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- using Ryujinx.Graphics.Device;
- using Ryujinx.Graphics.GAL;
- using Ryujinx.Graphics.Gpu.Engine.InlineToMemory;
- using System;
- using System.Collections.Generic;
- using System.Runtime.CompilerServices;
- namespace Ryujinx.Graphics.Gpu.Engine.Threed
- {
- /// <summary>
- /// Represents a 3D engine class.
- /// </summary>
- class ThreedClass : IDeviceState
- {
- private readonly GpuContext _context;
- private readonly DeviceStateWithShadow<ThreedClassState> _state;
- private readonly InlineToMemoryClass _i2mClass;
- private readonly DrawManager _drawManager;
- private readonly SemaphoreUpdater _semaphoreUpdater;
- private readonly ConstantBufferUpdater _cbUpdater;
- private readonly StateUpdater _stateUpdater;
- /// <summary>
- /// Creates a new instance of the 3D engine class.
- /// </summary>
- /// <param name="context">GPU context</param>
- /// <param name="channel">GPU channel</param>
- public ThreedClass(GpuContext context, GpuChannel channel)
- {
- _context = context;
- _state = new DeviceStateWithShadow<ThreedClassState>(new Dictionary<string, RwCallback>
- {
- { nameof(ThreedClassState.LaunchDma), new RwCallback(LaunchDma, null) },
- { nameof(ThreedClassState.LoadInlineData), new RwCallback(LoadInlineData, null) },
- { nameof(ThreedClassState.SyncpointAction), new RwCallback(IncrementSyncpoint, null) },
- { nameof(ThreedClassState.InvalidateSamplerCacheNoWfi), new RwCallback(InvalidateSamplerCacheNoWfi, null) },
- { nameof(ThreedClassState.InvalidateTextureHeaderCacheNoWfi), new RwCallback(InvalidateTextureHeaderCacheNoWfi, null) },
- { nameof(ThreedClassState.TextureBarrier), new RwCallback(TextureBarrier, null) },
- { nameof(ThreedClassState.TextureBarrierTiled), new RwCallback(TextureBarrierTiled, null) },
- { nameof(ThreedClassState.DrawTextureSrcY), new RwCallback(DrawTexture, null) },
- { nameof(ThreedClassState.VbElementU8), new RwCallback(VbElementU8, null) },
- { nameof(ThreedClassState.VbElementU16), new RwCallback(VbElementU16, null) },
- { nameof(ThreedClassState.VbElementU32), new RwCallback(VbElementU32, null) },
- { nameof(ThreedClassState.ResetCounter), new RwCallback(ResetCounter, null) },
- { nameof(ThreedClassState.RenderEnableCondition), new RwCallback(null, Zero) },
- { nameof(ThreedClassState.DrawEnd), new RwCallback(DrawEnd, null) },
- { nameof(ThreedClassState.DrawBegin), new RwCallback(DrawBegin, null) },
- { nameof(ThreedClassState.DrawIndexedSmall), new RwCallback(DrawIndexedSmall, null) },
- { nameof(ThreedClassState.DrawIndexedSmall2), new RwCallback(DrawIndexedSmall2, null) },
- { nameof(ThreedClassState.DrawIndexedSmallIncInstance), new RwCallback(DrawIndexedSmallIncInstance, null) },
- { nameof(ThreedClassState.DrawIndexedSmallIncInstance2), new RwCallback(DrawIndexedSmallIncInstance2, null) },
- { nameof(ThreedClassState.IndexBufferCount), new RwCallback(SetIndexBufferCount, null) },
- { nameof(ThreedClassState.Clear), new RwCallback(Clear, null) },
- { nameof(ThreedClassState.SemaphoreControl), new RwCallback(Report, null) },
- { nameof(ThreedClassState.SetFalcon04), new RwCallback(SetFalcon04, null) },
- { nameof(ThreedClassState.UniformBufferUpdateData), new RwCallback(ConstantBufferUpdate, null) },
- { nameof(ThreedClassState.UniformBufferBindVertex), new RwCallback(ConstantBufferBindVertex, null) },
- { nameof(ThreedClassState.UniformBufferBindTessControl), new RwCallback(ConstantBufferBindTessControl, null) },
- { nameof(ThreedClassState.UniformBufferBindTessEvaluation), new RwCallback(ConstantBufferBindTessEvaluation, null) },
- { nameof(ThreedClassState.UniformBufferBindGeometry), new RwCallback(ConstantBufferBindGeometry, null) },
- { nameof(ThreedClassState.UniformBufferBindFragment), new RwCallback(ConstantBufferBindFragment, null) }
- });
- _i2mClass = new InlineToMemoryClass(context, channel, initializeState: false);
- var drawState = new DrawState();
- _drawManager = new DrawManager(context, channel, _state, drawState);
- _semaphoreUpdater = new SemaphoreUpdater(context, channel, _state);
- _cbUpdater = new ConstantBufferUpdater(channel, _state);
- _stateUpdater = new StateUpdater(context, channel, _state, drawState);
- // This defaults to "always", even without any register write.
- // Reads just return 0, regardless of what was set there.
- _state.State.RenderEnableCondition = Condition.Always;
- }
- /// <summary>
- /// Reads data from the class registers.
- /// </summary>
- /// <param name="offset">Register byte offset</param>
- /// <returns>Data at the specified offset</returns>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public int Read(int offset) => _state.Read(offset);
- /// <summary>
- /// Writes data to the class registers.
- /// </summary>
- /// <param name="offset">Register byte offset</param>
- /// <param name="data">Data to be written</param>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public void Write(int offset, int data)
- {
- _state.WriteWithRedundancyCheck(offset, data, out bool valueChanged);
- if (valueChanged)
- {
- _stateUpdater.SetDirty(offset);
- }
- }
- /// <summary>
- /// Sets the shadow ram control value of all sub-channels.
- /// </summary>
- /// <param name="control">New shadow ram control value</param>
- public void SetShadowRamControl(int control)
- {
- _state.State.SetMmeShadowRamControl = (uint)control;
- }
- /// <summary>
- /// Updates current host state for all registers modified since the last call to this method.
- /// </summary>
- public void UpdateState()
- {
- _cbUpdater.FlushUboDirty();
- _stateUpdater.Update();
- }
- /// <summary>
- /// Updates current host state for all registers modified since the last call to this method.
- /// </summary>
- /// <param name="mask">Mask where each bit set indicates that the respective state group index should be checked</param>
- public void UpdateState(ulong mask)
- {
- _stateUpdater.Update(mask);
- }
- /// <summary>
- /// Updates render targets (color and depth-stencil buffers) based on current render target state.
- /// </summary>
- /// <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>
- public void UpdateRenderTargetState(bool useControl, int singleUse = -1)
- {
- _stateUpdater.UpdateRenderTargetState(useControl, singleUse);
- }
- /// <summary>
- /// Marks the entire state as dirty, forcing a full host state update before the next draw.
- /// </summary>
- public void ForceStateDirty()
- {
- _drawManager.ForceStateDirty();
- _stateUpdater.SetAllDirty();
- }
- /// <summary>
- /// Marks the specified register offset as dirty, forcing the associated state to update on the next draw.
- /// </summary>
- /// <param name="offset">Register offset</param>
- public void ForceStateDirty(int offset)
- {
- _stateUpdater.SetDirty(offset);
- }
- /// <summary>
- /// Forces the shaders to be rebound on the next draw.
- /// </summary>
- public void ForceShaderUpdate()
- {
- _stateUpdater.ForceShaderUpdate();
- }
- /// <summary>
- /// Flushes any queued UBO updates.
- /// </summary>
- public void FlushUboDirty()
- {
- _cbUpdater.FlushUboDirty();
- }
- /// <summary>
- /// Perform any deferred draws.
- /// </summary>
- public void PerformDeferredDraws()
- {
- _drawManager.PerformDeferredDraws();
- }
- /// <summary>
- /// Updates the currently bound constant buffer.
- /// </summary>
- /// <param name="data">Data to be written to the buffer</param>
- public void ConstantBufferUpdate(ReadOnlySpan<int> data)
- {
- _cbUpdater.Update(data);
- }
- /// <summary>
- /// Launches the Inline-to-Memory DMA copy operation.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void LaunchDma(int argument)
- {
- _i2mClass.LaunchDma(ref Unsafe.As<ThreedClassState, InlineToMemoryClassState>(ref _state.State), argument);
- }
- /// <summary>
- /// Pushes a block of data to the Inline-to-Memory engine.
- /// </summary>
- /// <param name="data">Data to push</param>
- public void LoadInlineData(ReadOnlySpan<int> data)
- {
- _i2mClass.LoadInlineData(data);
- }
- /// <summary>
- /// Pushes a word of data to the Inline-to-Memory engine.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void LoadInlineData(int argument)
- {
- _i2mClass.LoadInlineData(argument);
- }
- /// <summary>
- /// Performs an incrementation on a syncpoint.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- public void IncrementSyncpoint(int argument)
- {
- uint syncpointId = (uint)argument & 0xFFFF;
- _context.AdvanceSequence();
- _context.CreateHostSyncIfNeeded(true);
- _context.Renderer.UpdateCounters(); // Poll the query counters, the game may want an updated result.
- _context.Synchronization.IncrementSyncpoint(syncpointId);
- }
- /// <summary>
- /// Invalidates the cache with the sampler descriptors from the sampler pool.
- /// </summary>
- /// <param name="argument">Method call argument (unused)</param>
- private void InvalidateSamplerCacheNoWfi(int argument)
- {
- _context.AdvanceSequence();
- }
- /// <summary>
- /// Invalidates the cache with the texture descriptors from the texture pool.
- /// </summary>
- /// <param name="argument">Method call argument (unused)</param>
- private void InvalidateTextureHeaderCacheNoWfi(int argument)
- {
- _context.AdvanceSequence();
- }
- /// <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="argument">Method call argument (unused)</param>
- private void TextureBarrier(int argument)
- {
- _context.Renderer.Pipeline.TextureBarrier();
- }
- /// <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="argument">Method call argument (unused)</param>
- private void TextureBarrierTiled(int argument)
- {
- _context.Renderer.Pipeline.TextureBarrierTiled();
- }
- /// <summary>
- /// Draws a texture, without needing to specify shader programs.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void DrawTexture(int argument)
- {
- _drawManager.DrawTexture(this, argument);
- }
- /// <summary>
- /// Pushes four 8-bit index buffer elements.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void VbElementU8(int argument)
- {
- _drawManager.VbElementU8(argument);
- }
- /// <summary>
- /// Pushes two 16-bit index buffer elements.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void VbElementU16(int argument)
- {
- _drawManager.VbElementU16(argument);
- }
- /// <summary>
- /// Pushes one 32-bit index buffer element.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void VbElementU32(int argument)
- {
- _drawManager.VbElementU32(argument);
- }
- /// <summary>
- /// Resets the value of an internal GPU counter back to zero.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void ResetCounter(int argument)
- {
- _semaphoreUpdater.ResetCounter(argument);
- }
- /// <summary>
- /// Finishes the draw call.
- /// This draws geometry on the bound buffers based on the current GPU state.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void DrawEnd(int argument)
- {
- _drawManager.DrawEnd(this, argument);
- }
- /// <summary>
- /// Starts draw.
- /// This sets primitive type and instanced draw parameters.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void DrawBegin(int argument)
- {
- _drawManager.DrawBegin(argument);
- }
- /// <summary>
- /// Sets the index buffer count.
- /// This also sets internal state that indicates that the next draw is an indexed draw.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void SetIndexBufferCount(int argument)
- {
- _drawManager.SetIndexBufferCount(argument);
- }
- /// <summary>
- /// Performs a indexed draw with a low number of index buffer elements.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void DrawIndexedSmall(int argument)
- {
- _drawManager.DrawIndexedSmall(this, argument);
- }
- /// <summary>
- /// Performs a indexed draw with a low number of index buffer elements.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void DrawIndexedSmall2(int argument)
- {
- _drawManager.DrawIndexedSmall2(this, argument);
- }
- /// <summary>
- /// Performs a indexed draw with a low number of index buffer elements,
- /// while also pre-incrementing the current instance value.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void DrawIndexedSmallIncInstance(int argument)
- {
- _drawManager.DrawIndexedSmallIncInstance(this, argument);
- }
- /// <summary>
- /// Performs a indexed draw with a low number of index buffer elements,
- /// while also pre-incrementing the current instance value.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void DrawIndexedSmallIncInstance2(int argument)
- {
- _drawManager.DrawIndexedSmallIncInstance2(this, argument);
- }
- /// <summary>
- /// Clears the current color and depth-stencil buffers.
- /// Which buffers should be cleared is also specified on the argument.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void Clear(int argument)
- {
- _drawManager.Clear(this, argument);
- }
- /// <summary>
- /// Writes a GPU counter to guest memory.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void Report(int argument)
- {
- _semaphoreUpdater.Report(argument);
- }
- /// <summary>
- /// Performs high-level emulation of Falcon microcode function number "4".
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void SetFalcon04(int argument)
- {
- _state.State.SetMmeShadowScratch[0] = 1;
- }
- /// <summary>
- /// Updates the uniform buffer data with inline data.
- /// </summary>
- /// <param name="argument">New uniform buffer data word</param>
- private void ConstantBufferUpdate(int argument)
- {
- _cbUpdater.Update(argument);
- }
- /// <summary>
- /// Binds a uniform buffer for the vertex shader stage.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void ConstantBufferBindVertex(int argument)
- {
- _cbUpdater.BindVertex(argument);
- }
- /// <summary>
- /// Binds a uniform buffer for the tessellation control shader stage.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void ConstantBufferBindTessControl(int argument)
- {
- _cbUpdater.BindTessControl(argument);
- }
- /// <summary>
- /// Binds a uniform buffer for the tessellation evaluation shader stage.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void ConstantBufferBindTessEvaluation(int argument)
- {
- _cbUpdater.BindTessEvaluation(argument);
- }
- /// <summary>
- /// Binds a uniform buffer for the geometry shader stage.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void ConstantBufferBindGeometry(int argument)
- {
- _cbUpdater.BindGeometry(argument);
- }
- /// <summary>
- /// Binds a uniform buffer for the fragment shader stage.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void ConstantBufferBindFragment(int argument)
- {
- _cbUpdater.BindFragment(argument);
- }
- /// <summary>
- /// Generic register read function that just returns 0.
- /// </summary>
- /// <returns>Zero</returns>
- private static int Zero()
- {
- return 0;
- }
- /// <summary>
- /// Performs a indirect multi-draw, with parameters from a GPU buffer.
- /// </summary>
- /// <param name="indexCount">Index Buffer Count</param>
- /// <param name="topology">Primitive topology</param>
- /// <param name="indirectBuffer">GPU buffer with the draw parameters, such as count, first index, etc</param>
- /// <param name="parameterBuffer">GPU buffer with the draw count</param>
- /// <param name="maxDrawCount">Maximum number of draws that can be made</param>
- /// <param name="stride">Distance in bytes between each element on the <paramref name="indirectBuffer"/> array</param>
- public void MultiDrawIndirectCount(
- int indexCount,
- PrimitiveTopology topology,
- BufferRange indirectBuffer,
- BufferRange parameterBuffer,
- int maxDrawCount,
- int stride)
- {
- _drawManager.MultiDrawIndirectCount(this, indexCount, topology, indirectBuffer, parameterBuffer, maxDrawCount, stride);
- }
- }
- }
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