderTargetDepthStencilCommand>().Set(depthValue, depthMask, stencilValue, stencilMask);
  45. _renderer.QueueCommand();
  46. }
  47. public void CommandBufferBarrier()
  48. {
  49. _renderer.New<CommandBufferBarrierCommand>();
  50. _renderer.QueueCommand();
  51. }
  52. public void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
  53. {
  54. _renderer.New<CopyBufferCommand>().Set(source, destination, srcOffset, dstOffset, size);
  55. _renderer.QueueCommand();
  56. }
  57. public void DispatchCompute(int groupsX, int groupsY, int groupsZ)
  58. {
  59. _renderer.New<DispatchComputeCommand>().Set(groupsX, groupsY, groupsZ);
  60. _renderer.QueueCommand();
  61. }
  62. public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
  63. {
  64. _renderer.New<DrawCommand>().Set(vertexCount, instanceCount, firstVertex, firstInstance);
  65. _renderer.QueueCommand();
  66. }
  67. public void DrawIndexed(int indexCount, int instanceCount, int firstIndex, int firstVertex, int firstInstance)
  68. {
  69. _renderer.New<DrawIndexedCommand>().Set(indexCount, instanceCount, firstIndex, firstVertex, firstInstance);
  70. _renderer.QueueCommand();
  71. }
  72. public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
  73. {
  74. _renderer.New<DrawTextureCommand>().Set(Ref(texture), Ref(sampler), srcRegion, dstRegion);
  75. _renderer.QueueCommand();
  76. }
  77. public void EndHostConditionalRendering()
  78. {
  79. _renderer.New<EndHostConditionalRenderingCommand>();
  80. _renderer.QueueCommand();
  81. }
  82. public void EndTransformFeedback()
  83. {
  84. _renderer.New<EndTransformFeedbackCommand>();
  85. _renderer.QueueCommand();
  86. }
  87. public void MultiDrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
  88. {
  89. _renderer.New<MultiDrawIndirectCountCommand>().Set(indirectBuffer, parameterBuffer, maxDrawCount, stride);
  90. _renderer.QueueCommand();
  91. }
  92. public void MultiDrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
  93. {
  94. _renderer.New<MultiDrawIndexedIndirectCountCommand>().Set(indirectBuffer, parameterBuffer, maxDrawCount, stride);
  95. _renderer.QueueCommand();
  96. }
  97. public void SetAlphaTest(bool enable, float reference, CompareOp op)
  98. {
  99. _renderer.New<SetAlphaTestCommand>().Set(enable, reference, op);
  100. _renderer.QueueCommand();
  101. }
  102. public void SetBlendState(int index, BlendDescriptor blend)
  103. {
  104. _renderer.New<SetBlendStateCommand>().Set(index, blend);
  105. _renderer.QueueCommand();
  106. }
  107. public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
  108. {
  109. _renderer.New<SetDepthBiasCommand>().Set(enables, factor, units, clamp);
  110. _renderer.QueueCommand();
  111. }
  112. public void SetDepthClamp(bool clamp)
  113. {
  114. _renderer.New<SetDepthClampCommand>().Set(clamp);
  115. _renderer.QueueCommand();
  116. }
  117. public void SetDepthMode(DepthMode mode)
  118. {
  119. _renderer.New<SetDepthModeCommand>().Set(mode);
  120. _renderer.QueueCommand();
  121. }
  122. public void SetDepthTest(DepthTestDescriptor depthTest)
  123. {
  124. _renderer.New<SetDepthTestCommand>().Set(depthTest);
  125. _renderer.QueueCommand();
  126. }
  127. public void SetFaceCulling(bool enable, Face face)
  128. {
  129. _renderer.New<SetFaceCullingCommand>().Set(enable, face);
  130. _renderer.QueueCommand();
  131. }
  132. public void SetFrontFace(FrontFace frontFace)
  133. {
  134. _renderer.New<SetFrontFaceCommand>().Set(frontFace);
  135. _renderer.QueueCommand();
  136. }
  137. public void SetImage(int binding, ITexture texture, Format imageFormat)
  138. {
  139. _renderer.New<SetImageCommand>().Set(binding, Ref(texture), imageFormat);
  140. _renderer.QueueCommand();
  141. }
  142. public void SetIndexBuffer(BufferRange buffer, IndexType type)
  143. {
  144. _renderer.New<SetIndexBufferCommand>().Set(buffer, type);
  145. _renderer.QueueCommand();
  146. }
  147. public void SetLineParameters(float width, bool smooth)
  148. {
  149. _renderer.New<SetLineParametersCommand>().Set(width, smooth);
  150. _renderer.QueueCommand();
  151. }
  152. public void SetLogicOpState(bool enable, LogicalOp op)
  153. {
  154. _renderer.New<SetLogicOpStateCommand>().Set(enable, op);
  155. _renderer.QueueCommand();
  156. }
  157. public void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
  158. {
  159. _renderer.New<SetPatchParametersCommand>().Set(vertices, defaultOuterLevel, defaultInnerLevel);
  160. _renderer.QueueCommand();
  161. }
  162. public void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin)
  163. {
  164. _renderer.New<SetPointParametersCommand>().Set(size, isProgramPointSize, enablePointSprite, origin);
  165. _renderer.QueueCommand();
  166. }
  167. public void SetPolygonMode(PolygonMode frontMode, PolygonMode backMode)
  168. {
  169. _renderer.New<SetPolygonModeCommand>().Set(frontMode, backMode);
  170. _renderer.QueueCommand();
  171. }
  172. public void SetPrimitiveRestart(bool enable, int index)
  173. {
  174. _renderer.New<SetPrimitiveRestartCommand>().Set(enable, index);
  175. _renderer.QueueCommand();
  176. }
  177. public void SetPrimitiveTopology(PrimitiveTopology topology)
  178. {
  179. _renderer.New<SetPrimitiveTopologyCommand>().Set(topology);
  180. _renderer.QueueCommand();
  181. }
  182. public void SetProgram(IProgram program)
  183. {
  184. _renderer.New<SetProgramCommand>().Set(Ref(program));
  185. _renderer.QueueCommand();
  186. }
  187. public void SetRasterizerDiscard(bool discard)
  188. {
  189. _renderer.New<SetRasterizerDiscardCommand>().Set(discard);
  190. _renderer.QueueCommand();
  191. }
  192. public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask)
  193. {
  194. _renderer.New<SetRenderTargetColorMasksCommand>().Set(_renderer.CopySpan(componentMask));
  195. _renderer.QueueCommand();
  196. }
  197. public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
  198. {
  199. _renderer.New<SetRenderTargetsCommand>().Set(Ref(colors.ToArray()), Ref(depthStencil));
  200. _renderer.QueueCommand();
  201. }
  202. public void SetRenderTargetScale(float scale)
  203. {
  204. _renderer.New<SetRenderTargetScaleCommand>().Set(scale);
  205. _renderer.QueueCommand();
  206. }
  207. public void SetSampler(int binding, ISampler sampler)
  208. {
  209. _renderer.New<SetSamplerCommand>().Set(binding, Ref(sampler));
  210. _renderer.QueueCommand();
  211. }
  212. public void SetScissor(int index, bool enable, int x, int y, int width, int height)
  213. {
  214. _renderer.New<SetScissorCommand>().Set(index, enable, x, y, width, height);
  215. _renderer.QueueCommand();
  216. }
  217. public void SetStencilTest(StencilTestDescriptor stencilTest)
  218. {
  219. _renderer.New<SetStencilTestCommand>().Set(stencilTest);
  220. _renderer.QueueCommand();
  221. }
  222. public void SetStorageBuffers(int first, ReadOnlySpan<BufferRange> buffers)
  223. {
  224. _renderer.New<SetStorageBuffersCommand>().Set(first, _renderer.CopySpan(buffers));
  225. _renderer.QueueCommand();
  226. }
  227. public void SetTexture(int binding, ITexture texture)
  228. {
  229. _renderer.New<SetTextureCommand>().Set(binding, Ref(texture));
  230. _renderer.QueueCommand();
  231. }
  232. public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
  233. {
  234. _renderer.New<SetTransformFeedbackBuffersCommand>().Set(_renderer.CopySpan(buffers));
  235. _renderer.QueueCommand();
  236. }
  237. public void SetUniformBuffers(int first, ReadOnlySpan<BufferRange> buffers)
  238. {
  239. _renderer.New<SetUniformBuffersCommand>().Set(first, _renderer.CopySpan(buffers));
  240. _renderer.QueueCommand();
  241. }
  242. public void SetUserClipDistance(int index, bool enableClip)
  243. {
  244. _renderer.New<SetUserClipDistanceCommand>().Set(index, enableClip);
  245. _renderer.QueueCommand();
  246. }
  247. public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
  248. {
  249. _renderer.New<SetVertexAttribsCommand>().Set(_renderer.CopySpan(vertexAttribs));
  250. _renderer.QueueCommand();
  251. }
  252. public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
  253. {
  254. _renderer.New<SetVertexBuffersCommand>().Set(_renderer.CopySpan(vertexBuffers));
  255. _renderer.QueueCommand();
  256. }
  257. public void SetViewports(int first, ReadOnlySpan<Viewport> viewports)
  258. {
  259. _renderer.New<SetViewportsCommand>().Set(first, _renderer.CopySpan(viewports));
  260. _renderer.QueueCommand();
  261. }
  262. public void TextureBarrier()
  263. {
  264. _renderer.New<TextureBarrierCommand>();
  265. _renderer.QueueCommand();
  266. }
  267. public void TextureBarrierTiled()
  268. {
  269. _renderer.New<TextureBarrierTiledCommand>();
  270. _renderer.QueueCommand();
  271. }
  272. public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
  273. {
  274. var evt = value as ThreadedCounterEvent;
  275. if (evt != null)
  276. {
  277. if (compare == 0 && evt.Type == CounterType.SamplesPassed && evt.ClearCounter)
  278. {
  279. if (!evt.ReserveForHostAccess())
  280. {
  281. return false;
  282. }
  283. _renderer.New<TryHostConditionalRenderingCommand>().Set(Ref(evt), compare, isEqual);
  284. _renderer.QueueCommand();
  285. return true;
  286. }
  287. }
  288. _renderer.New<TryHostConditionalRenderingFlushCommand>().Set(Ref(evt), Ref<ThreadedCounterEvent>(null), isEqual);
  289. _renderer.QueueCommand();
  290. return false;
  291. }
  292. public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
  293. {
  294. _renderer.New<TryHostConditionalRenderingFlushCommand>().Set(Ref(value as ThreadedCounterEvent), Ref(compare as ThreadedCounterEvent), isEqual);
  295. _renderer.QueueCommand();
  296. return false;
  297. }
  298. public void UpdateRenderScale(ReadOnlySpan<float> scales, int totalCount, int fragmentCount)
  299. {
  300. _renderer.New<UpdateRenderScaleCommand>().Set(_renderer.CopySpan(scales.Slice(0, totalCount)), totalCount, fragmentCount);
  301. _renderer.QueueCommand();
  302. }
  303. }
  304. }