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- using Ryujinx.Common;
- using Ryujinx.Graphics.Gal;
- using Ryujinx.Graphics.Memory;
- using Ryujinx.Graphics.Texture;
- using System;
- using System.Collections.Generic;
- namespace Ryujinx.Graphics.Graphics3d
- {
- 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;
- // Height kept for flipping y axis
- private int ViewportHeight = 0;
- private int CurrentInstance = 0;
- 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];
- }
- //Ensure that all components are enabled by default.
- //FIXME: Is this correct?
- WriteRegister(NvGpuEngine3dReg.ColorMaskN, 0x1111);
- WriteRegister(NvGpuEngine3dReg.FrameBufferSrgb, 1);
- for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
- {
- WriteRegister(NvGpuEngine3dReg.IBlendNEquationRgb + Index * 8, (int)GalBlendEquation.FuncAdd);
- WriteRegister(NvGpuEngine3dReg.IBlendNFuncSrcRgb + Index * 8, (int)GalBlendFactor.One);
- WriteRegister(NvGpuEngine3dReg.IBlendNFuncDstRgb + Index * 8, (int)GalBlendFactor.Zero);
- WriteRegister(NvGpuEngine3dReg.IBlendNEquationAlpha + Index * 8, (int)GalBlendEquation.FuncAdd);
- WriteRegister(NvGpuEngine3dReg.IBlendNFuncSrcAlpha + Index * 8, (int)GalBlendFactor.One);
- WriteRegister(NvGpuEngine3dReg.IBlendNFuncDstAlpha + Index * 8, (int)GalBlendFactor.Zero);
- }
- }
- public void CallMethod(NvGpuVmm Vmm, GpuMethodCall MethCall)
- {
- if (Methods.TryGetValue(MethCall.Method, out NvGpuMethod Method))
- {
- Method(Vmm, MethCall);
- }
- else
- {
- WriteRegister(MethCall);
- }
- }
- private void VertexEndGl(NvGpuVmm Vmm, GpuMethodCall MethCall)
- {
- LockCaches();
- GalPipelineState State = new GalPipelineState();
- SetFrameBuffer(State);
- SetFrontFace(State);
- SetCullFace(State);
- SetDepth(State);
- SetStencil(State);
- SetScissor(State);
- SetBlending(State);
- SetColorMask(State);
- SetPrimitiveRestart(State);
- for (int FbIndex = 0; FbIndex < 8; FbIndex++)
- {
- SetFrameBuffer(Vmm, FbIndex);
- }
- SetZeta(Vmm);
- SetRenderTargets();
- long[] Keys = UploadShaders(Vmm);
- Gpu.Renderer.Shader.BindProgram();
- UploadTextures(Vmm, State, Keys);
- UploadConstBuffers(Vmm, State, Keys);
- UploadVertexArrays(Vmm, State);
- DispatchRender(Vmm, State);
- UnlockCaches();
- }
- private void LockCaches()
- {
- Gpu.Renderer.Buffer.LockCache();
- Gpu.Renderer.Rasterizer.LockCaches();
- Gpu.Renderer.Texture.LockCache();
- }
- private void UnlockCaches()
- {
- Gpu.Renderer.Buffer.UnlockCache();
- Gpu.Renderer.Rasterizer.UnlockCaches();
- Gpu.Renderer.Texture.UnlockCache();
- }
- private void ClearBuffers(NvGpuVmm Vmm, GpuMethodCall MethCall)
- {
- int Attachment = (MethCall.Argument >> 6) & 0xf;
- GalClearBufferFlags Flags = (GalClearBufferFlags)(MethCall.Argument & 0x3f);
- float Red = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 0);
- float Green = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 1);
- float Blue = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 2);
- float Alpha = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 3);
- float Depth = ReadRegisterFloat(NvGpuEngine3dReg.ClearDepth);
- int Stencil = ReadRegister(NvGpuEngine3dReg.ClearStencil);
- SetFrameBuffer(Vmm, Attachment);
- SetZeta(Vmm);
- SetRenderTargets();
- Gpu.Renderer.RenderTarget.Bind();
- Gpu.Renderer.Rasterizer.ClearBuffers(Flags, Attachment, Red, Green, Blue, Alpha, Depth, Stencil);
- Gpu.Renderer.Pipeline.ResetDepthMask();
- Gpu.Renderer.Pipeline.ResetColorMask(Attachment);
- }
- private void SetFrameBuffer(NvGpuVmm Vmm, int FbIndex)
- {
- long VA = MakeInt64From2xInt32(NvGpuEngine3dReg.FrameBufferNAddress + FbIndex * 0x10);
- int SurfFormat = ReadRegister(NvGpuEngine3dReg.FrameBufferNFormat + FbIndex * 0x10);
- if (VA == 0 || SurfFormat == 0)
- {
- Gpu.Renderer.RenderTarget.UnbindColor(FbIndex);
- return;
- }
- long Key = Vmm.GetPhysicalAddress(VA);
- int Width = ReadRegister(NvGpuEngine3dReg.FrameBufferNWidth + FbIndex * 0x10);
- int Height = ReadRegister(NvGpuEngine3dReg.FrameBufferNHeight + FbIndex * 0x10);
- int BlockDim = ReadRegister(NvGpuEngine3dReg.FrameBufferNBlockDim + FbIndex * 0x10);
- int GobBlockHeight = 1 << ((BlockDim >> 4) & 7);
- GalMemoryLayout Layout = (GalMemoryLayout)((BlockDim >> 12) & 1);
- float TX = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNTranslateX + FbIndex * 8);
- float TY = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNTranslateY + FbIndex * 8);
- float SX = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNScaleX + FbIndex * 8);
- float SY = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNScaleY + FbIndex * 8);
- int VpX = (int)MathF.Max(0, TX - MathF.Abs(SX));
- int VpY = (int)MathF.Max(0, TY - MathF.Abs(SY));
- int VpW = (int)(TX + MathF.Abs(SX)) - VpX;
- int VpH = (int)(TY + MathF.Abs(SY)) - VpY;
- GalImageFormat Format = ImageUtils.ConvertSurface((GalSurfaceFormat)SurfFormat);
- GalImage Image = new GalImage(Width, Height, 1, GobBlockHeight, Layout, Format);
- Gpu.ResourceManager.SendColorBuffer(Vmm, Key, FbIndex, Image);
- ViewportHeight = VpH;
- Gpu.Renderer.RenderTarget.SetViewport(FbIndex, VpX, VpY, VpW, VpH);
- }
- private void SetFrameBuffer(GalPipelineState State)
- {
- State.FramebufferSrgb = ReadRegisterBool(NvGpuEngine3dReg.FrameBufferSrgb);
- State.FlipX = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleX);
- State.FlipY = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleY);
- int ScreenYControl = ReadRegister(NvGpuEngine3dReg.ScreenYControl);
- bool NegateY = (ScreenYControl & 1) != 0;
- if (NegateY)
- {
- State.FlipY = -State.FlipY;
- }
- }
- private void SetZeta(NvGpuVmm Vmm)
- {
- long VA = MakeInt64From2xInt32(NvGpuEngine3dReg.ZetaAddress);
- int ZetaFormat = ReadRegister(NvGpuEngine3dReg.ZetaFormat);
- int BlockDim = ReadRegister(NvGpuEngine3dReg.ZetaBlockDimensions);
- int GobBlockHeight = 1 << ((BlockDim >> 4) & 7);
- GalMemoryLayout Layout = (GalMemoryLayout)((BlockDim >> 12) & 1); //?
- bool ZetaEnable = ReadRegisterBool(NvGpuEngine3dReg.ZetaEnable);
- if (VA == 0 || ZetaFormat == 0 || !ZetaEnable)
- {
- Gpu.Renderer.RenderTarget.UnbindZeta();
- return;
- }
- long Key = Vmm.GetPhysicalAddress(VA);
- int Width = ReadRegister(NvGpuEngine3dReg.ZetaHoriz);
- int Height = ReadRegister(NvGpuEngine3dReg.ZetaVert);
- GalImageFormat Format = ImageUtils.ConvertZeta((GalZetaFormat)ZetaFormat);
- GalImage Image = new GalImage(Width, Height, 1, GobBlockHeight, Layout, Format);
- Gpu.ResourceManager.SendZetaBuffer(Vmm, Key, Image);
- }
- 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;
- Keys[(int)GalShaderType.Vertex] = VpBPos;
- 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);
- }
- 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(GalPipelineState State)
- {
- float SignX = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleX);
- float SignY = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleY);
- 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;
- }
- }
- State.FrontFace = FrontFace;
- }
- private void SetCullFace(GalPipelineState State)
- {
- State.CullFaceEnabled = ReadRegisterBool(NvGpuEngine3dReg.CullFaceEnable);
- if (State.CullFaceEnabled)
- {
- State.CullFace = (GalCullFace)ReadRegister(NvGpuEngine3dReg.CullFace);
- }
- }
- private void SetDepth(GalPipelineState State)
- {
- State.DepthTestEnabled = ReadRegisterBool(NvGpuEngine3dReg.DepthTestEnable);
- State.DepthWriteEnabled = ReadRegisterBool(NvGpuEngine3dReg.DepthWriteEnable);
- if (State.DepthTestEnabled)
- {
- State.DepthFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.DepthTestFunction);
- }
- State.DepthRangeNear = ReadRegisterFloat(NvGpuEngine3dReg.DepthRangeNNear);
- State.DepthRangeFar = ReadRegisterFloat(NvGpuEngine3dReg.DepthRangeNFar);
- }
- private void SetStencil(GalPipelineState State)
- {
- State.StencilTestEnabled = ReadRegisterBool(NvGpuEngine3dReg.StencilEnable);
- if (State.StencilTestEnabled)
- {
- State.StencilBackFuncFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.StencilBackFuncFunc);
- State.StencilBackFuncRef = ReadRegister(NvGpuEngine3dReg.StencilBackFuncRef);
- State.StencilBackFuncMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilBackFuncMask);
- State.StencilBackOpFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpFail);
- State.StencilBackOpZFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpZFail);
- State.StencilBackOpZPass = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpZPass);
- State.StencilBackMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilBackMask);
- State.StencilFrontFuncFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.StencilFrontFuncFunc);
- State.StencilFrontFuncRef = ReadRegister(NvGpuEngine3dReg.StencilFrontFuncRef);
- State.StencilFrontFuncMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilFrontFuncMask);
- State.StencilFrontOpFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpFail);
- State.StencilFrontOpZFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpZFail);
- State.StencilFrontOpZPass = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpZPass);
- State.StencilFrontMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilFrontMask);
- }
- }
- private void SetScissor(GalPipelineState State)
- {
- // FIXME: Stubbed, only the first scissor test is valid without a geometry shader loaded. At time of writing geometry shaders are also stubbed.
- // Once geometry shaders are fixed it should be equal to GalPipelineState.RenderTargetCount when shader loaded, otherwise equal to 1
- State.ScissorTestCount = 1;
- for (int Index = 0; Index < State.ScissorTestCount; Index++)
- {
- State.ScissorTestEnabled[Index] = ReadRegisterBool(NvGpuEngine3dReg.ScissorEnable + Index * 4);
- if (State.ScissorTestEnabled[Index])
- {
- uint ScissorHorizontal = (uint)ReadRegister(NvGpuEngine3dReg.ScissorHorizontal + Index * 4);
- uint ScissorVertical = (uint)ReadRegister(NvGpuEngine3dReg.ScissorVertical + Index * 4);
- State.ScissorTestX[Index] = (int)((ScissorHorizontal & 0xFFFF) * State.FlipX); // X, lower 16 bits
- State.ScissorTestWidth[Index] = (int)((ScissorHorizontal >> 16) * State.FlipX) - State.ScissorTestX[Index]; // Width, right side is upper 16 bits
- State.ScissorTestY[Index] = (int)((ScissorVertical & 0xFFFF)); // Y, lower 16 bits
- State.ScissorTestHeight[Index] = (int)((ScissorVertical >> 16)) - State.ScissorTestY[Index]; // Height, top side is upper 16 bits
- // Y coordinates may have to be flipped
- if ((int)State.FlipY == -1)
- {
- State.ScissorTestY[Index] = ViewportHeight - State.ScissorTestY[Index] - State.ScissorTestHeight[Index];
- // Handle negative viewpont coordinate
- if (State.ScissorTestY[Index] < 0)
- {
- State.ScissorTestY[Index] = 0;
- }
- }
- }
- }
- }
- private void SetBlending(GalPipelineState State)
- {
- bool BlendIndependent = ReadRegisterBool(NvGpuEngine3dReg.BlendIndependent);
- State.BlendIndependent = BlendIndependent;
- for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
- {
- if (BlendIndependent)
- {
- State.Blends[Index].Enabled = ReadRegisterBool(NvGpuEngine3dReg.IBlendNEnable + Index);
- if (State.Blends[Index].Enabled)
- {
- State.Blends[Index].SeparateAlpha = ReadRegisterBool(NvGpuEngine3dReg.IBlendNSeparateAlpha + Index * 8);
- State.Blends[Index].EquationRgb = ReadBlendEquation(NvGpuEngine3dReg.IBlendNEquationRgb + Index * 8);
- State.Blends[Index].FuncSrcRgb = ReadBlendFactor (NvGpuEngine3dReg.IBlendNFuncSrcRgb + Index * 8);
- State.Blends[Index].FuncDstRgb = ReadBlendFactor (NvGpuEngine3dReg.IBlendNFuncDstRgb + Index * 8);
- State.Blends[Index].EquationAlpha = ReadBlendEquation(NvGpuEngine3dReg.IBlendNEquationAlpha + Index * 8);
- State.Blends[Index].FuncSrcAlpha = ReadBlendFactor (NvGpuEngine3dReg.IBlendNFuncSrcAlpha + Index * 8);
- State.Blends[Index].FuncDstAlpha = ReadBlendFactor (NvGpuEngine3dReg.IBlendNFuncDstAlpha + Index * 8);
- }
- }
- else
- {
- //It seems that even when independent blend is disabled, the first IBlend enable
- //register is still set to indicate whenever blend is enabled or not (?).
- State.Blends[Index].Enabled = ReadRegisterBool(NvGpuEngine3dReg.IBlendNEnable);
- if (State.Blends[Index].Enabled)
- {
- State.Blends[Index].SeparateAlpha = ReadRegisterBool(NvGpuEngine3dReg.BlendSeparateAlpha);
- State.Blends[Index].EquationRgb = ReadBlendEquation(NvGpuEngine3dReg.BlendEquationRgb);
- State.Blends[Index].FuncSrcRgb = ReadBlendFactor (NvGpuEngine3dReg.BlendFuncSrcRgb);
- State.Blends[Index].FuncDstRgb = ReadBlendFactor (NvGpuEngine3dReg.BlendFuncDstRgb);
- State.Blends[Index].EquationAlpha = ReadBlendEquation(NvGpuEngine3dReg.BlendEquationAlpha);
- State.Blends[Index].FuncSrcAlpha = ReadBlendFactor (NvGpuEngine3dReg.BlendFuncSrcAlpha);
- State.Blends[Index].FuncDstAlpha = ReadBlendFactor (NvGpuEngine3dReg.BlendFuncDstAlpha);
- }
- }
- }
- }
- private GalBlendEquation ReadBlendEquation(NvGpuEngine3dReg Register)
- {
- return (GalBlendEquation)ReadRegister(Register);
- }
- private GalBlendFactor ReadBlendFactor(NvGpuEngine3dReg Register)
- {
- return (GalBlendFactor)ReadRegister(Register);
- }
- private void SetColorMask(GalPipelineState State)
- {
- bool ColorMaskCommon = ReadRegisterBool(NvGpuEngine3dReg.ColorMaskCommon);
- State.ColorMaskCommon = ColorMaskCommon;
- for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
- {
- int ColorMask = ReadRegister(NvGpuEngine3dReg.ColorMaskN + (ColorMaskCommon ? 0 : Index));
- State.ColorMasks[Index].Red = ((ColorMask >> 0) & 0xf) != 0;
- State.ColorMasks[Index].Green = ((ColorMask >> 4) & 0xf) != 0;
- State.ColorMasks[Index].Blue = ((ColorMask >> 8) & 0xf) != 0;
- State.ColorMasks[Index].Alpha = ((ColorMask >> 12) & 0xf) != 0;
- }
- }
- private void SetPrimitiveRestart(GalPipelineState State)
- {
- State.PrimitiveRestartEnabled = ReadRegisterBool(NvGpuEngine3dReg.PrimRestartEnable);
- if (State.PrimitiveRestartEnabled)
- {
- State.PrimitiveRestartIndex = (uint)ReadRegister(NvGpuEngine3dReg.PrimRestartIndex);
- }
- }
- private void SetRenderTargets()
- {
- //Commercial games do not seem to
- //bool SeparateFragData = ReadRegisterBool(NvGpuEngine3dReg.RTSeparateFragData);
- uint Control = (uint)(ReadRegister(NvGpuEngine3dReg.RTControl));
- uint Count = Control & 0xf;
- if (Count > 0)
- {
- int[] Map = new int[Count];
- for (int Index = 0; Index < Count; Index++)
- {
- int Shift = 4 + Index * 3;
- Map[Index] = (int)((Control >> Shift) & 7);
- }
- Gpu.Renderer.RenderTarget.SetMap(Map);
- }
- else
- {
- Gpu.Renderer.RenderTarget.SetMap(null);
- }
- }
- private void UploadTextures(NvGpuVmm Vmm, GalPipelineState State, long[] Keys)
- {
- long BaseShPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
- int TextureCbIndex = ReadRegister(NvGpuEngine3dReg.TextureCbIndex);
- List<(long, GalImage, GalTextureSampler)> UnboundTextures = new List<(long, GalImage, GalTextureSampler)>();
- for (int Index = 0; Index < Keys.Length; Index++)
- {
- foreach (ShaderDeclInfo DeclInfo in Gpu.Renderer.Shader.GetTextureUsage(Keys[Index]))
- {
- long Position;
- if (DeclInfo.IsCb)
- {
- Position = ConstBuffers[Index][DeclInfo.Cbuf].Position;
- }
- else
- {
- Position = ConstBuffers[Index][TextureCbIndex].Position;
- }
- int TextureHandle = Vmm.ReadInt32(Position + DeclInfo.Index * 4);
- UnboundTextures.Add(UploadTexture(Vmm, TextureHandle));
- }
- }
- for (int Index = 0; Index < UnboundTextures.Count; Index++)
- {
- (long Key, GalImage Image, GalTextureSampler Sampler) = UnboundTextures[Index];
- if (Key == 0)
- {
- continue;
- }
- Gpu.Renderer.Texture.Bind(Key, Index, Image);
- Gpu.Renderer.Texture.SetSampler(Sampler);
- }
- }
- private (long, GalImage, GalTextureSampler) UploadTexture(NvGpuVmm Vmm, int TextureHandle)
- {
- if (TextureHandle == 0)
- {
- //FIXME: Some games like puyo puyo will use handles with the value 0.
- //This is a bug, most likely caused by sync issues.
- return (0, default(GalImage), default(GalTextureSampler));
- }
- bool LinkedTsc = ReadRegisterBool(NvGpuEngine3dReg.LinkedTsc);
- int TicIndex = (TextureHandle >> 0) & 0xfffff;
- int TscIndex = LinkedTsc ? TicIndex : (TextureHandle >> 20) & 0xfff;
- long TicPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexHeaderPoolOffset);
- long TscPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexSamplerPoolOffset);
- TicPosition += TicIndex * 0x20;
- TscPosition += TscIndex * 0x20;
- GalImage Image = TextureFactory.MakeTexture(Vmm, TicPosition);
- GalTextureSampler Sampler = TextureFactory.MakeSampler(Gpu, Vmm, TscPosition);
- long Key = Vmm.ReadInt64(TicPosition + 4) & 0xffffffffffff;
- if (Image.Layout == GalMemoryLayout.BlockLinear)
- {
- Key &= ~0x1ffL;
- }
- else if (Image.Layout == GalMemoryLayout.Pitch)
- {
- Key &= ~0x1fL;
- }
- Key = Vmm.GetPhysicalAddress(Key);
- if (Key == -1)
- {
- //FIXME: Shouldn't ignore invalid addresses.
- return (0, default(GalImage), default(GalTextureSampler));
- }
- Gpu.ResourceManager.SendTexture(Vmm, Key, Image);
- return (Key, Image, Sampler);
- }
- private void UploadConstBuffers(NvGpuVmm Vmm, GalPipelineState State, long[] Keys)
- {
- for (int Stage = 0; Stage < Keys.Length; Stage++)
- {
- foreach (ShaderDeclInfo DeclInfo in Gpu.Renderer.Shader.GetConstBufferUsage(Keys[Stage]))
- {
- ConstBuffer Cb = ConstBuffers[Stage][DeclInfo.Cbuf];
- if (!Cb.Enabled)
- {
- continue;
- }
- long Key = Vmm.GetPhysicalAddress(Cb.Position);
- if (Gpu.ResourceManager.MemoryRegionModified(Vmm, Key, Cb.Size, NvGpuBufferType.ConstBuffer))
- {
- if (Vmm.TryGetHostAddress(Cb.Position, Cb.Size, out IntPtr CbPtr))
- {
- Gpu.Renderer.Buffer.SetData(Key, Cb.Size, CbPtr);
- }
- else
- {
- Gpu.Renderer.Buffer.SetData(Key, Vmm.ReadBytes(Cb.Position, Cb.Size));
- }
- }
- State.ConstBufferKeys[Stage][DeclInfo.Cbuf] = Key;
- }
- }
- }
- private void UploadVertexArrays(NvGpuVmm Vmm, GalPipelineState State)
- {
- long IbPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);
- long IboKey = Vmm.GetPhysicalAddress(IbPosition);
- int IndexEntryFmt = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
- int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);
- int PrimCtrl = ReadRegister(NvGpuEngine3dReg.VertexBeginGl);
- GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff);
- GalIndexFormat IndexFormat = (GalIndexFormat)IndexEntryFmt;
- int IndexEntrySize = 1 << IndexEntryFmt;
- if (IndexEntrySize > 4)
- {
- throw new InvalidOperationException("Invalid index entry size \"" + IndexEntrySize + "\"!");
- }
- if (IndexCount != 0)
- {
- int IbSize = IndexCount * IndexEntrySize;
- bool IboCached = Gpu.Renderer.Rasterizer.IsIboCached(IboKey, (uint)IbSize);
- bool UsesLegacyQuads =
- PrimType == GalPrimitiveType.Quads ||
- PrimType == GalPrimitiveType.QuadStrip;
- if (!IboCached || Gpu.ResourceManager.MemoryRegionModified(Vmm, IboKey, (uint)IbSize, NvGpuBufferType.Index))
- {
- if (!UsesLegacyQuads)
- {
- if (Vmm.TryGetHostAddress(IbPosition, IbSize, out IntPtr IbPtr))
- {
- Gpu.Renderer.Rasterizer.CreateIbo(IboKey, IbSize, IbPtr);
- }
- else
- {
- Gpu.Renderer.Rasterizer.CreateIbo(IboKey, IbSize, Vmm.ReadBytes(IbPosition, IbSize));
- }
- }
- else
- {
- byte[] Buffer = Vmm.ReadBytes(IbPosition, IbSize);
- if (PrimType == GalPrimitiveType.Quads)
- {
- Buffer = QuadHelper.ConvertQuadsToTris(Buffer, IndexEntrySize, IndexCount);
- }
- else /* if (PrimType == GalPrimitiveType.QuadStrip) */
- {
- Buffer = QuadHelper.ConvertQuadStripToTris(Buffer, IndexEntrySize, IndexCount);
- }
- Gpu.Renderer.Rasterizer.CreateIbo(IboKey, IbSize, Buffer);
- }
- }
- if (!UsesLegacyQuads)
- {
- Gpu.Renderer.Rasterizer.SetIndexArray(IbSize, IndexFormat);
- }
- else
- {
- if (PrimType == GalPrimitiveType.Quads)
- {
- Gpu.Renderer.Rasterizer.SetIndexArray(QuadHelper.ConvertSizeQuadsToTris(IbSize), IndexFormat);
- }
- else /* if (PrimType == GalPrimitiveType.QuadStrip) */
- {
- Gpu.Renderer.Rasterizer.SetIndexArray(QuadHelper.ConvertSizeQuadStripToTris(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>();
- }
- long VbPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + ArrayIndex * 4);
- if (VbPosition == 0)
- {
- continue;
- }
- bool IsConst = ((Packed >> 6) & 1) != 0;
- int Offset = (Packed >> 7) & 0x3fff;
- GalVertexAttribSize Size = (GalVertexAttribSize)((Packed >> 21) & 0x3f);
- GalVertexAttribType Type = (GalVertexAttribType)((Packed >> 27) & 0x7);
- bool IsRgba = ((Packed >> 31) & 1) != 0;
- // Check vertex array is enabled to avoid out of bounds exception when reading bytes
- bool Enable = (ReadRegister(NvGpuEngine3dReg.VertexArrayNControl + ArrayIndex * 4) & 0x1000) != 0;
- //Note: 16 is the maximum size of an attribute,
- //having a component size of 32-bits with 4 elements (a vec4).
- if (Enable)
- {
- byte[] Data = Vmm.ReadBytes(VbPosition + Offset, 16);
- Attribs[ArrayIndex].Add(new GalVertexAttrib(Attr, IsConst, Offset, Data, Size, Type, IsRgba));
- }
- }
- State.VertexBindings = new GalVertexBinding[32];
- for (int Index = 0; Index < 32; Index++)
- {
- if (Attribs[Index] == null)
- {
- continue;
- }
- int Control = ReadRegister(NvGpuEngine3dReg.VertexArrayNControl + Index * 4);
- bool Enable = (Control & 0x1000) != 0;
- if (!Enable)
- {
- continue;
- }
- long VbPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + Index * 4);
- long VbEndPos = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNEndAddr + Index * 2);
- int VertexDivisor = ReadRegister(NvGpuEngine3dReg.VertexArrayNDivisor + Index * 4);
- bool Instanced = ReadRegisterBool(NvGpuEngine3dReg.VertexArrayNInstance + Index);
- int Stride = Control & 0xfff;
- if (Instanced && VertexDivisor != 0)
- {
- VbPosition += Stride * (CurrentInstance / VertexDivisor);
- }
- if (VbPosition > VbEndPos)
- {
- //Instance is invalid, ignore the draw call
- continue;
- }
- long VboKey = Vmm.GetPhysicalAddress(VbPosition);
- long VbSize = (VbEndPos - VbPosition) + 1;
- int ModifiedVbSize = (int)VbSize;
- // If quads convert size to triangle length
- if (Stride == 0)
- {
- if (PrimType == GalPrimitiveType.Quads)
- {
- ModifiedVbSize = QuadHelper.ConvertSizeQuadsToTris(ModifiedVbSize);
- }
- else if (PrimType == GalPrimitiveType.QuadStrip)
- {
- ModifiedVbSize = QuadHelper.ConvertSizeQuadStripToTris(ModifiedVbSize);
- }
- }
- bool VboCached = Gpu.Renderer.Rasterizer.IsVboCached(VboKey, ModifiedVbSize);
- if (!VboCached || Gpu.ResourceManager.MemoryRegionModified(Vmm, VboKey, VbSize, NvGpuBufferType.Vertex))
- {
- if ((PrimType == GalPrimitiveType.Quads | PrimType == GalPrimitiveType.QuadStrip) && Stride != 0)
- {
- // Convert quad buffer to triangles
- byte[] data = Vmm.ReadBytes(VbPosition, VbSize);
- if (PrimType == GalPrimitiveType.Quads)
- {
- data = QuadHelper.ConvertQuadsToTris(data, Stride, (int)(VbSize / Stride));
- }
- else
- {
- data = QuadHelper.ConvertQuadStripToTris(data, Stride, (int)(VbSize / Stride));
- }
- Gpu.Renderer.Rasterizer.CreateVbo(VboKey, data);
- }
- else if (Vmm.TryGetHostAddress(VbPosition, VbSize, out IntPtr VbPtr))
- {
- Gpu.Renderer.Rasterizer.CreateVbo(VboKey, (int)VbSize, VbPtr);
- }
- else
- {
- Gpu.Renderer.Rasterizer.CreateVbo(VboKey, Vmm.ReadBytes(VbPosition, VbSize));
- }
- }
- State.VertexBindings[Index].Enabled = true;
- State.VertexBindings[Index].Stride = Stride;
- State.VertexBindings[Index].VboKey = VboKey;
- State.VertexBindings[Index].Instanced = Instanced;
- State.VertexBindings[Index].Divisor = VertexDivisor;
- State.VertexBindings[Index].Attribs = Attribs[Index].ToArray();
- }
- }
- private void DispatchRender(NvGpuVmm Vmm, GalPipelineState State)
- {
- int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);
- int PrimCtrl = ReadRegister(NvGpuEngine3dReg.VertexBeginGl);
- GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff);
- bool InstanceNext = ((PrimCtrl >> 26) & 1) != 0;
- bool InstanceCont = ((PrimCtrl >> 27) & 1) != 0;
- if (InstanceNext && InstanceCont)
- {
- throw new InvalidOperationException("GPU tried to increase and reset instance count at the same time");
- }
- if (InstanceNext)
- {
- CurrentInstance++;
- }
- else if (!InstanceCont)
- {
- CurrentInstance = 0;
- }
- State.Instance = CurrentInstance;
- Gpu.Renderer.Pipeline.Bind(State);
- Gpu.Renderer.RenderTarget.Bind();
- if (IndexCount != 0)
- {
- int IndexEntryFmt = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
- int IndexFirst = ReadRegister(NvGpuEngine3dReg.IndexBatchFirst);
- int VertexBase = ReadRegister(NvGpuEngine3dReg.VertexArrayElemBase);
- long IndexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);
- long IboKey = Vmm.GetPhysicalAddress(IndexPosition);
- //Quad primitive types were deprecated on OpenGL 3.x,
- //they are converted to a triangles index buffer on IB creation,
- //so we should use the triangles type here too.
- if (PrimType == GalPrimitiveType.Quads || PrimType == GalPrimitiveType.QuadStrip)
- {
- //Note: We assume that index first points to the first
- //vertex of a quad, if it points to the middle of a
- //quad (First % 4 != 0 for Quads) then it will not work properly.
- if (PrimType == GalPrimitiveType.Quads)
- {
- IndexFirst = QuadHelper.ConvertSizeQuadsToTris(IndexFirst);
- }
- else // QuadStrip
- {
- IndexFirst = QuadHelper.ConvertSizeQuadStripToTris(IndexFirst);
- }
- PrimType = GalPrimitiveType.Triangles;
- }
- Gpu.Renderer.Rasterizer.DrawElements(IboKey, IndexFirst, VertexBase, PrimType);
- }
- else
- {
- int VertexFirst = ReadRegister(NvGpuEngine3dReg.VertexArrayFirst);
- int VertexCount = ReadRegister(NvGpuEngine3dReg.VertexArrayCount);
- //Quad primitive types were deprecated on OpenGL 3.x,
- //they are converted to a triangles index buffer on IB creation,
- //so we should use the triangles type here too.
- if (PrimType == GalPrimitiveType.Quads || PrimType == GalPrimitiveType.QuadStrip)
- {
- //Note: We assume that index first points to the first
- //vertex of a quad, if it points to the middle of a
- //quad (First % 4 != 0 for Quads) then it will not work properly.
- if (PrimType == GalPrimitiveType.Quads)
- {
- VertexFirst = QuadHelper.ConvertSizeQuadsToTris(VertexFirst);
- }
- else // QuadStrip
- {
- VertexFirst = QuadHelper.ConvertSizeQuadStripToTris(VertexFirst);
- }
- PrimType = GalPrimitiveType.Triangles;
- VertexCount = QuadHelper.ConvertSizeQuadsToTris(VertexCount);
- }
- Gpu.Renderer.Rasterizer.DrawArrays(VertexFirst, VertexCount, PrimType);
- }
- //Is the GPU really clearing those registers after draw?
- WriteRegister(NvGpuEngine3dReg.IndexBatchFirst, 0);
- WriteRegister(NvGpuEngine3dReg.IndexBatchCount, 0);
- }
- private enum QueryMode
- {
- WriteSeq,
- Sync,
- WriteCounterAndTimestamp
- }
- private void QueryControl(NvGpuVmm Vmm, GpuMethodCall MethCall)
- {
- WriteRegister(MethCall);
- long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.QueryAddress);
- int Seq = Registers[(int)NvGpuEngine3dReg.QuerySequence];
- int Ctrl = Registers[(int)NvGpuEngine3dReg.QueryControl];
- QueryMode Mode = (QueryMode)(Ctrl & 3);
- switch (Mode)
- {
- case QueryMode.WriteSeq: Vmm.WriteInt32(Position, Seq); break;
- case QueryMode.WriteCounterAndTimestamp:
- {
- //TODO: Implement counters.
- long Counter = 1;
- long Timestamp = PerformanceCounter.ElapsedMilliseconds;
- Timestamp = (long)(Timestamp * 615384.615385);
- Vmm.WriteInt64(Position + 0, Counter);
- Vmm.WriteInt64(Position + 8, Timestamp);
- break;
- }
- }
- }
- private void CbData(NvGpuVmm Vmm, GpuMethodCall MethCall)
- {
- long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.ConstBufferAddress);
- int Offset = ReadRegister(NvGpuEngine3dReg.ConstBufferOffset);
- Vmm.WriteInt32(Position + Offset, MethCall.Argument);
- WriteRegister(NvGpuEngine3dReg.ConstBufferOffset, Offset + 4);
- Gpu.ResourceManager.ClearPbCache(NvGpuBufferType.ConstBuffer);
- }
- private void CbBind(NvGpuVmm Vmm, GpuMethodCall MethCall)
- {
- int Stage = (MethCall.Method - 0x904) >> 3;
- int Index = MethCall.Argument;
- bool Enabled = (Index & 1) != 0;
- Index = (Index >> 4) & 0x1f;
- long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.ConstBufferAddress);
- long CbKey = Vmm.GetPhysicalAddress(Position);
- int Size = ReadRegister(NvGpuEngine3dReg.ConstBufferSize);
- if (!Gpu.Renderer.Buffer.IsCached(CbKey, Size))
- {
- Gpu.Renderer.Buffer.Create(CbKey, Size);
- }
- ConstBuffer Cb = ConstBuffers[Stage][Index];
- if (Cb.Position != Position || Cb.Enabled != Enabled || Cb.Size != Size)
- {
- ConstBuffers[Stage][Index].Position = Position;
- ConstBuffers[Stage][Index].Enabled = Enabled;
- ConstBuffers[Stage][Index].Size = Size;
- }
- }
- 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(GpuMethodCall MethCall)
- {
- Registers[MethCall.Method] = MethCall.Argument;
- }
- private int ReadRegister(NvGpuEngine3dReg Reg)
- {
- return Registers[(int)Reg];
- }
- private float ReadRegisterFloat(NvGpuEngine3dReg Reg)
- {
- return BitConverter.Int32BitsToSingle(ReadRegister(Reg));
- }
- private bool ReadRegisterBool(NvGpuEngine3dReg Reg)
- {
- return (ReadRegister(Reg) & 1) != 0;
- }
- private void WriteRegister(NvGpuEngine3dReg Reg, int Value)
- {
- Registers[(int)Reg] = Value;
- }
- }
- }
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