DrawManager.cs 15 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 _instancedDrawPending;
  16. private bool _instancedIndexed;
  17. private int _instancedFirstIndex;
  18. private int _instancedFirstVertex;
  19. private int _instancedFirstInstance;
  20. private int _instancedIndexCount;
  21. private int _instancedDrawStateFirst;
  22. private int _instancedDrawStateCount;
  23. private int _instanceIndex;
  24. /// <summary>
  25. /// Creates a new instance of the draw manager.
  26. /// </summary>
  27. /// <param name="context">GPU context</param>
  28. /// <param name="channel">GPU channel</param>
  29. /// <param name="state">Channel state</param>
  30. /// <param name="drawState">Draw state</param>
  31. public DrawManager(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state, DrawState drawState)
  32. {
  33. _context = context;
  34. _channel = channel;
  35. _state = state;
  36. _drawState = drawState;
  37. }
  38. /// <summary>
  39. /// Pushes four 8-bit index buffer elements.
  40. /// </summary>
  41. /// <param name="argument">Method call argument</param>
  42. public void VbElementU8(int argument)
  43. {
  44. _drawState.IbStreamer.VbElementU8(_context.Renderer, argument);
  45. }
  46. /// <summary>
  47. /// Pushes two 16-bit index buffer elements.
  48. /// </summary>
  49. /// <param name="argument">Method call argument</param>
  50. public void VbElementU16(int argument)
  51. {
  52. _drawState.IbStreamer.VbElementU16(_context.Renderer, argument);
  53. }
  54. /// <summary>
  55. /// Pushes one 32-bit index buffer element.
  56. /// </summary>
  57. /// <param name="argument">Method call argument</param>
  58. public void VbElementU32(int argument)
  59. {
  60. _drawState.IbStreamer.VbElementU32(_context.Renderer, argument);
  61. }
  62. /// <summary>
  63. /// Finishes the draw call.
  64. /// This draws geometry on the bound buffers based on the current GPU state.
  65. /// </summary>
  66. /// <param name="engine">3D engine where this method is being called</param>
  67. /// <param name="argument">Method call argument</param>
  68. public void DrawEnd(ThreedClass engine, int argument)
  69. {
  70. DrawEnd(engine, _state.State.IndexBufferState.First, (int)_state.State.IndexBufferCount);
  71. }
  72. /// <summary>
  73. /// Finishes the draw call.
  74. /// This draws geometry on the bound buffers based on the current GPU state.
  75. /// </summary>
  76. /// <param name="engine">3D engine where this method is being called</param>
  77. /// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
  78. /// <param name="indexCount">Number of index buffer elements used on the draw</param>
  79. private void DrawEnd(ThreedClass engine, int firstIndex, int indexCount)
  80. {
  81. ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
  82. _context,
  83. _channel.MemoryManager,
  84. _state.State.RenderEnableAddress,
  85. _state.State.RenderEnableCondition);
  86. if (renderEnable == ConditionalRenderEnabled.False || _instancedDrawPending)
  87. {
  88. if (renderEnable == ConditionalRenderEnabled.False)
  89. {
  90. PerformDeferredDraws();
  91. }
  92. _drawState.DrawIndexed = false;
  93. if (renderEnable == ConditionalRenderEnabled.Host)
  94. {
  95. _context.Renderer.Pipeline.EndHostConditionalRendering();
  96. }
  97. return;
  98. }
  99. _drawState.FirstIndex = firstIndex;
  100. _drawState.IndexCount = indexCount;
  101. engine.UpdateState();
  102. bool instanced = _drawState.VsUsesInstanceId || _drawState.IsAnyVbInstanced;
  103. if (instanced)
  104. {
  105. _instancedDrawPending = true;
  106. _instancedIndexed = _drawState.DrawIndexed;
  107. _instancedFirstIndex = firstIndex;
  108. _instancedFirstVertex = (int)_state.State.FirstVertex;
  109. _instancedFirstInstance = (int)_state.State.FirstInstance;
  110. _instancedIndexCount = indexCount;
  111. var drawState = _state.State.VertexBufferDrawState;
  112. _instancedDrawStateFirst = drawState.First;
  113. _instancedDrawStateCount = drawState.Count;
  114. _drawState.DrawIndexed = false;
  115. if (renderEnable == ConditionalRenderEnabled.Host)
  116. {
  117. _context.Renderer.Pipeline.EndHostConditionalRendering();
  118. }
  119. return;
  120. }
  121. int firstInstance = (int)_state.State.FirstInstance;
  122. int inlineIndexCount = _drawState.IbStreamer.GetAndResetInlineIndexCount();
  123. if (inlineIndexCount != 0)
  124. {
  125. int firstVertex = (int)_state.State.FirstVertex;
  126. BufferRange br = new BufferRange(_drawState.IbStreamer.GetInlineIndexBuffer(), 0, inlineIndexCount * 4);
  127. _channel.BufferManager.SetIndexBuffer(br, IndexType.UInt);
  128. _context.Renderer.Pipeline.DrawIndexed(inlineIndexCount, 1, firstIndex, firstVertex, firstInstance);
  129. }
  130. else if (_drawState.DrawIndexed)
  131. {
  132. int firstVertex = (int)_state.State.FirstVertex;
  133. _context.Renderer.Pipeline.DrawIndexed(indexCount, 1, firstIndex, firstVertex, firstInstance);
  134. }
  135. else
  136. {
  137. var drawState = _state.State.VertexBufferDrawState;
  138. _context.Renderer.Pipeline.Draw(drawState.Count, 1, drawState.First, firstInstance);
  139. }
  140. _drawState.DrawIndexed = false;
  141. if (renderEnable == ConditionalRenderEnabled.Host)
  142. {
  143. _context.Renderer.Pipeline.EndHostConditionalRendering();
  144. }
  145. }
  146. /// <summary>
  147. /// Starts draw.
  148. /// This sets primitive type and instanced draw parameters.
  149. /// </summary>
  150. /// <param name="argument">Method call argument</param>
  151. public void DrawBegin(int argument)
  152. {
  153. bool incrementInstance = (argument & (1 << 26)) != 0;
  154. bool resetInstance = (argument & (1 << 27)) == 0;
  155. if (_state.State.PrimitiveTypeOverrideEnable)
  156. {
  157. PrimitiveTypeOverride typeOverride = _state.State.PrimitiveTypeOverride;
  158. DrawBegin(incrementInstance, resetInstance, typeOverride.Convert());
  159. }
  160. else
  161. {
  162. PrimitiveType type = (PrimitiveType)(argument & 0xffff);
  163. DrawBegin(incrementInstance, resetInstance, type.Convert());
  164. }
  165. }
  166. /// <summary>
  167. /// Starts draw.
  168. /// This sets primitive type and instanced draw parameters.
  169. /// </summary>
  170. /// <param name="incrementInstance">Indicates if the current instance should be incremented</param>
  171. /// <param name="resetInstance">Indicates if the current instance should be set to zero</param>
  172. /// <param name="topology">Primitive topology</param>
  173. private void DrawBegin(bool incrementInstance, bool resetInstance, PrimitiveTopology topology)
  174. {
  175. if (incrementInstance)
  176. {
  177. _instanceIndex++;
  178. }
  179. else if (resetInstance)
  180. {
  181. PerformDeferredDraws();
  182. _instanceIndex = 0;
  183. }
  184. _context.Renderer.Pipeline.SetPrimitiveTopology(topology);
  185. _drawState.Topology = topology;
  186. }
  187. /// <summary>
  188. /// Sets the index buffer count.
  189. /// This also sets internal state that indicates that the next draw is an indexed draw.
  190. /// </summary>
  191. /// <param name="argument">Method call argument</param>
  192. public void SetIndexBufferCount(int argument)
  193. {
  194. _drawState.DrawIndexed = true;
  195. }
  196. /// <summary>
  197. /// Performs a indexed draw with a low number of index buffer elements.
  198. /// </summary>
  199. /// <param name="engine">3D engine where this method is being called</param>
  200. /// <param name="argument">Method call argument</param>
  201. public void DrawIndexedSmall(ThreedClass engine, int argument)
  202. {
  203. DrawIndexedSmall(engine, argument, false);
  204. }
  205. /// <summary>
  206. /// Performs a indexed draw with a low number of index buffer elements.
  207. /// </summary>
  208. /// <param name="engine">3D engine where this method is being called</param>
  209. /// <param name="argument">Method call argument</param>
  210. public void DrawIndexedSmall2(ThreedClass engine, int argument)
  211. {
  212. DrawIndexedSmall(engine, argument);
  213. }
  214. /// <summary>
  215. /// Performs a indexed draw with a low number of index buffer elements,
  216. /// while also pre-incrementing the current instance value.
  217. /// </summary>
  218. /// <param name="engine">3D engine where this method is being called</param>
  219. /// <param name="argument">Method call argument</param>
  220. public void DrawIndexedSmallIncInstance(ThreedClass engine, int argument)
  221. {
  222. DrawIndexedSmall(engine, argument, true);
  223. }
  224. /// <summary>
  225. /// Performs a indexed draw with a low number of index buffer elements,
  226. /// while also pre-incrementing the current instance value.
  227. /// </summary>
  228. /// <param name="engine">3D engine where this method is being called</param>
  229. /// <param name="argument">Method call argument</param>
  230. public void DrawIndexedSmallIncInstance2(ThreedClass engine, int argument)
  231. {
  232. DrawIndexedSmallIncInstance(engine, argument);
  233. }
  234. /// <summary>
  235. /// Performs a indexed draw with a low number of index buffer elements,
  236. /// while optionally also pre-incrementing the current instance value.
  237. /// </summary>
  238. /// <param name="engine">3D engine where this method is being called</param>
  239. /// <param name="argument">Method call argument</param>
  240. /// <param name="instanced">True to increment the current instance value, false otherwise</param>
  241. private void DrawIndexedSmall(ThreedClass engine, int argument, bool instanced)
  242. {
  243. PrimitiveTypeOverride typeOverride = _state.State.PrimitiveTypeOverride;
  244. DrawBegin(instanced, !instanced, typeOverride.Convert());
  245. int firstIndex = argument & 0xffff;
  246. int indexCount = (argument >> 16) & 0xfff;
  247. bool oldDrawIndexed = _drawState.DrawIndexed;
  248. _drawState.DrawIndexed = true;
  249. DrawEnd(engine, firstIndex, indexCount);
  250. _drawState.DrawIndexed = oldDrawIndexed;
  251. }
  252. /// <summary>
  253. /// Perform any deferred draws.
  254. /// This is used for instanced draws.
  255. /// Since each instance is a separate draw, we defer the draw and accumulate the instance count.
  256. /// Once we detect the last instanced draw, then we perform the host instanced draw,
  257. /// with the accumulated instance count.
  258. /// </summary>
  259. public void PerformDeferredDraws()
  260. {
  261. // Perform any pending instanced draw.
  262. if (_instancedDrawPending)
  263. {
  264. _instancedDrawPending = false;
  265. if (_instancedIndexed)
  266. {
  267. _context.Renderer.Pipeline.DrawIndexed(
  268. _instancedIndexCount,
  269. _instanceIndex + 1,
  270. _instancedFirstIndex,
  271. _instancedFirstVertex,
  272. _instancedFirstInstance);
  273. }
  274. else
  275. {
  276. _context.Renderer.Pipeline.Draw(
  277. _instancedDrawStateCount,
  278. _instanceIndex + 1,
  279. _instancedDrawStateFirst,
  280. _instancedFirstInstance);
  281. }
  282. }
  283. }
  284. /// <summary>
  285. /// Clears the current color and depth-stencil buffers.
  286. /// Which buffers should be cleared is also specified on the argument.
  287. /// </summary>
  288. /// <param name="engine">3D engine where this method is being called</param>
  289. /// <param name="argument">Method call argument</param>
  290. public void Clear(ThreedClass engine, int argument)
  291. {
  292. ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
  293. _context,
  294. _channel.MemoryManager,
  295. _state.State.RenderEnableAddress,
  296. _state.State.RenderEnableCondition);
  297. if (renderEnable == ConditionalRenderEnabled.False)
  298. {
  299. return;
  300. }
  301. // Scissor and rasterizer discard also affect clears.
  302. engine.UpdateState((1UL << StateUpdater.RasterizerStateIndex) | (1UL << StateUpdater.ScissorStateIndex));
  303. int index = (argument >> 6) & 0xf;
  304. engine.UpdateRenderTargetState(useControl: false, singleUse: index);
  305. _channel.TextureManager.UpdateRenderTargets();
  306. bool clearDepth = (argument & 1) != 0;
  307. bool clearStencil = (argument & 2) != 0;
  308. uint componentMask = (uint)((argument >> 2) & 0xf);
  309. if (componentMask != 0)
  310. {
  311. var clearColor = _state.State.ClearColors;
  312. ColorF color = new ColorF(clearColor.Red, clearColor.Green, clearColor.Blue, clearColor.Alpha);
  313. _context.Renderer.Pipeline.ClearRenderTargetColor(index, componentMask, color);
  314. }
  315. if (clearDepth || clearStencil)
  316. {
  317. float depthValue = _state.State.ClearDepthValue;
  318. int stencilValue = (int)_state.State.ClearStencilValue;
  319. int stencilMask = 0;
  320. if (clearStencil)
  321. {
  322. stencilMask = _state.State.StencilTestState.FrontMask;
  323. }
  324. _context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
  325. depthValue,
  326. clearDepth,
  327. stencilValue,
  328. stencilMask);
  329. }
  330. engine.UpdateRenderTargetState(useControl: true);
  331. if (renderEnable == ConditionalRenderEnabled.Host)
  332. {
  333. _context.Renderer.Pipeline.EndHostConditionalRendering();
  334. }
  335. }
  336. }
  337. }