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- using Ryujinx.Graphics.Gal;
- using System;
- using System.Collections.Generic;
- namespace Ryujinx.Core.Gpu
- {
- public 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;
- private HashSet<long> FrameBuffers;
- 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];
- }
- FrameBuffers = new HashSet<long>();
- }
- public void CallMethod(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
- {
- if (Methods.TryGetValue(PBEntry.Method, out NvGpuMethod Method))
- {
- Method(Vmm, PBEntry);
- }
- else
- {
- WriteRegister(PBEntry);
- }
- }
- private void VertexEndGl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
- {
- SetFrameBuffer(Vmm, 0);
- long[] Tags = UploadShaders(Vmm);
- Gpu.Renderer.BindProgram();
- SetAlphaBlending();
- UploadTextures(Vmm, Tags);
- UploadUniforms(Vmm);
- UploadVertexArrays(Vmm);
- }
- private void ClearBuffers(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
- {
- int Arg0 = PBEntry.Arguments[0];
- int FbIndex = (Arg0 >> 6) & 0xf;
- int Layer = (Arg0 >> 10) & 0x3ff;
- GalClearBufferFlags Flags = (GalClearBufferFlags)(Arg0 & 0x3f);
- SetFrameBuffer(Vmm, 0);
- //TODO: Enable this once the frame buffer problems are fixed.
- //Gpu.Renderer.ClearBuffers(Layer, Flags);
- }
- private void SetFrameBuffer(NvGpuVmm Vmm, int FbIndex)
- {
- long VA = MakeInt64From2xInt32(NvGpuEngine3dReg.FrameBufferNAddress + FbIndex * 0x10);
- long PA = Vmm.GetPhysicalAddress(VA);
- FrameBuffers.Add(PA);
- int Width = ReadRegister(NvGpuEngine3dReg.FrameBufferNWidth + FbIndex * 0x10);
- int Height = ReadRegister(NvGpuEngine3dReg.FrameBufferNHeight + FbIndex * 0x10);
- //Note: Using the Width/Height results seems to give incorrect results.
- //Maybe the size of all frame buffers is hardcoded to screen size? This seems unlikely.
- Gpu.Renderer.CreateFrameBuffer(PA, 1280, 720);
- Gpu.Renderer.BindFrameBuffer(PA);
- }
- private long[] UploadShaders(NvGpuVmm Vmm)
- {
- long[] Tags = new long[5];
- long BasePosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
- for (int Index = 0; Index < 6; 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)
- {
- continue;
- }
- long Tag = BasePosition + (uint)Offset;
- GalShaderType ShaderType = GetTypeFromProgram(Index);
- Tags[(int)ShaderType] = Tag;
- Gpu.Renderer.CreateShader(Vmm, Tag, ShaderType);
- Gpu.Renderer.BindShader(Tag);
- }
- int RawSX = ReadRegister(NvGpuEngine3dReg.ViewportScaleX);
- int RawSY = ReadRegister(NvGpuEngine3dReg.ViewportScaleY);
- float SX = BitConverter.Int32BitsToSingle(RawSX);
- float SY = BitConverter.Int32BitsToSingle(RawSY);
- float SignX = MathF.Sign(SX);
- float SignY = MathF.Sign(SY);
- Gpu.Renderer.SetUniform2F(GalConsts.FlipUniformName, SignX, SignY);
- return Tags;
- }
- 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 SetAlphaBlending()
- {
- //TODO: Support independent blend properly.
- bool Enable = (ReadRegister(NvGpuEngine3dReg.IBlendNEnable) & 1) != 0;
- Gpu.Renderer.SetBlendEnable(Enable);
- if (!Enable)
- {
- //If blend is not enabled, then the other values have no effect.
- //Note that if it is disabled, the register may contain invalid values.
- return;
- }
- bool BlendSeparateAlpha = (ReadRegister(NvGpuEngine3dReg.IBlendNSeparateAlpha) & 1) != 0;
- GalBlendEquation EquationRgb = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationRgb);
- GalBlendFactor FuncSrcRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcRgb);
- GalBlendFactor FuncDstRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstRgb);
- if (BlendSeparateAlpha)
- {
- GalBlendEquation EquationAlpha = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationAlpha);
- GalBlendFactor FuncSrcAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcAlpha);
- GalBlendFactor FuncDstAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstAlpha);
- Gpu.Renderer.SetBlendSeparate(
- EquationRgb,
- EquationAlpha,
- FuncSrcRgb,
- FuncDstRgb,
- FuncSrcAlpha,
- FuncDstAlpha);
- }
- else
- {
- Gpu.Renderer.SetBlend(EquationRgb, FuncSrcRgb, FuncDstRgb);
- }
- }
- private void UploadTextures(NvGpuVmm Vmm, long[] Tags)
- {
- long BaseShPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
- int TextureCbIndex = ReadRegister(NvGpuEngine3dReg.TextureCbIndex);
- //Note: On the emulator renderer, Texture Unit 0 is
- //reserved for drawing the frame buffer.
- int TexIndex = 1;
- for (int Index = 0; Index < Tags.Length; Index++)
- {
- foreach (ShaderDeclInfo DeclInfo in Gpu.Renderer.GetTextureUsage(Tags[Index]))
- {
- long Position = ConstBuffers[Index][TextureCbIndex].Position;
- UploadTexture(Vmm, Position, TexIndex, DeclInfo.Index);
- Gpu.Renderer.SetUniform1(DeclInfo.Name, TexIndex);
- TexIndex++;
- }
- }
- }
- private void UploadTexture(NvGpuVmm Vmm, long BasePosition, int TexIndex, int HndIndex)
- {
- long Position = BasePosition + HndIndex * 4;
- int TextureHandle = Vmm.ReadInt32(Position);
- int TicIndex = (TextureHandle >> 0) & 0xfffff;
- int TscIndex = (TextureHandle >> 20) & 0xfff;
- long TicPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexHeaderPoolOffset);
- long TscPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexSamplerPoolOffset);
- TicPosition += TicIndex * 0x20;
- TscPosition += TscIndex * 0x20;
- GalTextureSampler Sampler = TextureFactory.MakeSampler(Gpu, Vmm, TscPosition);
- long TextureAddress = Vmm.ReadInt64(TicPosition + 4) & 0xffffffffffff;
- TextureAddress = Vmm.GetPhysicalAddress(TextureAddress);
- if (IsFrameBufferPosition(TextureAddress))
- {
- //This texture is a frame buffer texture,
- //we shouldn't read anything from memory and bind
- //the frame buffer texture instead, since we're not
- //really writing anything to memory.
- Gpu.Renderer.BindFrameBufferTexture(TextureAddress, TexIndex, Sampler);
- }
- else
- {
- GalTexture Texture = TextureFactory.MakeTexture(Gpu, Vmm, TicPosition);
- Gpu.Renderer.SetTextureAndSampler(TexIndex, Texture, Sampler);
- Gpu.Renderer.BindTexture(TexIndex);
- }
- }
- private void UploadUniforms(NvGpuVmm Vmm)
- {
- long BasePosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
- for (int Index = 0; Index < 5; Index++)
- {
- int Control = ReadRegister(NvGpuEngine3dReg.ShaderNControl + (Index + 1) * 0x10);
- int Offset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + (Index + 1) * 0x10);
- //Note: Vertex Program (B) is always enabled.
- bool Enable = (Control & 1) != 0 || Index == 0;
- if (!Enable)
- {
- continue;
- }
- for (int Cbuf = 0; Cbuf < ConstBuffers.Length; Cbuf++)
- {
- ConstBuffer Cb = ConstBuffers[Index][Cbuf];
- if (Cb.Enabled)
- {
- byte[] Data = Vmm.ReadBytes(Cb.Position, (uint)Cb.Size);
- Gpu.Renderer.SetConstBuffer(BasePosition + (uint)Offset, Cbuf, Data);
- }
- }
- }
- }
- private void UploadVertexArrays(NvGpuVmm Vmm)
- {
- long IndexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);
- int IndexSize = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
- int IndexFirst = ReadRegister(NvGpuEngine3dReg.IndexBatchFirst);
- int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);
- GalIndexFormat IndexFormat = (GalIndexFormat)IndexSize;
- IndexSize = 1 << IndexSize;
- if (IndexSize > 4)
- {
- throw new InvalidOperationException();
- }
- if (IndexSize != 0)
- {
- int BufferSize = IndexCount * IndexSize;
- byte[] Data = Vmm.ReadBytes(IndexPosition, BufferSize);
- Gpu.Renderer.SetIndexArray(Data, 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>();
- }
- Attribs[ArrayIndex].Add(new GalVertexAttrib(
- Attr,
- ((Packed >> 6) & 0x1) != 0,
- (Packed >> 7) & 0x3fff,
- (GalVertexAttribSize)((Packed >> 21) & 0x3f),
- (GalVertexAttribType)((Packed >> 27) & 0x7),
- ((Packed >> 31) & 0x1) != 0));
- }
- for (int Index = 0; Index < 32; Index++)
- {
- int VertexFirst = ReadRegister(NvGpuEngine3dReg.VertexArrayFirst);
- int VertexCount = ReadRegister(NvGpuEngine3dReg.VertexArrayCount);
- int Control = ReadRegister(NvGpuEngine3dReg.VertexArrayNControl + Index * 4);
- bool Enable = (Control & 0x1000) != 0;
- long VertexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + Index * 4);
- long VertexEndPos = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNEndAddr + Index * 2);
- if (!Enable)
- {
- continue;
- }
- int Stride = Control & 0xfff;
- long Size = 0;
- if (IndexCount != 0)
- {
- Size = (VertexEndPos - VertexPosition) + 1;
- }
- else
- {
- Size = VertexCount;
- }
- //TODO: Support cases where the Stride is 0.
- //In this case, we need to use the size of the attribute.
- Size *= Stride;
- byte[] Data = Vmm.ReadBytes(VertexPosition, Size);
- GalVertexAttrib[] AttribArray = Attribs[Index]?.ToArray() ?? new GalVertexAttrib[0];
- Gpu.Renderer.SetVertexArray(Index, Stride, Data, AttribArray);
- int PrimCtrl = ReadRegister(NvGpuEngine3dReg.VertexBeginGl);
- GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff);
- if (IndexCount != 0)
- {
- Gpu.Renderer.DrawElements(Index, IndexFirst, PrimType);
- }
- else
- {
- Gpu.Renderer.DrawArrays(Index, VertexFirst, VertexCount, PrimType);
- }
- }
- }
- private void QueryControl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
- {
- long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.QueryAddress);
- int Seq = Registers[(int)NvGpuEngine3dReg.QuerySequence];
- int Ctrl = Registers[(int)NvGpuEngine3dReg.QueryControl];
- int Mode = Ctrl & 3;
- if (Mode == 0)
- {
- //Write mode.
- Vmm.WriteInt32(Position, Seq);
- }
- WriteRegister(PBEntry);
- }
- private void CbData(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
- {
- long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.ConstBufferAddress);
- int Offset = ReadRegister(NvGpuEngine3dReg.ConstBufferOffset);
- foreach (int Arg in PBEntry.Arguments)
- {
- Vmm.WriteInt32(Position + Offset, Arg);
- Offset += 4;
- }
- WriteRegister(NvGpuEngine3dReg.ConstBufferOffset, Offset);
- }
- private void CbBind(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
- {
- int Stage = (PBEntry.Method - 0x904) >> 3;
- int Index = PBEntry.Arguments[0];
- bool Enabled = (Index & 1) != 0;
- Index = (Index >> 4) & 0x1f;
- long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.ConstBufferAddress);
- ConstBuffers[Stage][Index].Position = Position;
- ConstBuffers[Stage][Index].Enabled = Enabled;
- ConstBuffers[Stage][Index].Size = ReadRegister(NvGpuEngine3dReg.ConstBufferSize);
- }
- private long MakeInt64From2xInt32(NvGpuEngine3dReg Reg)
- {
- return
- (long)Registers[(int)Reg + 0] << 32 |
- (uint)Registers[(int)Reg + 1];
- }
- private void WriteRegister(NvGpuPBEntry PBEntry)
- {
- int ArgsCount = PBEntry.Arguments.Count;
- if (ArgsCount > 0)
- {
- Registers[PBEntry.Method] = PBEntry.Arguments[ArgsCount - 1];
- }
- }
- private int ReadRegister(NvGpuEngine3dReg Reg)
- {
- return Registers[(int)Reg];
- }
- private void WriteRegister(NvGpuEngine3dReg Reg, int Value)
- {
- Registers[(int)Reg] = Value;
- }
- public bool IsFrameBufferPosition(long Position)
- {
- return FrameBuffers.Contains(Position);
- }
- }
- }
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