NvGpuEngine3d.cs 37 KB

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  1. using Ryujinx.Common;
  2. using Ryujinx.Graphics.Gal;
  3. using Ryujinx.Graphics.Memory;
  4. using Ryujinx.Graphics.Texture;
  5. using System;
  6. using System.Collections.Generic;
  7. namespace Ryujinx.Graphics.Graphics3d
  8. {
  9. class NvGpuEngine3d : INvGpuEngine
  10. {
  11. public int[] Registers { get; private set; }
  12. private NvGpu Gpu;
  13. private Dictionary<int, NvGpuMethod> Methods;
  14. private struct ConstBuffer
  15. {
  16. public bool Enabled;
  17. public long Position;
  18. public int Size;
  19. }
  20. private ConstBuffer[][] ConstBuffers;
  21. private int CurrentInstance = 0;
  22. public NvGpuEngine3d(NvGpu Gpu)
  23. {
  24. this.Gpu = Gpu;
  25. Registers = new int[0xe00];
  26. Methods = new Dictionary<int, NvGpuMethod>();
  27. void AddMethod(int Meth, int Count, int Stride, NvGpuMethod Method)
  28. {
  29. while (Count-- > 0)
  30. {
  31. Methods.Add(Meth, Method);
  32. Meth += Stride;
  33. }
  34. }
  35. AddMethod(0x585, 1, 1, VertexEndGl);
  36. AddMethod(0x674, 1, 1, ClearBuffers);
  37. AddMethod(0x6c3, 1, 1, QueryControl);
  38. AddMethod(0x8e4, 16, 1, CbData);
  39. AddMethod(0x904, 5, 8, CbBind);
  40. ConstBuffers = new ConstBuffer[6][];
  41. for (int Index = 0; Index < ConstBuffers.Length; Index++)
  42. {
  43. ConstBuffers[Index] = new ConstBuffer[18];
  44. }
  45. //Ensure that all components are enabled by default.
  46. //FIXME: Is this correct?
  47. WriteRegister(NvGpuEngine3dReg.ColorMaskN, 0x1111);
  48. WriteRegister(NvGpuEngine3dReg.FrameBufferSrgb, 1);
  49. for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
  50. {
  51. WriteRegister(NvGpuEngine3dReg.IBlendNEquationRgb + Index * 8, (int)GalBlendEquation.FuncAdd);
  52. WriteRegister(NvGpuEngine3dReg.IBlendNFuncSrcRgb + Index * 8, (int)GalBlendFactor.One);
  53. WriteRegister(NvGpuEngine3dReg.IBlendNFuncDstRgb + Index * 8, (int)GalBlendFactor.Zero);
  54. WriteRegister(NvGpuEngine3dReg.IBlendNEquationAlpha + Index * 8, (int)GalBlendEquation.FuncAdd);
  55. WriteRegister(NvGpuEngine3dReg.IBlendNFuncSrcAlpha + Index * 8, (int)GalBlendFactor.One);
  56. WriteRegister(NvGpuEngine3dReg.IBlendNFuncDstAlpha + Index * 8, (int)GalBlendFactor.Zero);
  57. }
  58. }
  59. public void CallMethod(NvGpuVmm Vmm, GpuMethodCall MethCall)
  60. {
  61. if (Methods.TryGetValue(MethCall.Method, out NvGpuMethod Method))
  62. {
  63. Method(Vmm, MethCall);
  64. }
  65. else
  66. {
  67. WriteRegister(MethCall);
  68. }
  69. }
  70. private void VertexEndGl(NvGpuVmm Vmm, GpuMethodCall MethCall)
  71. {
  72. LockCaches();
  73. GalPipelineState State = new GalPipelineState();
  74. SetFrameBuffer(State);
  75. SetFrontFace(State);
  76. SetCullFace(State);
  77. SetDepth(State);
  78. SetStencil(State);
  79. SetBlending(State);
  80. SetColorMask(State);
  81. SetPrimitiveRestart(State);
  82. for (int FbIndex = 0; FbIndex < 8; FbIndex++)
  83. {
  84. SetFrameBuffer(Vmm, FbIndex);
  85. }
  86. SetZeta(Vmm);
  87. SetRenderTargets();
  88. long[] Keys = UploadShaders(Vmm);
  89. Gpu.Renderer.Shader.BindProgram();
  90. UploadTextures(Vmm, State, Keys);
  91. UploadConstBuffers(Vmm, State, Keys);
  92. UploadVertexArrays(Vmm, State);
  93. DispatchRender(Vmm, State);
  94. UnlockCaches();
  95. }
  96. private void LockCaches()
  97. {
  98. Gpu.Renderer.Buffer.LockCache();
  99. Gpu.Renderer.Rasterizer.LockCaches();
  100. Gpu.Renderer.Texture.LockCache();
  101. }
  102. private void UnlockCaches()
  103. {
  104. Gpu.Renderer.Buffer.UnlockCache();
  105. Gpu.Renderer.Rasterizer.UnlockCaches();
  106. Gpu.Renderer.Texture.UnlockCache();
  107. }
  108. private void ClearBuffers(NvGpuVmm Vmm, GpuMethodCall MethCall)
  109. {
  110. int Attachment = (MethCall.Argument >> 6) & 0xf;
  111. GalClearBufferFlags Flags = (GalClearBufferFlags)(MethCall.Argument & 0x3f);
  112. float Red = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 0);
  113. float Green = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 1);
  114. float Blue = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 2);
  115. float Alpha = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 3);
  116. float Depth = ReadRegisterFloat(NvGpuEngine3dReg.ClearDepth);
  117. int Stencil = ReadRegister(NvGpuEngine3dReg.ClearStencil);
  118. SetFrameBuffer(Vmm, Attachment);
  119. SetZeta(Vmm);
  120. SetRenderTargets();
  121. Gpu.Renderer.RenderTarget.Bind();
  122. Gpu.Renderer.Rasterizer.ClearBuffers(Flags, Attachment, Red, Green, Blue, Alpha, Depth, Stencil);
  123. Gpu.Renderer.Pipeline.ResetDepthMask();
  124. Gpu.Renderer.Pipeline.ResetColorMask(Attachment);
  125. }
  126. private void SetFrameBuffer(NvGpuVmm Vmm, int FbIndex)
  127. {
  128. long VA = MakeInt64From2xInt32(NvGpuEngine3dReg.FrameBufferNAddress + FbIndex * 0x10);
  129. int SurfFormat = ReadRegister(NvGpuEngine3dReg.FrameBufferNFormat + FbIndex * 0x10);
  130. if (VA == 0 || SurfFormat == 0)
  131. {
  132. Gpu.Renderer.RenderTarget.UnbindColor(FbIndex);
  133. return;
  134. }
  135. long Key = Vmm.GetPhysicalAddress(VA);
  136. int Width = ReadRegister(NvGpuEngine3dReg.FrameBufferNWidth + FbIndex * 0x10);
  137. int Height = ReadRegister(NvGpuEngine3dReg.FrameBufferNHeight + FbIndex * 0x10);
  138. int BlockDim = ReadRegister(NvGpuEngine3dReg.FrameBufferNBlockDim + FbIndex * 0x10);
  139. int GobBlockHeight = 1 << ((BlockDim >> 4) & 7);
  140. GalMemoryLayout Layout = (GalMemoryLayout)((BlockDim >> 12) & 1);
  141. float TX = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNTranslateX + FbIndex * 8);
  142. float TY = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNTranslateY + FbIndex * 8);
  143. float SX = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNScaleX + FbIndex * 8);
  144. float SY = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNScaleY + FbIndex * 8);
  145. int VpX = (int)MathF.Max(0, TX - MathF.Abs(SX));
  146. int VpY = (int)MathF.Max(0, TY - MathF.Abs(SY));
  147. int VpW = (int)(TX + MathF.Abs(SX)) - VpX;
  148. int VpH = (int)(TY + MathF.Abs(SY)) - VpY;
  149. GalImageFormat Format = ImageUtils.ConvertSurface((GalSurfaceFormat)SurfFormat);
  150. GalImage Image = new GalImage(Width, Height, 1, GobBlockHeight, Layout, Format);
  151. Gpu.ResourceManager.SendColorBuffer(Vmm, Key, FbIndex, Image);
  152. Gpu.Renderer.RenderTarget.SetViewport(FbIndex, VpX, VpY, VpW, VpH);
  153. }
  154. private void SetFrameBuffer(GalPipelineState State)
  155. {
  156. State.FramebufferSrgb = ReadRegisterBool(NvGpuEngine3dReg.FrameBufferSrgb);
  157. State.FlipX = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleX);
  158. State.FlipY = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleY);
  159. int ScreenYControl = ReadRegister(NvGpuEngine3dReg.ScreenYControl);
  160. bool NegateY = (ScreenYControl & 1) != 0;
  161. if (NegateY)
  162. {
  163. State.FlipY = -State.FlipY;
  164. }
  165. }
  166. private void SetZeta(NvGpuVmm Vmm)
  167. {
  168. long VA = MakeInt64From2xInt32(NvGpuEngine3dReg.ZetaAddress);
  169. int ZetaFormat = ReadRegister(NvGpuEngine3dReg.ZetaFormat);
  170. int BlockDim = ReadRegister(NvGpuEngine3dReg.ZetaBlockDimensions);
  171. int GobBlockHeight = 1 << ((BlockDim >> 4) & 7);
  172. GalMemoryLayout Layout = (GalMemoryLayout)((BlockDim >> 12) & 1); //?
  173. bool ZetaEnable = ReadRegisterBool(NvGpuEngine3dReg.ZetaEnable);
  174. if (VA == 0 || ZetaFormat == 0 || !ZetaEnable)
  175. {
  176. Gpu.Renderer.RenderTarget.UnbindZeta();
  177. return;
  178. }
  179. long Key = Vmm.GetPhysicalAddress(VA);
  180. int Width = ReadRegister(NvGpuEngine3dReg.ZetaHoriz);
  181. int Height = ReadRegister(NvGpuEngine3dReg.ZetaVert);
  182. GalImageFormat Format = ImageUtils.ConvertZeta((GalZetaFormat)ZetaFormat);
  183. GalImage Image = new GalImage(Width, Height, 1, GobBlockHeight, Layout, Format);
  184. Gpu.ResourceManager.SendZetaBuffer(Vmm, Key, Image);
  185. }
  186. private long[] UploadShaders(NvGpuVmm Vmm)
  187. {
  188. long[] Keys = new long[5];
  189. long BasePosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
  190. int Index = 1;
  191. int VpAControl = ReadRegister(NvGpuEngine3dReg.ShaderNControl);
  192. bool VpAEnable = (VpAControl & 1) != 0;
  193. if (VpAEnable)
  194. {
  195. //Note: The maxwell supports 2 vertex programs, usually
  196. //only VP B is used, but in some cases VP A is also used.
  197. //In this case, it seems to function as an extra vertex
  198. //shader stage.
  199. //The graphics abstraction layer has a special overload for this
  200. //case, which should merge the two shaders into one vertex shader.
  201. int VpAOffset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset);
  202. int VpBOffset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + 0x10);
  203. long VpAPos = BasePosition + (uint)VpAOffset;
  204. long VpBPos = BasePosition + (uint)VpBOffset;
  205. Keys[(int)GalShaderType.Vertex] = VpBPos;
  206. Gpu.Renderer.Shader.Create(Vmm, VpAPos, VpBPos, GalShaderType.Vertex);
  207. Gpu.Renderer.Shader.Bind(VpBPos);
  208. Index = 2;
  209. }
  210. for (; Index < 6; Index++)
  211. {
  212. GalShaderType Type = GetTypeFromProgram(Index);
  213. int Control = ReadRegister(NvGpuEngine3dReg.ShaderNControl + Index * 0x10);
  214. int Offset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + Index * 0x10);
  215. //Note: Vertex Program (B) is always enabled.
  216. bool Enable = (Control & 1) != 0 || Index == 1;
  217. if (!Enable)
  218. {
  219. Gpu.Renderer.Shader.Unbind(Type);
  220. continue;
  221. }
  222. long Key = BasePosition + (uint)Offset;
  223. Keys[(int)Type] = Key;
  224. Gpu.Renderer.Shader.Create(Vmm, Key, Type);
  225. Gpu.Renderer.Shader.Bind(Key);
  226. }
  227. return Keys;
  228. }
  229. private static GalShaderType GetTypeFromProgram(int Program)
  230. {
  231. switch (Program)
  232. {
  233. case 0:
  234. case 1: return GalShaderType.Vertex;
  235. case 2: return GalShaderType.TessControl;
  236. case 3: return GalShaderType.TessEvaluation;
  237. case 4: return GalShaderType.Geometry;
  238. case 5: return GalShaderType.Fragment;
  239. }
  240. throw new ArgumentOutOfRangeException(nameof(Program));
  241. }
  242. private void SetFrontFace(GalPipelineState State)
  243. {
  244. float SignX = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleX);
  245. float SignY = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleY);
  246. GalFrontFace FrontFace = (GalFrontFace)ReadRegister(NvGpuEngine3dReg.FrontFace);
  247. //Flipping breaks facing. Flipping front facing too fixes it
  248. if (SignX != SignY)
  249. {
  250. switch (FrontFace)
  251. {
  252. case GalFrontFace.CW: FrontFace = GalFrontFace.CCW; break;
  253. case GalFrontFace.CCW: FrontFace = GalFrontFace.CW; break;
  254. }
  255. }
  256. State.FrontFace = FrontFace;
  257. }
  258. private void SetCullFace(GalPipelineState State)
  259. {
  260. State.CullFaceEnabled = ReadRegisterBool(NvGpuEngine3dReg.CullFaceEnable);
  261. if (State.CullFaceEnabled)
  262. {
  263. State.CullFace = (GalCullFace)ReadRegister(NvGpuEngine3dReg.CullFace);
  264. }
  265. }
  266. private void SetDepth(GalPipelineState State)
  267. {
  268. State.DepthTestEnabled = ReadRegisterBool(NvGpuEngine3dReg.DepthTestEnable);
  269. State.DepthWriteEnabled = ReadRegisterBool(NvGpuEngine3dReg.DepthWriteEnable);
  270. if (State.DepthTestEnabled)
  271. {
  272. State.DepthFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.DepthTestFunction);
  273. }
  274. State.DepthRangeNear = ReadRegisterFloat(NvGpuEngine3dReg.DepthRangeNNear);
  275. State.DepthRangeFar = ReadRegisterFloat(NvGpuEngine3dReg.DepthRangeNFar);
  276. }
  277. private void SetStencil(GalPipelineState State)
  278. {
  279. State.StencilTestEnabled = ReadRegisterBool(NvGpuEngine3dReg.StencilEnable);
  280. if (State.StencilTestEnabled)
  281. {
  282. State.StencilBackFuncFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.StencilBackFuncFunc);
  283. State.StencilBackFuncRef = ReadRegister(NvGpuEngine3dReg.StencilBackFuncRef);
  284. State.StencilBackFuncMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilBackFuncMask);
  285. State.StencilBackOpFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpFail);
  286. State.StencilBackOpZFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpZFail);
  287. State.StencilBackOpZPass = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpZPass);
  288. State.StencilBackMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilBackMask);
  289. State.StencilFrontFuncFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.StencilFrontFuncFunc);
  290. State.StencilFrontFuncRef = ReadRegister(NvGpuEngine3dReg.StencilFrontFuncRef);
  291. State.StencilFrontFuncMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilFrontFuncMask);
  292. State.StencilFrontOpFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpFail);
  293. State.StencilFrontOpZFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpZFail);
  294. State.StencilFrontOpZPass = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpZPass);
  295. State.StencilFrontMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilFrontMask);
  296. }
  297. }
  298. private void SetBlending(GalPipelineState State)
  299. {
  300. bool BlendIndependent = ReadRegisterBool(NvGpuEngine3dReg.BlendIndependent);
  301. State.BlendIndependent = BlendIndependent;
  302. for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
  303. {
  304. if (BlendIndependent)
  305. {
  306. State.Blends[Index].Enabled = ReadRegisterBool(NvGpuEngine3dReg.IBlendNEnable + Index);
  307. if (State.Blends[Index].Enabled)
  308. {
  309. State.Blends[Index].SeparateAlpha = ReadRegisterBool(NvGpuEngine3dReg.IBlendNSeparateAlpha + Index * 8);
  310. State.Blends[Index].EquationRgb = ReadBlendEquation(NvGpuEngine3dReg.IBlendNEquationRgb + Index * 8);
  311. State.Blends[Index].FuncSrcRgb = ReadBlendFactor (NvGpuEngine3dReg.IBlendNFuncSrcRgb + Index * 8);
  312. State.Blends[Index].FuncDstRgb = ReadBlendFactor (NvGpuEngine3dReg.IBlendNFuncDstRgb + Index * 8);
  313. State.Blends[Index].EquationAlpha = ReadBlendEquation(NvGpuEngine3dReg.IBlendNEquationAlpha + Index * 8);
  314. State.Blends[Index].FuncSrcAlpha = ReadBlendFactor (NvGpuEngine3dReg.IBlendNFuncSrcAlpha + Index * 8);
  315. State.Blends[Index].FuncDstAlpha = ReadBlendFactor (NvGpuEngine3dReg.IBlendNFuncDstAlpha + Index * 8);
  316. }
  317. }
  318. else
  319. {
  320. //It seems that even when independent blend is disabled, the first IBlend enable
  321. //register is still set to indicate whenever blend is enabled or not (?).
  322. State.Blends[Index].Enabled = ReadRegisterBool(NvGpuEngine3dReg.IBlendNEnable);
  323. if (State.Blends[Index].Enabled)
  324. {
  325. State.Blends[Index].SeparateAlpha = ReadRegisterBool(NvGpuEngine3dReg.BlendSeparateAlpha);
  326. State.Blends[Index].EquationRgb = ReadBlendEquation(NvGpuEngine3dReg.BlendEquationRgb);
  327. State.Blends[Index].FuncSrcRgb = ReadBlendFactor (NvGpuEngine3dReg.BlendFuncSrcRgb);
  328. State.Blends[Index].FuncDstRgb = ReadBlendFactor (NvGpuEngine3dReg.BlendFuncDstRgb);
  329. State.Blends[Index].EquationAlpha = ReadBlendEquation(NvGpuEngine3dReg.BlendEquationAlpha);
  330. State.Blends[Index].FuncSrcAlpha = ReadBlendFactor (NvGpuEngine3dReg.BlendFuncSrcAlpha);
  331. State.Blends[Index].FuncDstAlpha = ReadBlendFactor (NvGpuEngine3dReg.BlendFuncDstAlpha);
  332. }
  333. }
  334. }
  335. }
  336. private GalBlendEquation ReadBlendEquation(NvGpuEngine3dReg Register)
  337. {
  338. return (GalBlendEquation)ReadRegister(Register);
  339. }
  340. private GalBlendFactor ReadBlendFactor(NvGpuEngine3dReg Register)
  341. {
  342. return (GalBlendFactor)ReadRegister(Register);
  343. }
  344. private void SetColorMask(GalPipelineState State)
  345. {
  346. bool ColorMaskCommon = ReadRegisterBool(NvGpuEngine3dReg.ColorMaskCommon);
  347. State.ColorMaskCommon = ColorMaskCommon;
  348. for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
  349. {
  350. int ColorMask = ReadRegister(NvGpuEngine3dReg.ColorMaskN + (ColorMaskCommon ? 0 : Index));
  351. State.ColorMasks[Index].Red = ((ColorMask >> 0) & 0xf) != 0;
  352. State.ColorMasks[Index].Green = ((ColorMask >> 4) & 0xf) != 0;
  353. State.ColorMasks[Index].Blue = ((ColorMask >> 8) & 0xf) != 0;
  354. State.ColorMasks[Index].Alpha = ((ColorMask >> 12) & 0xf) != 0;
  355. }
  356. }
  357. private void SetPrimitiveRestart(GalPipelineState State)
  358. {
  359. State.PrimitiveRestartEnabled = ReadRegisterBool(NvGpuEngine3dReg.PrimRestartEnable);
  360. if (State.PrimitiveRestartEnabled)
  361. {
  362. State.PrimitiveRestartIndex = (uint)ReadRegister(NvGpuEngine3dReg.PrimRestartIndex);
  363. }
  364. }
  365. private void SetRenderTargets()
  366. {
  367. //Commercial games do not seem to
  368. //bool SeparateFragData = ReadRegisterBool(NvGpuEngine3dReg.RTSeparateFragData);
  369. uint Control = (uint)(ReadRegister(NvGpuEngine3dReg.RTControl));
  370. uint Count = Control & 0xf;
  371. if (Count > 0)
  372. {
  373. int[] Map = new int[Count];
  374. for (int Index = 0; Index < Count; Index++)
  375. {
  376. int Shift = 4 + Index * 3;
  377. Map[Index] = (int)((Control >> Shift) & 7);
  378. }
  379. Gpu.Renderer.RenderTarget.SetMap(Map);
  380. }
  381. else
  382. {
  383. Gpu.Renderer.RenderTarget.SetMap(null);
  384. }
  385. }
  386. private void UploadTextures(NvGpuVmm Vmm, GalPipelineState State, long[] Keys)
  387. {
  388. long BaseShPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
  389. int TextureCbIndex = ReadRegister(NvGpuEngine3dReg.TextureCbIndex);
  390. List<(long, GalImage, GalTextureSampler)> UnboundTextures = new List<(long, GalImage, GalTextureSampler)>();
  391. for (int Index = 0; Index < Keys.Length; Index++)
  392. {
  393. foreach (ShaderDeclInfo DeclInfo in Gpu.Renderer.Shader.GetTextureUsage(Keys[Index]))
  394. {
  395. long Position;
  396. if (DeclInfo.IsCb)
  397. {
  398. Position = ConstBuffers[Index][DeclInfo.Cbuf].Position;
  399. }
  400. else
  401. {
  402. Position = ConstBuffers[Index][TextureCbIndex].Position;
  403. }
  404. int TextureHandle = Vmm.ReadInt32(Position + DeclInfo.Index * 4);
  405. UnboundTextures.Add(UploadTexture(Vmm, TextureHandle));
  406. }
  407. }
  408. for (int Index = 0; Index < UnboundTextures.Count; Index++)
  409. {
  410. (long Key, GalImage Image, GalTextureSampler Sampler) = UnboundTextures[Index];
  411. if (Key == 0)
  412. {
  413. continue;
  414. }
  415. Gpu.Renderer.Texture.Bind(Key, Index, Image);
  416. Gpu.Renderer.Texture.SetSampler(Sampler);
  417. }
  418. }
  419. private (long, GalImage, GalTextureSampler) UploadTexture(NvGpuVmm Vmm, int TextureHandle)
  420. {
  421. if (TextureHandle == 0)
  422. {
  423. //FIXME: Some games like puyo puyo will use handles with the value 0.
  424. //This is a bug, most likely caused by sync issues.
  425. return (0, default(GalImage), default(GalTextureSampler));
  426. }
  427. bool LinkedTsc = ReadRegisterBool(NvGpuEngine3dReg.LinkedTsc);
  428. int TicIndex = (TextureHandle >> 0) & 0xfffff;
  429. int TscIndex = LinkedTsc ? TicIndex : (TextureHandle >> 20) & 0xfff;
  430. long TicPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexHeaderPoolOffset);
  431. long TscPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexSamplerPoolOffset);
  432. TicPosition += TicIndex * 0x20;
  433. TscPosition += TscIndex * 0x20;
  434. GalImage Image = TextureFactory.MakeTexture(Vmm, TicPosition);
  435. GalTextureSampler Sampler = TextureFactory.MakeSampler(Gpu, Vmm, TscPosition);
  436. long Key = Vmm.ReadInt64(TicPosition + 4) & 0xffffffffffff;
  437. if (Image.Layout == GalMemoryLayout.BlockLinear)
  438. {
  439. Key &= ~0x1ffL;
  440. }
  441. else if (Image.Layout == GalMemoryLayout.Pitch)
  442. {
  443. Key &= ~0x1fL;
  444. }
  445. Key = Vmm.GetPhysicalAddress(Key);
  446. if (Key == -1)
  447. {
  448. //FIXME: Shouldn't ignore invalid addresses.
  449. return (0, default(GalImage), default(GalTextureSampler));
  450. }
  451. Gpu.ResourceManager.SendTexture(Vmm, Key, Image);
  452. return (Key, Image, Sampler);
  453. }
  454. private void UploadConstBuffers(NvGpuVmm Vmm, GalPipelineState State, long[] Keys)
  455. {
  456. for (int Stage = 0; Stage < Keys.Length; Stage++)
  457. {
  458. foreach (ShaderDeclInfo DeclInfo in Gpu.Renderer.Shader.GetConstBufferUsage(Keys[Stage]))
  459. {
  460. ConstBuffer Cb = ConstBuffers[Stage][DeclInfo.Cbuf];
  461. if (!Cb.Enabled)
  462. {
  463. continue;
  464. }
  465. long Key = Vmm.GetPhysicalAddress(Cb.Position);
  466. if (Gpu.ResourceManager.MemoryRegionModified(Vmm, Key, Cb.Size, NvGpuBufferType.ConstBuffer))
  467. {
  468. if (Vmm.TryGetHostAddress(Cb.Position, Cb.Size, out IntPtr CbPtr))
  469. {
  470. Gpu.Renderer.Buffer.SetData(Key, Cb.Size, CbPtr);
  471. }
  472. else
  473. {
  474. Gpu.Renderer.Buffer.SetData(Key, Vmm.ReadBytes(Cb.Position, Cb.Size));
  475. }
  476. }
  477. State.ConstBufferKeys[Stage][DeclInfo.Cbuf] = Key;
  478. }
  479. }
  480. }
  481. private void UploadVertexArrays(NvGpuVmm Vmm, GalPipelineState State)
  482. {
  483. long IbPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);
  484. long IboKey = Vmm.GetPhysicalAddress(IbPosition);
  485. int IndexEntryFmt = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
  486. int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);
  487. int PrimCtrl = ReadRegister(NvGpuEngine3dReg.VertexBeginGl);
  488. GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff);
  489. GalIndexFormat IndexFormat = (GalIndexFormat)IndexEntryFmt;
  490. int IndexEntrySize = 1 << IndexEntryFmt;
  491. if (IndexEntrySize > 4)
  492. {
  493. throw new InvalidOperationException("Invalid index entry size \"" + IndexEntrySize + "\"!");
  494. }
  495. if (IndexCount != 0)
  496. {
  497. int IbSize = IndexCount * IndexEntrySize;
  498. bool IboCached = Gpu.Renderer.Rasterizer.IsIboCached(IboKey, (uint)IbSize);
  499. bool UsesLegacyQuads =
  500. PrimType == GalPrimitiveType.Quads ||
  501. PrimType == GalPrimitiveType.QuadStrip;
  502. if (!IboCached || Gpu.ResourceManager.MemoryRegionModified(Vmm, IboKey, (uint)IbSize, NvGpuBufferType.Index))
  503. {
  504. if (!UsesLegacyQuads)
  505. {
  506. if (Vmm.TryGetHostAddress(IbPosition, IbSize, out IntPtr IbPtr))
  507. {
  508. Gpu.Renderer.Rasterizer.CreateIbo(IboKey, IbSize, IbPtr);
  509. }
  510. else
  511. {
  512. Gpu.Renderer.Rasterizer.CreateIbo(IboKey, IbSize, Vmm.ReadBytes(IbPosition, IbSize));
  513. }
  514. }
  515. else
  516. {
  517. byte[] Buffer = Vmm.ReadBytes(IbPosition, IbSize);
  518. if (PrimType == GalPrimitiveType.Quads)
  519. {
  520. Buffer = QuadHelper.ConvertIbQuadsToTris(Buffer, IndexEntrySize, IndexCount);
  521. }
  522. else /* if (PrimType == GalPrimitiveType.QuadStrip) */
  523. {
  524. Buffer = QuadHelper.ConvertIbQuadStripToTris(Buffer, IndexEntrySize, IndexCount);
  525. }
  526. Gpu.Renderer.Rasterizer.CreateIbo(IboKey, IbSize, Buffer);
  527. }
  528. }
  529. if (!UsesLegacyQuads)
  530. {
  531. Gpu.Renderer.Rasterizer.SetIndexArray(IbSize, IndexFormat);
  532. }
  533. else
  534. {
  535. if (PrimType == GalPrimitiveType.Quads)
  536. {
  537. Gpu.Renderer.Rasterizer.SetIndexArray(QuadHelper.ConvertIbSizeQuadsToTris(IbSize), IndexFormat);
  538. }
  539. else /* if (PrimType == GalPrimitiveType.QuadStrip) */
  540. {
  541. Gpu.Renderer.Rasterizer.SetIndexArray(QuadHelper.ConvertIbSizeQuadStripToTris(IbSize), IndexFormat);
  542. }
  543. }
  544. }
  545. List<GalVertexAttrib>[] Attribs = new List<GalVertexAttrib>[32];
  546. for (int Attr = 0; Attr < 16; Attr++)
  547. {
  548. int Packed = ReadRegister(NvGpuEngine3dReg.VertexAttribNFormat + Attr);
  549. int ArrayIndex = Packed & 0x1f;
  550. if (Attribs[ArrayIndex] == null)
  551. {
  552. Attribs[ArrayIndex] = new List<GalVertexAttrib>();
  553. }
  554. long VbPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + ArrayIndex * 4);
  555. bool IsConst = ((Packed >> 6) & 1) != 0;
  556. int Offset = (Packed >> 7) & 0x3fff;
  557. GalVertexAttribSize Size = (GalVertexAttribSize)((Packed >> 21) & 0x3f);
  558. GalVertexAttribType Type = (GalVertexAttribType)((Packed >> 27) & 0x7);
  559. bool IsRgba = ((Packed >> 31) & 1) != 0;
  560. //Note: 16 is the maximum size of an attribute,
  561. //having a component size of 32-bits with 4 elements (a vec4).
  562. byte[] Data = Vmm.ReadBytes(VbPosition + Offset, 16);
  563. Attribs[ArrayIndex].Add(new GalVertexAttrib(Attr, IsConst, Offset, Data, Size, Type, IsRgba));
  564. }
  565. State.VertexBindings = new GalVertexBinding[32];
  566. for (int Index = 0; Index < 32; Index++)
  567. {
  568. if (Attribs[Index] == null)
  569. {
  570. continue;
  571. }
  572. int Control = ReadRegister(NvGpuEngine3dReg.VertexArrayNControl + Index * 4);
  573. bool Enable = (Control & 0x1000) != 0;
  574. if (!Enable)
  575. {
  576. continue;
  577. }
  578. long VbPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + Index * 4);
  579. long VbEndPos = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNEndAddr + Index * 2);
  580. int VertexDivisor = ReadRegister(NvGpuEngine3dReg.VertexArrayNDivisor + Index * 4);
  581. bool Instanced = ReadRegisterBool(NvGpuEngine3dReg.VertexArrayNInstance + Index);
  582. int Stride = Control & 0xfff;
  583. if (Instanced && VertexDivisor != 0)
  584. {
  585. VbPosition += Stride * (CurrentInstance / VertexDivisor);
  586. }
  587. if (VbPosition > VbEndPos)
  588. {
  589. //Instance is invalid, ignore the draw call
  590. continue;
  591. }
  592. long VboKey = Vmm.GetPhysicalAddress(VbPosition);
  593. long VbSize = (VbEndPos - VbPosition) + 1;
  594. bool VboCached = Gpu.Renderer.Rasterizer.IsVboCached(VboKey, VbSize);
  595. if (!VboCached || Gpu.ResourceManager.MemoryRegionModified(Vmm, VboKey, VbSize, NvGpuBufferType.Vertex))
  596. {
  597. if (Vmm.TryGetHostAddress(VbPosition, VbSize, out IntPtr VbPtr))
  598. {
  599. Gpu.Renderer.Rasterizer.CreateVbo(VboKey, (int)VbSize, VbPtr);
  600. }
  601. else
  602. {
  603. Gpu.Renderer.Rasterizer.CreateVbo(VboKey, Vmm.ReadBytes(VbPosition, VbSize));
  604. }
  605. }
  606. State.VertexBindings[Index].Enabled = true;
  607. State.VertexBindings[Index].Stride = Stride;
  608. State.VertexBindings[Index].VboKey = VboKey;
  609. State.VertexBindings[Index].Instanced = Instanced;
  610. State.VertexBindings[Index].Divisor = VertexDivisor;
  611. State.VertexBindings[Index].Attribs = Attribs[Index].ToArray();
  612. }
  613. }
  614. private void DispatchRender(NvGpuVmm Vmm, GalPipelineState State)
  615. {
  616. int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);
  617. int PrimCtrl = ReadRegister(NvGpuEngine3dReg.VertexBeginGl);
  618. GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff);
  619. bool InstanceNext = ((PrimCtrl >> 26) & 1) != 0;
  620. bool InstanceCont = ((PrimCtrl >> 27) & 1) != 0;
  621. if (InstanceNext && InstanceCont)
  622. {
  623. throw new InvalidOperationException("GPU tried to increase and reset instance count at the same time");
  624. }
  625. if (InstanceNext)
  626. {
  627. CurrentInstance++;
  628. }
  629. else if (!InstanceCont)
  630. {
  631. CurrentInstance = 0;
  632. }
  633. State.Instance = CurrentInstance;
  634. Gpu.Renderer.Pipeline.Bind(State);
  635. Gpu.Renderer.RenderTarget.Bind();
  636. if (IndexCount != 0)
  637. {
  638. int IndexEntryFmt = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
  639. int IndexFirst = ReadRegister(NvGpuEngine3dReg.IndexBatchFirst);
  640. int VertexBase = ReadRegister(NvGpuEngine3dReg.VertexArrayElemBase);
  641. long IndexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);
  642. long IboKey = Vmm.GetPhysicalAddress(IndexPosition);
  643. //Quad primitive types were deprecated on OpenGL 3.x,
  644. //they are converted to a triangles index buffer on IB creation,
  645. //so we should use the triangles type here too.
  646. if (PrimType == GalPrimitiveType.Quads ||
  647. PrimType == GalPrimitiveType.QuadStrip)
  648. {
  649. PrimType = GalPrimitiveType.Triangles;
  650. //Note: We assume that index first points to the first
  651. //vertex of a quad, if it points to the middle of a
  652. //quad (First % 4 != 0 for Quads) then it will not work properly.
  653. if (PrimType == GalPrimitiveType.Quads)
  654. {
  655. IndexFirst = QuadHelper.ConvertIbSizeQuadsToTris(IndexFirst);
  656. }
  657. else /* if (PrimType == GalPrimitiveType.QuadStrip) */
  658. {
  659. IndexFirst = QuadHelper.ConvertIbSizeQuadStripToTris(IndexFirst);
  660. }
  661. }
  662. Gpu.Renderer.Rasterizer.DrawElements(IboKey, IndexFirst, VertexBase, PrimType);
  663. }
  664. else
  665. {
  666. int VertexFirst = ReadRegister(NvGpuEngine3dReg.VertexArrayFirst);
  667. int VertexCount = ReadRegister(NvGpuEngine3dReg.VertexArrayCount);
  668. Gpu.Renderer.Rasterizer.DrawArrays(VertexFirst, VertexCount, PrimType);
  669. }
  670. //Is the GPU really clearing those registers after draw?
  671. WriteRegister(NvGpuEngine3dReg.IndexBatchFirst, 0);
  672. WriteRegister(NvGpuEngine3dReg.IndexBatchCount, 0);
  673. }
  674. private enum QueryMode
  675. {
  676. WriteSeq,
  677. Sync,
  678. WriteCounterAndTimestamp
  679. }
  680. private void QueryControl(NvGpuVmm Vmm, GpuMethodCall MethCall)
  681. {
  682. WriteRegister(MethCall);
  683. long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.QueryAddress);
  684. int Seq = Registers[(int)NvGpuEngine3dReg.QuerySequence];
  685. int Ctrl = Registers[(int)NvGpuEngine3dReg.QueryControl];
  686. QueryMode Mode = (QueryMode)(Ctrl & 3);
  687. switch (Mode)
  688. {
  689. case QueryMode.WriteSeq: Vmm.WriteInt32(Position, Seq); break;
  690. case QueryMode.WriteCounterAndTimestamp:
  691. {
  692. //TODO: Implement counters.
  693. long Counter = 1;
  694. long Timestamp = PerformanceCounter.ElapsedMilliseconds;
  695. Timestamp = (long)(Timestamp * 615384.615385);
  696. Vmm.WriteInt64(Position + 0, Counter);
  697. Vmm.WriteInt64(Position + 8, Timestamp);
  698. break;
  699. }
  700. }
  701. }
  702. private void CbData(NvGpuVmm Vmm, GpuMethodCall MethCall)
  703. {
  704. long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.ConstBufferAddress);
  705. int Offset = ReadRegister(NvGpuEngine3dReg.ConstBufferOffset);
  706. Vmm.WriteInt32(Position + Offset, MethCall.Argument);
  707. WriteRegister(NvGpuEngine3dReg.ConstBufferOffset, Offset + 4);
  708. Gpu.ResourceManager.ClearPbCache(NvGpuBufferType.ConstBuffer);
  709. }
  710. private void CbBind(NvGpuVmm Vmm, GpuMethodCall MethCall)
  711. {
  712. int Stage = (MethCall.Method - 0x904) >> 3;
  713. int Index = MethCall.Argument;
  714. bool Enabled = (Index & 1) != 0;
  715. Index = (Index >> 4) & 0x1f;
  716. long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.ConstBufferAddress);
  717. long CbKey = Vmm.GetPhysicalAddress(Position);
  718. int Size = ReadRegister(NvGpuEngine3dReg.ConstBufferSize);
  719. if (!Gpu.Renderer.Buffer.IsCached(CbKey, Size))
  720. {
  721. Gpu.Renderer.Buffer.Create(CbKey, Size);
  722. }
  723. ConstBuffer Cb = ConstBuffers[Stage][Index];
  724. if (Cb.Position != Position || Cb.Enabled != Enabled || Cb.Size != Size)
  725. {
  726. ConstBuffers[Stage][Index].Position = Position;
  727. ConstBuffers[Stage][Index].Enabled = Enabled;
  728. ConstBuffers[Stage][Index].Size = Size;
  729. }
  730. }
  731. private float GetFlipSign(NvGpuEngine3dReg Reg)
  732. {
  733. return MathF.Sign(ReadRegisterFloat(Reg));
  734. }
  735. private long MakeInt64From2xInt32(NvGpuEngine3dReg Reg)
  736. {
  737. return
  738. (long)Registers[(int)Reg + 0] << 32 |
  739. (uint)Registers[(int)Reg + 1];
  740. }
  741. private void WriteRegister(GpuMethodCall MethCall)
  742. {
  743. Registers[MethCall.Method] = MethCall.Argument;
  744. }
  745. private int ReadRegister(NvGpuEngine3dReg Reg)
  746. {
  747. return Registers[(int)Reg];
  748. }
  749. private float ReadRegisterFloat(NvGpuEngine3dReg Reg)
  750. {
  751. return BitConverter.Int32BitsToSingle(ReadRegister(Reg));
  752. }
  753. private bool ReadRegisterBool(NvGpuEngine3dReg Reg)
  754. {
  755. return (ReadRegister(Reg) & 1) != 0;
  756. }
  757. private void WriteRegister(NvGpuEngine3dReg Reg, int Value)
  758. {
  759. Registers[(int)Reg] = Value;
  760. }
  761. }
  762. }