DrawManager.cs 20 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 _topologySet;
  16. private bool _instancedDrawPending;
  17. private bool _instancedIndexed;
  18. private int _instancedFirstIndex;
  19. private int _instancedFirstVertex;
  20. private int _instancedFirstInstance;
  21. private int _instancedIndexCount;
  22. private int _instancedDrawStateFirst;
  23. private int _instancedDrawStateCount;
  24. private int _instanceIndex;
  25. private const int IndexBufferCountMethodOffset = 0x5f8;
  26. /// <summary>
  27. /// Creates a new instance of the draw manager.
  28. /// </summary>
  29. /// <param name="context">GPU context</param>
  30. /// <param name="channel">GPU channel</param>
  31. /// <param name="state">Channel state</param>
  32. /// <param name="drawState">Draw state</param>
  33. public DrawManager(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state, DrawState drawState)
  34. {
  35. _context = context;
  36. _channel = channel;
  37. _state = state;
  38. _drawState = drawState;
  39. }
  40. /// <summary>
  41. /// Marks the entire state as dirty, forcing a full host state update before the next draw.
  42. /// </summary>
  43. public void ForceStateDirty()
  44. {
  45. _topologySet = false;
  46. }
  47. /// <summary>
  48. /// Pushes four 8-bit index buffer elements.
  49. /// </summary>
  50. /// <param name="argument">Method call argument</param>
  51. public void VbElementU8(int argument)
  52. {
  53. _drawState.IbStreamer.VbElementU8(_context.Renderer, argument);
  54. }
  55. /// <summary>
  56. /// Pushes two 16-bit index buffer elements.
  57. /// </summary>
  58. /// <param name="argument">Method call argument</param>
  59. public void VbElementU16(int argument)
  60. {
  61. _drawState.IbStreamer.VbElementU16(_context.Renderer, argument);
  62. }
  63. /// <summary>
  64. /// Pushes one 32-bit index buffer element.
  65. /// </summary>
  66. /// <param name="argument">Method call argument</param>
  67. public void VbElementU32(int argument)
  68. {
  69. _drawState.IbStreamer.VbElementU32(_context.Renderer, argument);
  70. }
  71. /// <summary>
  72. /// Finishes the draw call.
  73. /// This draws geometry on the bound buffers based on the current GPU state.
  74. /// </summary>
  75. /// <param name="engine">3D engine where this method is being called</param>
  76. /// <param name="argument">Method call argument</param>
  77. public void DrawEnd(ThreedClass engine, int argument)
  78. {
  79. DrawEnd(engine, _state.State.IndexBufferState.First, (int)_state.State.IndexBufferCount);
  80. }
  81. /// <summary>
  82. /// Finishes the draw call.
  83. /// This draws geometry on the bound buffers based on the current GPU state.
  84. /// </summary>
  85. /// <param name="engine">3D engine where this method is being called</param>
  86. /// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
  87. /// <param name="indexCount">Number of index buffer elements used on the draw</param>
  88. private void DrawEnd(ThreedClass engine, int firstIndex, int indexCount)
  89. {
  90. ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
  91. _context,
  92. _channel.MemoryManager,
  93. _state.State.RenderEnableAddress,
  94. _state.State.RenderEnableCondition);
  95. if (renderEnable == ConditionalRenderEnabled.False || _instancedDrawPending)
  96. {
  97. if (renderEnable == ConditionalRenderEnabled.False)
  98. {
  99. PerformDeferredDraws();
  100. }
  101. _drawState.DrawIndexed = false;
  102. if (renderEnable == ConditionalRenderEnabled.Host)
  103. {
  104. _context.Renderer.Pipeline.EndHostConditionalRendering();
  105. }
  106. return;
  107. }
  108. _drawState.FirstIndex = firstIndex;
  109. _drawState.IndexCount = indexCount;
  110. engine.UpdateState();
  111. bool instanced = _drawState.VsUsesInstanceId || _drawState.IsAnyVbInstanced;
  112. if (instanced)
  113. {
  114. _instancedDrawPending = true;
  115. _instancedIndexed = _drawState.DrawIndexed;
  116. _instancedFirstIndex = firstIndex;
  117. _instancedFirstVertex = (int)_state.State.FirstVertex;
  118. _instancedFirstInstance = (int)_state.State.FirstInstance;
  119. _instancedIndexCount = indexCount;
  120. var drawState = _state.State.VertexBufferDrawState;
  121. _instancedDrawStateFirst = drawState.First;
  122. _instancedDrawStateCount = drawState.Count;
  123. _drawState.DrawIndexed = false;
  124. if (renderEnable == ConditionalRenderEnabled.Host)
  125. {
  126. _context.Renderer.Pipeline.EndHostConditionalRendering();
  127. }
  128. return;
  129. }
  130. int firstInstance = (int)_state.State.FirstInstance;
  131. int inlineIndexCount = _drawState.IbStreamer.GetAndResetInlineIndexCount();
  132. if (inlineIndexCount != 0)
  133. {
  134. int firstVertex = (int)_state.State.FirstVertex;
  135. BufferRange br = new BufferRange(_drawState.IbStreamer.GetInlineIndexBuffer(), 0, inlineIndexCount * 4);
  136. _channel.BufferManager.SetIndexBuffer(br, IndexType.UInt);
  137. _context.Renderer.Pipeline.DrawIndexed(inlineIndexCount, 1, firstIndex, firstVertex, firstInstance);
  138. }
  139. else if (_drawState.DrawIndexed)
  140. {
  141. int firstVertex = (int)_state.State.FirstVertex;
  142. _context.Renderer.Pipeline.DrawIndexed(indexCount, 1, firstIndex, firstVertex, firstInstance);
  143. }
  144. else
  145. {
  146. var drawState = _state.State.VertexBufferDrawState;
  147. _context.Renderer.Pipeline.Draw(drawState.Count, 1, drawState.First, firstInstance);
  148. }
  149. _drawState.DrawIndexed = false;
  150. if (renderEnable == ConditionalRenderEnabled.Host)
  151. {
  152. _context.Renderer.Pipeline.EndHostConditionalRendering();
  153. }
  154. }
  155. /// <summary>
  156. /// Starts draw.
  157. /// This sets primitive type and instanced draw parameters.
  158. /// </summary>
  159. /// <param name="argument">Method call argument</param>
  160. public void DrawBegin(int argument)
  161. {
  162. bool incrementInstance = (argument & (1 << 26)) != 0;
  163. bool resetInstance = (argument & (1 << 27)) == 0;
  164. if (_state.State.PrimitiveTypeOverrideEnable)
  165. {
  166. PrimitiveTypeOverride typeOverride = _state.State.PrimitiveTypeOverride;
  167. DrawBegin(incrementInstance, resetInstance, typeOverride.Convert());
  168. }
  169. else
  170. {
  171. PrimitiveType type = (PrimitiveType)(argument & 0xffff);
  172. DrawBegin(incrementInstance, resetInstance, type.Convert());
  173. }
  174. }
  175. /// <summary>
  176. /// Starts draw.
  177. /// This sets primitive type and instanced draw parameters.
  178. /// </summary>
  179. /// <param name="incrementInstance">Indicates if the current instance should be incremented</param>
  180. /// <param name="resetInstance">Indicates if the current instance should be set to zero</param>
  181. /// <param name="topology">Primitive topology</param>
  182. private void DrawBegin(bool incrementInstance, bool resetInstance, PrimitiveTopology topology)
  183. {
  184. if (incrementInstance)
  185. {
  186. _instanceIndex++;
  187. }
  188. else if (resetInstance)
  189. {
  190. PerformDeferredDraws();
  191. _instanceIndex = 0;
  192. }
  193. if (_drawState.Topology != topology || !_topologySet)
  194. {
  195. _context.Renderer.Pipeline.SetPrimitiveTopology(topology);
  196. _drawState.Topology = topology;
  197. _topologySet = true;
  198. }
  199. }
  200. /// <summary>
  201. /// Sets the index buffer count.
  202. /// This also sets internal state that indicates that the next draw is an indexed draw.
  203. /// </summary>
  204. /// <param name="argument">Method call argument</param>
  205. public void SetIndexBufferCount(int argument)
  206. {
  207. _drawState.DrawIndexed = true;
  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 DrawIndexedSmall(ThreedClass engine, int argument)
  215. {
  216. DrawIndexedSmall(engine, argument, false);
  217. }
  218. /// <summary>
  219. /// Performs a indexed draw with a low number of index buffer elements.
  220. /// </summary>
  221. /// <param name="engine">3D engine where this method is being called</param>
  222. /// <param name="argument">Method call argument</param>
  223. public void DrawIndexedSmall2(ThreedClass engine, int argument)
  224. {
  225. DrawIndexedSmall(engine, argument);
  226. }
  227. /// <summary>
  228. /// Performs a indexed draw with a low number of index buffer elements,
  229. /// while also pre-incrementing the current instance value.
  230. /// </summary>
  231. /// <param name="engine">3D engine where this method is being called</param>
  232. /// <param name="argument">Method call argument</param>
  233. public void DrawIndexedSmallIncInstance(ThreedClass engine, int argument)
  234. {
  235. DrawIndexedSmall(engine, argument, true);
  236. }
  237. /// <summary>
  238. /// Performs a indexed draw with a low number of index buffer elements,
  239. /// while also pre-incrementing the current instance value.
  240. /// </summary>
  241. /// <param name="engine">3D engine where this method is being called</param>
  242. /// <param name="argument">Method call argument</param>
  243. public void DrawIndexedSmallIncInstance2(ThreedClass engine, int argument)
  244. {
  245. DrawIndexedSmallIncInstance(engine, argument);
  246. }
  247. /// <summary>
  248. /// Performs a indexed draw with a low number of index buffer elements,
  249. /// while optionally also pre-incrementing the current instance value.
  250. /// </summary>
  251. /// <param name="engine">3D engine where this method is being called</param>
  252. /// <param name="argument">Method call argument</param>
  253. /// <param name="instanced">True to increment the current instance value, false otherwise</param>
  254. private void DrawIndexedSmall(ThreedClass engine, int argument, bool instanced)
  255. {
  256. PrimitiveTypeOverride typeOverride = _state.State.PrimitiveTypeOverride;
  257. DrawBegin(instanced, !instanced, typeOverride.Convert());
  258. int firstIndex = argument & 0xffff;
  259. int indexCount = (argument >> 16) & 0xfff;
  260. bool oldDrawIndexed = _drawState.DrawIndexed;
  261. _drawState.DrawIndexed = true;
  262. engine.ForceStateDirty(IndexBufferCountMethodOffset * 4);
  263. DrawEnd(engine, firstIndex, indexCount);
  264. _drawState.DrawIndexed = oldDrawIndexed;
  265. }
  266. /// <summary>
  267. /// Performs a texture draw with a source texture and sampler ID, along with source
  268. /// and destination coordinates and sizes.
  269. /// </summary>
  270. /// <param name="engine">3D engine where this method is being called</param>
  271. /// <param name="argument">Method call argument</param>
  272. public void DrawTexture(ThreedClass engine, int argument)
  273. {
  274. static float FixedToFloat(int fixedValue)
  275. {
  276. return fixedValue * (1f / 4096);
  277. }
  278. float dstX0 = FixedToFloat(_state.State.DrawTextureDstX);
  279. float dstY0 = FixedToFloat(_state.State.DrawTextureDstY);
  280. float dstWidth = FixedToFloat(_state.State.DrawTextureDstWidth);
  281. float dstHeight = FixedToFloat(_state.State.DrawTextureDstHeight);
  282. // TODO: Confirm behaviour on hardware.
  283. // When this is active, the origin appears to be on the bottom.
  284. if (_state.State.YControl.HasFlag(YControl.NegateY))
  285. {
  286. dstY0 -= dstHeight;
  287. }
  288. float dstX1 = dstX0 + dstWidth;
  289. float dstY1 = dstY0 + dstHeight;
  290. float srcX0 = FixedToFloat(_state.State.DrawTextureSrcX);
  291. float srcY0 = FixedToFloat(_state.State.DrawTextureSrcY);
  292. float srcX1 = ((float)_state.State.DrawTextureDuDx / (1UL << 32)) * dstWidth + srcX0;
  293. float srcY1 = ((float)_state.State.DrawTextureDvDy / (1UL << 32)) * dstHeight + srcY0;
  294. engine.UpdateState();
  295. int textureId = _state.State.DrawTextureTextureId;
  296. int samplerId = _state.State.DrawTextureSamplerId;
  297. (var texture, var sampler) = _channel.TextureManager.GetGraphicsTextureAndSampler(textureId, samplerId);
  298. srcX0 *= texture.ScaleFactor;
  299. srcY0 *= texture.ScaleFactor;
  300. srcX1 *= texture.ScaleFactor;
  301. srcY1 *= texture.ScaleFactor;
  302. float dstScale = _channel.TextureManager.RenderTargetScale;
  303. dstX0 *= dstScale;
  304. dstY0 *= dstScale;
  305. dstX1 *= dstScale;
  306. dstY1 *= dstScale;
  307. _context.Renderer.Pipeline.DrawTexture(
  308. texture?.HostTexture,
  309. sampler?.GetHostSampler(texture),
  310. new Extents2DF(srcX0, srcY0, srcX1, srcY1),
  311. new Extents2DF(dstX0, dstY0, dstX1, dstY1));
  312. }
  313. /// <summary>
  314. /// Performs a indirect multi-draw, with parameters from a GPU buffer.
  315. /// </summary>
  316. /// <param name="engine">3D engine where this method is being called</param>
  317. /// <param name="topology">Primitive topology</param>
  318. /// <param name="indirectBuffer">GPU buffer with the draw parameters, such as count, first index, etc</param>
  319. /// <param name="parameterBuffer">GPU buffer with the draw count</param>
  320. /// <param name="maxDrawCount">Maximum number of draws that can be made</param>
  321. /// <param name="stride">Distance in bytes between each element on the <paramref name="indirectBuffer"/> array</param>
  322. public void MultiDrawIndirectCount(
  323. ThreedClass engine,
  324. int indexCount,
  325. PrimitiveTopology topology,
  326. BufferRange indirectBuffer,
  327. BufferRange parameterBuffer,
  328. int maxDrawCount,
  329. int stride)
  330. {
  331. engine.Write(IndexBufferCountMethodOffset * 4, indexCount);
  332. _context.Renderer.Pipeline.SetPrimitiveTopology(topology);
  333. _drawState.Topology = topology;
  334. _topologySet = true;
  335. ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
  336. _context,
  337. _channel.MemoryManager,
  338. _state.State.RenderEnableAddress,
  339. _state.State.RenderEnableCondition);
  340. if (renderEnable == ConditionalRenderEnabled.False)
  341. {
  342. _drawState.DrawIndexed = false;
  343. return;
  344. }
  345. _drawState.FirstIndex = _state.State.IndexBufferState.First;
  346. _drawState.IndexCount = indexCount;
  347. engine.UpdateState();
  348. if (_drawState.DrawIndexed)
  349. {
  350. _context.Renderer.Pipeline.MultiDrawIndexedIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
  351. }
  352. else
  353. {
  354. _context.Renderer.Pipeline.MultiDrawIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
  355. }
  356. _drawState.DrawIndexed = false;
  357. if (renderEnable == ConditionalRenderEnabled.Host)
  358. {
  359. _context.Renderer.Pipeline.EndHostConditionalRendering();
  360. }
  361. }
  362. /// <summary>
  363. /// Perform any deferred draws.
  364. /// This is used for instanced draws.
  365. /// Since each instance is a separate draw, we defer the draw and accumulate the instance count.
  366. /// Once we detect the last instanced draw, then we perform the host instanced draw,
  367. /// with the accumulated instance count.
  368. /// </summary>
  369. public void PerformDeferredDraws()
  370. {
  371. // Perform any pending instanced draw.
  372. if (_instancedDrawPending)
  373. {
  374. _instancedDrawPending = false;
  375. if (_instancedIndexed)
  376. {
  377. _context.Renderer.Pipeline.DrawIndexed(
  378. _instancedIndexCount,
  379. _instanceIndex + 1,
  380. _instancedFirstIndex,
  381. _instancedFirstVertex,
  382. _instancedFirstInstance);
  383. }
  384. else
  385. {
  386. _context.Renderer.Pipeline.Draw(
  387. _instancedDrawStateCount,
  388. _instanceIndex + 1,
  389. _instancedDrawStateFirst,
  390. _instancedFirstInstance);
  391. }
  392. }
  393. }
  394. /// <summary>
  395. /// Clears the current color and depth-stencil buffers.
  396. /// Which buffers should be cleared is also specified on the argument.
  397. /// </summary>
  398. /// <param name="engine">3D engine where this method is being called</param>
  399. /// <param name="argument">Method call argument</param>
  400. public void Clear(ThreedClass engine, int argument)
  401. {
  402. ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
  403. _context,
  404. _channel.MemoryManager,
  405. _state.State.RenderEnableAddress,
  406. _state.State.RenderEnableCondition);
  407. if (renderEnable == ConditionalRenderEnabled.False)
  408. {
  409. return;
  410. }
  411. // Scissor and rasterizer discard also affect clears.
  412. engine.UpdateState((1UL << StateUpdater.RasterizerStateIndex) | (1UL << StateUpdater.ScissorStateIndex));
  413. int index = (argument >> 6) & 0xf;
  414. engine.UpdateRenderTargetState(useControl: false, singleUse: index);
  415. _channel.TextureManager.UpdateRenderTargets();
  416. bool clearDepth = (argument & 1) != 0;
  417. bool clearStencil = (argument & 2) != 0;
  418. uint componentMask = (uint)((argument >> 2) & 0xf);
  419. if (componentMask != 0)
  420. {
  421. var clearColor = _state.State.ClearColors;
  422. ColorF color = new ColorF(clearColor.Red, clearColor.Green, clearColor.Blue, clearColor.Alpha);
  423. _context.Renderer.Pipeline.ClearRenderTargetColor(index, componentMask, color);
  424. }
  425. if (clearDepth || clearStencil)
  426. {
  427. float depthValue = _state.State.ClearDepthValue;
  428. int stencilValue = (int)_state.State.ClearStencilValue;
  429. int stencilMask = 0;
  430. if (clearStencil)
  431. {
  432. stencilMask = _state.State.StencilTestState.FrontMask;
  433. }
  434. _context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
  435. depthValue,
  436. clearDepth,
  437. stencilValue,
  438. stencilMask);
  439. }
  440. engine.UpdateRenderTargetState(useControl: true);
  441. if (renderEnable == ConditionalRenderEnabled.Host)
  442. {
  443. _context.Renderer.Pipeline.EndHostConditionalRendering();
  444. }
  445. }
  446. }
  447. }