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. if (_drawState.Topology != topology)
  186. {
  187. _context.Renderer.Pipeline.SetPrimitiveTopology(topology);
  188. _drawState.Topology = topology;
  189. }
  190. }
  191. /// <summary>
  192. /// Sets the index buffer count.
  193. /// This also sets internal state that indicates that the next draw is an indexed draw.
  194. /// </summary>
  195. /// <param name="argument">Method call argument</param>
  196. public void SetIndexBufferCount(int argument)
  197. {
  198. _drawState.DrawIndexed = true;
  199. }
  200. /// <summary>
  201. /// Performs a indexed draw with a low number of index buffer elements.
  202. /// </summary>
  203. /// <param name="engine">3D engine where this method is being called</param>
  204. /// <param name="argument">Method call argument</param>
  205. public void DrawIndexedSmall(ThreedClass engine, int argument)
  206. {
  207. DrawIndexedSmall(engine, argument, false);
  208. }
  209. /// <summary>
  210. /// Performs a indexed draw with a low number of index buffer elements.
  211. /// </summary>
  212. /// <param name="engine">3D engine where this method is being called</param>
  213. /// <param name="argument">Method call argument</param>
  214. public void DrawIndexedSmall2(ThreedClass engine, int argument)
  215. {
  216. DrawIndexedSmall(engine, argument);
  217. }
  218. /// <summary>
  219. /// Performs a indexed draw with a low number of index buffer elements,
  220. /// while also pre-incrementing the current instance value.
  221. /// </summary>
  222. /// <param name="engine">3D engine where this method is being called</param>
  223. /// <param name="argument">Method call argument</param>
  224. public void DrawIndexedSmallIncInstance(ThreedClass engine, int argument)
  225. {
  226. DrawIndexedSmall(engine, argument, true);
  227. }
  228. /// <summary>
  229. /// Performs a indexed draw with a low number of index buffer elements,
  230. /// while also pre-incrementing the current instance value.
  231. /// </summary>
  232. /// <param name="engine">3D engine where this method is being called</param>
  233. /// <param name="argument">Method call argument</param>
  234. public void DrawIndexedSmallIncInstance2(ThreedClass engine, int argument)
  235. {
  236. DrawIndexedSmallIncInstance(engine, argument);
  237. }
  238. /// <summary>
  239. /// Performs a indexed draw with a low number of index buffer elements,
  240. /// while optionally also pre-incrementing the current instance value.
  241. /// </summary>
  242. /// <param name="engine">3D engine where this method is being called</param>
  243. /// <param name="argument">Method call argument</param>
  244. /// <param name="instanced">True to increment the current instance value, false otherwise</param>
  245. private void DrawIndexedSmall(ThreedClass engine, int argument, bool instanced)
  246. {
  247. PrimitiveTypeOverride typeOverride = _state.State.PrimitiveTypeOverride;
  248. DrawBegin(instanced, !instanced, typeOverride.Convert());
  249. int firstIndex = argument & 0xffff;
  250. int indexCount = (argument >> 16) & 0xfff;
  251. bool oldDrawIndexed = _drawState.DrawIndexed;
  252. _drawState.DrawIndexed = true;
  253. DrawEnd(engine, firstIndex, indexCount);
  254. _drawState.DrawIndexed = oldDrawIndexed;
  255. }
  256. /// <summary>
  257. /// Performs a indirect multi-draw, with parameters from a GPU buffer.
  258. /// </summary>
  259. /// <param name="engine">3D engine where this method is being called</param>
  260. /// <param name="topology">Primitive topology</param>
  261. /// <param name="indirectBuffer">GPU buffer with the draw parameters, such as count, first index, etc</param>
  262. /// <param name="parameterBuffer">GPU buffer with the draw count</param>
  263. /// <param name="maxDrawCount">Maximum number of draws that can be made</param>
  264. /// <param name="stride">Distance in bytes between each element on the <paramref name="indirectBuffer"/> array</param>
  265. public void MultiDrawIndirectCount(
  266. ThreedClass engine,
  267. int indexCount,
  268. PrimitiveTopology topology,
  269. BufferRange indirectBuffer,
  270. BufferRange parameterBuffer,
  271. int maxDrawCount,
  272. int stride)
  273. {
  274. engine.Write(IndexBufferCountMethodOffset * 4, indexCount);
  275. _context.Renderer.Pipeline.SetPrimitiveTopology(topology);
  276. _drawState.Topology = topology;
  277. ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
  278. _context,
  279. _channel.MemoryManager,
  280. _state.State.RenderEnableAddress,
  281. _state.State.RenderEnableCondition);
  282. if (renderEnable == ConditionalRenderEnabled.False)
  283. {
  284. _drawState.DrawIndexed = false;
  285. return;
  286. }
  287. _drawState.FirstIndex = _state.State.IndexBufferState.First;
  288. _drawState.IndexCount = indexCount;
  289. engine.UpdateState();
  290. if (_drawState.DrawIndexed)
  291. {
  292. _context.Renderer.Pipeline.MultiDrawIndexedIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
  293. }
  294. else
  295. {
  296. _context.Renderer.Pipeline.MultiDrawIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
  297. }
  298. _drawState.DrawIndexed = false;
  299. if (renderEnable == ConditionalRenderEnabled.Host)
  300. {
  301. _context.Renderer.Pipeline.EndHostConditionalRendering();
  302. }
  303. }
  304. /// <summary>
  305. /// Perform any deferred draws.
  306. /// This is used for instanced draws.
  307. /// Since each instance is a separate draw, we defer the draw and accumulate the instance count.
  308. /// Once we detect the last instanced draw, then we perform the host instanced draw,
  309. /// with the accumulated instance count.
  310. /// </summary>
  311. public void PerformDeferredDraws()
  312. {
  313. // Perform any pending instanced draw.
  314. if (_instancedDrawPending)
  315. {
  316. _instancedDrawPending = false;
  317. if (_instancedIndexed)
  318. {
  319. _context.Renderer.Pipeline.DrawIndexed(
  320. _instancedIndexCount,
  321. _instanceIndex + 1,
  322. _instancedFirstIndex,
  323. _instancedFirstVertex,
  324. _instancedFirstInstance);
  325. }
  326. else
  327. {
  328. _context.Renderer.Pipeline.Draw(
  329. _instancedDrawStateCount,
  330. _instanceIndex + 1,
  331. _instancedDrawStateFirst,
  332. _instancedFirstInstance);
  333. }
  334. }
  335. }
  336. /// <summary>
  337. /// Clears the current color and depth-stencil buffers.
  338. /// Which buffers should be cleared is also specified on the argument.
  339. /// </summary>
  340. /// <param name="engine">3D engine where this method is being called</param>
  341. /// <param name="argument">Method call argument</param>
  342. public void Clear(ThreedClass engine, int argument)
  343. {
  344. ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
  345. _context,
  346. _channel.MemoryManager,
  347. _state.State.RenderEnableAddress,
  348. _state.State.RenderEnableCondition);
  349. if (renderEnable == ConditionalRenderEnabled.False)
  350. {
  351. return;
  352. }
  353. // Scissor and rasterizer discard also affect clears.
  354. engine.UpdateState((1UL << StateUpdater.RasterizerStateIndex) | (1UL << StateUpdater.ScissorStateIndex));
  355. int index = (argument >> 6) & 0xf;
  356. engine.UpdateRenderTargetState(useControl: false, singleUse: index);
  357. _channel.TextureManager.UpdateRenderTargets();
  358. bool clearDepth = (argument & 1) != 0;
  359. bool clearStencil = (argument & 2) != 0;
  360. uint componentMask = (uint)((argument >> 2) & 0xf);
  361. if (componentMask != 0)
  362. {
  363. var clearColor = _state.State.ClearColors;
  364. ColorF color = new ColorF(clearColor.Red, clearColor.Green, clearColor.Blue, clearColor.Alpha);
  365. _context.Renderer.Pipeline.ClearRenderTargetColor(index, componentMask, color);
  366. }
  367. if (clearDepth || clearStencil)
  368. {
  369. float depthValue = _state.State.ClearDepthValue;
  370. int stencilValue = (int)_state.State.ClearStencilValue;
  371. int stencilMask = 0;
  372. if (clearStencil)
  373. {
  374. stencilMask = _state.State.StencilTestState.FrontMask;
  375. }
  376. _context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
  377. depthValue,
  378. clearDepth,
  379. stencilValue,
  380. stencilMask);
  381. }
  382. engine.UpdateRenderTargetState(useControl: true);
  383. if (renderEnable == ConditionalRenderEnabled.Host)
  384. {
  385. _context.Renderer.Pipeline.EndHostConditionalRendering();
  386. }
  387. }
  388. }
  389. }