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- using Ryujinx.Common.Logging;
- using Ryujinx.Graphics.GAL;
- using Ryujinx.Graphics.Gpu.Engine.Types;
- using Ryujinx.Graphics.Gpu.Image;
- using Ryujinx.Graphics.Gpu.Shader;
- using Ryujinx.Graphics.Shader;
- using Ryujinx.Graphics.Texture;
- using System;
- using System.Linq;
- using System.Runtime.CompilerServices;
- using System.Runtime.InteropServices;
- namespace Ryujinx.Graphics.Gpu.Engine.Threed
- {
- /// <summary>
- /// GPU state updater.
- /// </summary>
- class StateUpdater
- {
- public const int ShaderStateIndex = 0;
- public const int RasterizerStateIndex = 1;
- public const int ScissorStateIndex = 2;
- public const int VertexBufferStateIndex = 3;
- private readonly GpuContext _context;
- private readonly GpuChannel _channel;
- private readonly DeviceStateWithShadow<ThreedClassState> _state;
- private readonly DrawState _drawState;
- private readonly StateUpdateTracker<ThreedClassState> _updateTracker;
- private readonly ShaderProgramInfo[] _currentProgramInfo;
- private byte _vsClipDistancesWritten;
- private bool _prevDrawIndexed;
- private bool _prevTfEnable;
- /// <summary>
- /// Creates a new instance of the state updater.
- /// </summary>
- /// <param name="context">GPU context</param>
- /// <param name="channel">GPU channel</param>
- /// <param name="state">3D engine state</param>
- /// <param name="drawState">Draw state</param>
- public StateUpdater(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state, DrawState drawState)
- {
- _context = context;
- _channel = channel;
- _state = state;
- _drawState = drawState;
- _currentProgramInfo = new ShaderProgramInfo[Constants.ShaderStages];
- // ShaderState must be the first, as other state updates depends on information from the currently bound shader.
- // Rasterizer and scissor states are checked by render target clear, their indexes
- // must be updated on the constants "RasterizerStateIndex" and "ScissorStateIndex" if modified.
- // The vertex buffer state may be forced dirty when a indexed draw starts, the "VertexBufferStateIndex"
- // constant must be updated if modified.
- // The order of the other state updates doesn't matter.
- _updateTracker = new StateUpdateTracker<ThreedClassState>(new[]
- {
- new StateUpdateCallbackEntry(UpdateShaderState,
- nameof(ThreedClassState.ShaderBaseAddress),
- nameof(ThreedClassState.ShaderState)),
- new StateUpdateCallbackEntry(UpdateRasterizerState, nameof(ThreedClassState.RasterizeEnable)),
- new StateUpdateCallbackEntry(UpdateScissorState, nameof(ThreedClassState.ScissorState)),
- new StateUpdateCallbackEntry(UpdateVertexBufferState,
- nameof(ThreedClassState.VertexBufferDrawState),
- nameof(ThreedClassState.VertexBufferInstanced),
- nameof(ThreedClassState.VertexBufferState),
- nameof(ThreedClassState.VertexBufferEndAddress)),
- new StateUpdateCallbackEntry(UpdateTfBufferState, nameof(ThreedClassState.TfBufferState)),
- new StateUpdateCallbackEntry(UpdateUserClipState, nameof(ThreedClassState.ClipDistanceEnable)),
- new StateUpdateCallbackEntry(UpdateRenderTargetState,
- nameof(ThreedClassState.RtColorState),
- nameof(ThreedClassState.RtDepthStencilState),
- nameof(ThreedClassState.RtControl),
- nameof(ThreedClassState.RtDepthStencilSize),
- nameof(ThreedClassState.RtDepthStencilEnable)),
- new StateUpdateCallbackEntry(UpdateDepthClampState, nameof(ThreedClassState.ViewVolumeClipControl)),
- new StateUpdateCallbackEntry(UpdateAlphaTestState,
- nameof(ThreedClassState.AlphaTestEnable),
- nameof(ThreedClassState.AlphaTestRef),
- nameof(ThreedClassState.AlphaTestFunc)),
- new StateUpdateCallbackEntry(UpdateDepthTestState,
- nameof(ThreedClassState.DepthTestEnable),
- nameof(ThreedClassState.DepthWriteEnable),
- nameof(ThreedClassState.DepthTestFunc)),
- new StateUpdateCallbackEntry(UpdateViewportTransform,
- nameof(ThreedClassState.DepthMode),
- nameof(ThreedClassState.ViewportTransform),
- nameof(ThreedClassState.ViewportExtents),
- nameof(ThreedClassState.YControl)),
- new StateUpdateCallbackEntry(UpdateDepthBiasState,
- nameof(ThreedClassState.DepthBiasState),
- nameof(ThreedClassState.DepthBiasFactor),
- nameof(ThreedClassState.DepthBiasUnits),
- nameof(ThreedClassState.DepthBiasClamp)),
- new StateUpdateCallbackEntry(UpdateStencilTestState,
- nameof(ThreedClassState.StencilBackMasks),
- nameof(ThreedClassState.StencilTestState),
- nameof(ThreedClassState.StencilBackTestState)),
- new StateUpdateCallbackEntry(UpdateSamplerPoolState,
- nameof(ThreedClassState.SamplerPoolState),
- nameof(ThreedClassState.SamplerIndex)),
- new StateUpdateCallbackEntry(UpdateTexturePoolState, nameof(ThreedClassState.TexturePoolState)),
- new StateUpdateCallbackEntry(UpdateVertexAttribState, nameof(ThreedClassState.VertexAttribState)),
- new StateUpdateCallbackEntry(UpdateLineState,
- nameof(ThreedClassState.LineWidthSmooth),
- nameof(ThreedClassState.LineSmoothEnable)),
- new StateUpdateCallbackEntry(UpdatePointState,
- nameof(ThreedClassState.PointSize),
- nameof(ThreedClassState.VertexProgramPointSize),
- nameof(ThreedClassState.PointSpriteEnable),
- nameof(ThreedClassState.PointCoordReplace)),
- new StateUpdateCallbackEntry(UpdatePrimitiveRestartState, nameof(ThreedClassState.PrimitiveRestartState)),
- new StateUpdateCallbackEntry(UpdateIndexBufferState,
- nameof(ThreedClassState.IndexBufferState),
- nameof(ThreedClassState.IndexBufferCount)),
- new StateUpdateCallbackEntry(UpdateFaceState, nameof(ThreedClassState.FaceState)),
- new StateUpdateCallbackEntry(UpdateRtColorMask,
- nameof(ThreedClassState.RtColorMaskShared),
- nameof(ThreedClassState.RtColorMask)),
- new StateUpdateCallbackEntry(UpdateBlendState,
- nameof(ThreedClassState.BlendIndependent),
- nameof(ThreedClassState.BlendConstant),
- nameof(ThreedClassState.BlendStateCommon),
- nameof(ThreedClassState.BlendEnableCommon),
- nameof(ThreedClassState.BlendEnable),
- nameof(ThreedClassState.BlendState)),
- new StateUpdateCallbackEntry(UpdateLogicOpState, nameof(ThreedClassState.LogicOpState))
- });
- }
- /// <summary>
- /// Sets a register at a specific offset as dirty.
- /// This must be called if the register value was modified.
- /// </summary>
- /// <param name="offset">Register offset</param>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public void SetDirty(int offset)
- {
- _updateTracker.SetDirty(offset);
- }
- /// <summary>
- /// Force all the guest state to be marked as dirty.
- /// The next call to <see cref="Update"/> will update all the host state.
- /// </summary>
- public void SetAllDirty()
- {
- _updateTracker.SetAllDirty();
- }
- /// <summary>
- /// Updates host state for any modified guest state, since the last time this function was called.
- /// </summary>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public void Update()
- {
- // The vertex buffer size is calculated using a different
- // method when doing indexed draws, so we need to make sure
- // to update the vertex buffers if we are doing a regular
- // draw after a indexed one and vice-versa.
- if (_drawState.DrawIndexed != _prevDrawIndexed)
- {
- _updateTracker.ForceDirty(VertexBufferStateIndex);
- _prevDrawIndexed = _drawState.DrawIndexed;
- }
- bool tfEnable = _state.State.TfEnable;
- if (!tfEnable && _prevTfEnable)
- {
- _context.Renderer.Pipeline.EndTransformFeedback();
- _prevTfEnable = false;
- }
- _updateTracker.Update(ulong.MaxValue);
- CommitBindings();
- if (tfEnable && !_prevTfEnable)
- {
- _context.Renderer.Pipeline.BeginTransformFeedback(_drawState.Topology);
- _prevTfEnable = true;
- }
- }
- /// <summary>
- /// Updates the host state for any modified guest state group with the respective bit set on <paramref name="mask"/>.
- /// </summary>
- /// <param name="mask">Mask, where each bit set corresponds to a group index that should be checked and updated</param>
- public void Update(ulong mask)
- {
- _updateTracker.Update(mask);
- }
- /// <summary>
- /// Ensures that the bindings are visible to the host GPU.
- /// Note: this actually performs the binding using the host graphics API.
- /// </summary>
- private void CommitBindings()
- {
- UpdateStorageBuffers();
- _channel.TextureManager.CommitGraphicsBindings();
- _channel.BufferManager.CommitGraphicsBindings();
- }
- /// <summary>
- /// Updates storage buffer bindings.
- /// </summary>
- private void UpdateStorageBuffers()
- {
- for (int stage = 0; stage < Constants.ShaderStages; stage++)
- {
- ShaderProgramInfo info = _currentProgramInfo[stage];
- if (info == null)
- {
- continue;
- }
- for (int index = 0; index < info.SBuffers.Count; index++)
- {
- BufferDescriptor sb = info.SBuffers[index];
- ulong sbDescAddress = _channel.BufferManager.GetGraphicsUniformBufferAddress(stage, 0);
- int sbDescOffset = 0x110 + stage * 0x100 + sb.Slot * 0x10;
- sbDescAddress += (ulong)sbDescOffset;
- SbDescriptor sbDescriptor = _channel.MemoryManager.Physical.Read<SbDescriptor>(sbDescAddress);
- _channel.BufferManager.SetGraphicsStorageBuffer(stage, sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags);
- }
- }
- }
- /// <summary>
- /// Updates transform feedback buffer state based on the guest GPU state.
- /// </summary>
- private void UpdateTfBufferState()
- {
- for (int index = 0; index < Constants.TotalTransformFeedbackBuffers; index++)
- {
- TfBufferState tfb = _state.State.TfBufferState[index];
- if (!tfb.Enable)
- {
- _channel.BufferManager.SetTransformFeedbackBuffer(index, 0, 0);
- continue;
- }
- _channel.BufferManager.SetTransformFeedbackBuffer(index, tfb.Address.Pack(), (uint)tfb.Size);
- }
- }
- /// <summary>
- /// Updates Rasterizer primitive discard state based on guest gpu state.
- /// </summary>
- private void UpdateRasterizerState()
- {
- bool enable = _state.State.RasterizeEnable;
- _context.Renderer.Pipeline.SetRasterizerDiscard(!enable);
- }
- /// <summary>
- /// Updates render targets (color and depth-stencil buffers) based on current render target state.
- /// </summary>
- private void UpdateRenderTargetState()
- {
- UpdateRenderTargetState(true);
- }
- /// <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)
- {
- var memoryManager = _channel.MemoryManager;
- var rtControl = _state.State.RtControl;
- int count = useControl ? rtControl.UnpackCount() : Constants.TotalRenderTargets;
- var msaaMode = _state.State.RtMsaaMode;
- int samplesInX = msaaMode.SamplesInX();
- int samplesInY = msaaMode.SamplesInY();
- var scissor = _state.State.ScreenScissorState;
- Size sizeHint = new Size(scissor.X + scissor.Width, scissor.Y + scissor.Height, 1);
- bool changedScale = false;
- for (int index = 0; index < Constants.TotalRenderTargets; index++)
- {
- int rtIndex = useControl ? rtControl.UnpackPermutationIndex(index) : index;
- var colorState = _state.State.RtColorState[rtIndex];
- if (index >= count || !IsRtEnabled(colorState))
- {
- changedScale |= _channel.TextureManager.SetRenderTargetColor(index, null);
- continue;
- }
- Image.Texture color = memoryManager.Physical.TextureCache.FindOrCreateTexture(
- memoryManager,
- colorState,
- samplesInX,
- samplesInY,
- sizeHint);
- changedScale |= _channel.TextureManager.SetRenderTargetColor(index, color);
- }
- bool dsEnable = _state.State.RtDepthStencilEnable;
- Image.Texture depthStencil = null;
- if (dsEnable)
- {
- var dsState = _state.State.RtDepthStencilState;
- var dsSize = _state.State.RtDepthStencilSize;
- depthStencil = memoryManager.Physical.TextureCache.FindOrCreateTexture(
- memoryManager,
- dsState,
- dsSize,
- samplesInX,
- samplesInY,
- sizeHint);
- }
- changedScale |= _channel.TextureManager.SetRenderTargetDepthStencil(depthStencil);
- if (changedScale)
- {
- _channel.TextureManager.UpdateRenderTargetScale(singleUse);
- _context.Renderer.Pipeline.SetRenderTargetScale(_channel.TextureManager.RenderTargetScale);
- UpdateViewportTransform();
- UpdateScissorState();
- }
- }
- /// <summary>
- /// Checks if a render target color buffer is used.
- /// </summary>
- /// <param name="colorState">Color buffer information</param>
- /// <returns>True if the specified buffer is enabled/used, false otherwise</returns>
- private static bool IsRtEnabled(RtColorState colorState)
- {
- // Colors are disabled by writing 0 to the format.
- return colorState.Format != 0 && colorState.WidthOrStride != 0;
- }
- /// <summary>
- /// Updates host scissor test state based on current GPU state.
- /// </summary>
- private void UpdateScissorState()
- {
- for (int index = 0; index < Constants.TotalViewports; index++)
- {
- ScissorState scissor = _state.State.ScissorState[index];
- bool enable = scissor.Enable && (scissor.X1 != 0 || scissor.Y1 != 0 || scissor.X2 != 0xffff || scissor.Y2 != 0xffff);
- if (enable)
- {
- int x = scissor.X1;
- int y = scissor.Y1;
- int width = scissor.X2 - x;
- int height = scissor.Y2 - y;
- float scale = _channel.TextureManager.RenderTargetScale;
- if (scale != 1f)
- {
- x = (int)(x * scale);
- y = (int)(y * scale);
- width = (int)Math.Ceiling(width * scale);
- height = (int)Math.Ceiling(height * scale);
- }
- _context.Renderer.Pipeline.SetScissor(index, true, x, y, width, height);
- }
- else
- {
- _context.Renderer.Pipeline.SetScissor(index, false, 0, 0, 0, 0);
- }
- }
- }
- /// <summary>
- /// Updates host depth clamp state based on current GPU state.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- private void UpdateDepthClampState()
- {
- ViewVolumeClipControl clip = _state.State.ViewVolumeClipControl;
- _context.Renderer.Pipeline.SetDepthClamp((clip & ViewVolumeClipControl.DepthClampDisabled) == 0);
- }
- /// <summary>
- /// Updates host alpha test state based on current GPU state.
- /// </summary>
- private void UpdateAlphaTestState()
- {
- _context.Renderer.Pipeline.SetAlphaTest(
- _state.State.AlphaTestEnable,
- _state.State.AlphaTestRef,
- _state.State.AlphaTestFunc);
- }
- /// <summary>
- /// Updates host depth test state based on current GPU state.
- /// </summary>
- private void UpdateDepthTestState()
- {
- _context.Renderer.Pipeline.SetDepthTest(new DepthTestDescriptor(
- _state.State.DepthTestEnable,
- _state.State.DepthWriteEnable,
- _state.State.DepthTestFunc));
- }
- /// <summary>
- /// Updates host viewport transform and clipping state based on current GPU state.
- /// </summary>
- private void UpdateViewportTransform()
- {
- var yControl = _state.State.YControl;
- var face = _state.State.FaceState;
- UpdateFrontFace(yControl, face.FrontFace);
- bool flipY = yControl.HasFlag(YControl.NegateY);
- Span<Viewport> viewports = stackalloc Viewport[Constants.TotalViewports];
- for (int index = 0; index < Constants.TotalViewports; index++)
- {
- var transform = _state.State.ViewportTransform[index];
- var extents = _state.State.ViewportExtents[index];
- float scaleX = MathF.Abs(transform.ScaleX);
- float scaleY = transform.ScaleY;
- if (flipY)
- {
- scaleY = -scaleY;
- }
- if (!_context.Capabilities.SupportsViewportSwizzle && transform.UnpackSwizzleY() == ViewportSwizzle.NegativeY)
- {
- scaleY = -scaleY;
- }
- if (index == 0)
- {
- // Try to guess the depth mode being used on the high level API
- // based on current transform.
- // It is setup like so by said APIs:
- // If depth mode is ZeroToOne:
- // TranslateZ = Near
- // ScaleZ = Far - Near
- // If depth mode is MinusOneToOne:
- // TranslateZ = (Near + Far) / 2
- // ScaleZ = (Far - Near) / 2
- // DepthNear/Far are sorted such as that Near is always less than Far.
- DepthMode depthMode = extents.DepthNear != transform.TranslateZ &&
- extents.DepthFar != transform.TranslateZ ? DepthMode.MinusOneToOne : DepthMode.ZeroToOne;
- _context.Renderer.Pipeline.SetDepthMode(depthMode);
- }
- float x = transform.TranslateX - scaleX;
- float y = transform.TranslateY - scaleY;
- float width = scaleX * 2;
- float height = scaleY * 2;
- float scale = _channel.TextureManager.RenderTargetScale;
- if (scale != 1f)
- {
- x *= scale;
- y *= scale;
- width *= scale;
- height *= scale;
- }
- RectangleF region = new RectangleF(x, y, width, height);
- ViewportSwizzle swizzleX = transform.UnpackSwizzleX();
- ViewportSwizzle swizzleY = transform.UnpackSwizzleY();
- ViewportSwizzle swizzleZ = transform.UnpackSwizzleZ();
- ViewportSwizzle swizzleW = transform.UnpackSwizzleW();
- float depthNear = extents.DepthNear;
- float depthFar = extents.DepthFar;
- if (transform.ScaleZ < 0)
- {
- float temp = depthNear;
- depthNear = depthFar;
- depthFar = temp;
- }
- viewports[index] = new Viewport(region, swizzleX, swizzleY, swizzleZ, swizzleW, depthNear, depthFar);
- }
- _context.Renderer.Pipeline.SetViewports(0, viewports);
- }
- /// <summary>
- /// Updates host depth bias (also called polygon offset) state based on current GPU state.
- /// </summary>
- private void UpdateDepthBiasState()
- {
- var depthBias = _state.State.DepthBiasState;
- float factor = _state.State.DepthBiasFactor;
- float units = _state.State.DepthBiasUnits;
- float clamp = _state.State.DepthBiasClamp;
- PolygonModeMask enables;
- enables = (depthBias.PointEnable ? PolygonModeMask.Point : 0);
- enables |= (depthBias.LineEnable ? PolygonModeMask.Line : 0);
- enables |= (depthBias.FillEnable ? PolygonModeMask.Fill : 0);
- _context.Renderer.Pipeline.SetDepthBias(enables, factor, units / 2f, clamp);
- }
- /// <summary>
- /// Updates host stencil test state based on current GPU state.
- /// </summary>
- private void UpdateStencilTestState()
- {
- var backMasks = _state.State.StencilBackMasks;
- var test = _state.State.StencilTestState;
- var backTest = _state.State.StencilBackTestState;
- CompareOp backFunc;
- StencilOp backSFail;
- StencilOp backDpPass;
- StencilOp backDpFail;
- int backFuncRef;
- int backFuncMask;
- int backMask;
- if (backTest.TwoSided)
- {
- backFunc = backTest.BackFunc;
- backSFail = backTest.BackSFail;
- backDpPass = backTest.BackDpPass;
- backDpFail = backTest.BackDpFail;
- backFuncRef = backMasks.FuncRef;
- backFuncMask = backMasks.FuncMask;
- backMask = backMasks.Mask;
- }
- else
- {
- backFunc = test.FrontFunc;
- backSFail = test.FrontSFail;
- backDpPass = test.FrontDpPass;
- backDpFail = test.FrontDpFail;
- backFuncRef = test.FrontFuncRef;
- backFuncMask = test.FrontFuncMask;
- backMask = test.FrontMask;
- }
- _context.Renderer.Pipeline.SetStencilTest(new StencilTestDescriptor(
- test.Enable,
- test.FrontFunc,
- test.FrontSFail,
- test.FrontDpPass,
- test.FrontDpFail,
- test.FrontFuncRef,
- test.FrontFuncMask,
- test.FrontMask,
- backFunc,
- backSFail,
- backDpPass,
- backDpFail,
- backFuncRef,
- backFuncMask,
- backMask));
- }
- /// <summary>
- /// Updates user-defined clipping based on the guest GPU state.
- /// </summary>
- private void UpdateUserClipState()
- {
- uint clipMask = _state.State.ClipDistanceEnable & _vsClipDistancesWritten;
- for (int i = 0; i < Constants.TotalClipDistances; ++i)
- {
- _context.Renderer.Pipeline.SetUserClipDistance(i, (clipMask & (1 << i)) != 0);
- }
- }
- /// <summary>
- /// Updates current sampler pool address and size based on guest GPU state.
- /// </summary>
- private void UpdateSamplerPoolState()
- {
- var texturePool = _state.State.TexturePoolState;
- var samplerPool = _state.State.SamplerPoolState;
- var samplerIndex = _state.State.SamplerIndex;
- int maximumId = samplerIndex == SamplerIndex.ViaHeaderIndex
- ? texturePool.MaximumId
- : samplerPool.MaximumId;
- _channel.TextureManager.SetGraphicsSamplerPool(samplerPool.Address.Pack(), maximumId, samplerIndex);
- }
- /// <summary>
- /// Updates current texture pool address and size based on guest GPU state.
- /// </summary>
- private void UpdateTexturePoolState()
- {
- var texturePool = _state.State.TexturePoolState;
- _channel.TextureManager.SetGraphicsTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
- _channel.TextureManager.SetGraphicsTextureBufferIndex((int)_state.State.TextureBufferIndex);
- }
- /// <summary>
- /// Updates host vertex attributes based on guest GPU state.
- /// </summary>
- private void UpdateVertexAttribState()
- {
- Span<VertexAttribDescriptor> vertexAttribs = stackalloc VertexAttribDescriptor[Constants.TotalVertexAttribs];
- for (int index = 0; index < Constants.TotalVertexAttribs; index++)
- {
- var vertexAttrib = _state.State.VertexAttribState[index];
- if (!FormatTable.TryGetAttribFormat(vertexAttrib.UnpackFormat(), out Format format))
- {
- Logger.Debug?.Print(LogClass.Gpu, $"Invalid attribute format 0x{vertexAttrib.UnpackFormat():X}.");
- format = Format.R32G32B32A32Float;
- }
- vertexAttribs[index] = new VertexAttribDescriptor(
- vertexAttrib.UnpackBufferIndex(),
- vertexAttrib.UnpackOffset(),
- vertexAttrib.UnpackIsConstant(),
- format);
- }
- _context.Renderer.Pipeline.SetVertexAttribs(vertexAttribs);
- }
- /// <summary>
- /// Updates host line width based on guest GPU state.
- /// </summary>
- private void UpdateLineState()
- {
- float width = _state.State.LineWidthSmooth;
- bool smooth = _state.State.LineSmoothEnable;
- _context.Renderer.Pipeline.SetLineParameters(width, smooth);
- }
- /// <summary>
- /// Updates host point size based on guest GPU state.
- /// </summary>
- private void UpdatePointState()
- {
- float size = _state.State.PointSize;
- bool isProgramPointSize = _state.State.VertexProgramPointSize;
- bool enablePointSprite = _state.State.PointSpriteEnable;
- // TODO: Need to figure out a way to map PointCoordReplace enable bit.
- Origin origin = (_state.State.PointCoordReplace & 4) == 0 ? Origin.LowerLeft : Origin.UpperLeft;
- _context.Renderer.Pipeline.SetPointParameters(size, isProgramPointSize, enablePointSprite, origin);
- }
- /// <summary>
- /// Updates host primitive restart based on guest GPU state.
- /// </summary>
- private void UpdatePrimitiveRestartState()
- {
- PrimitiveRestartState primitiveRestart = _state.State.PrimitiveRestartState;
- _context.Renderer.Pipeline.SetPrimitiveRestart(primitiveRestart.Enable, primitiveRestart.Index);
- }
- /// <summary>
- /// Updates host index buffer binding based on guest GPU state.
- /// </summary>
- private void UpdateIndexBufferState()
- {
- var indexBuffer = _state.State.IndexBufferState;
- if (_drawState.IndexCount == 0)
- {
- return;
- }
- ulong gpuVa = indexBuffer.Address.Pack();
- // Do not use the end address to calculate the size, because
- // the result may be much larger than the real size of the index buffer.
- ulong size = (ulong)(_drawState.FirstIndex + _drawState.IndexCount);
- switch (indexBuffer.Type)
- {
- case IndexType.UShort: size *= 2; break;
- case IndexType.UInt: size *= 4; break;
- }
- _channel.BufferManager.SetIndexBuffer(gpuVa, size, indexBuffer.Type);
- }
- /// <summary>
- /// Updates host vertex buffer bindings based on guest GPU state.
- /// </summary>
- private void UpdateVertexBufferState()
- {
- _drawState.IsAnyVbInstanced = false;
- for (int index = 0; index < Constants.TotalVertexBuffers; index++)
- {
- var vertexBuffer = _state.State.VertexBufferState[index];
- if (!vertexBuffer.UnpackEnable())
- {
- _channel.BufferManager.SetVertexBuffer(index, 0, 0, 0, 0);
- continue;
- }
- GpuVa endAddress = _state.State.VertexBufferEndAddress[index];
- ulong address = vertexBuffer.Address.Pack();
- int stride = vertexBuffer.UnpackStride();
- bool instanced = _state.State.VertexBufferInstanced[index];
- int divisor = instanced ? vertexBuffer.Divisor : 0;
- _drawState.IsAnyVbInstanced |= divisor != 0;
- ulong size;
- if (_drawState.IbStreamer.HasInlineIndexData || _drawState.DrawIndexed || stride == 0 || instanced)
- {
- // This size may be (much) larger than the real vertex buffer size.
- // Avoid calculating it this way, unless we don't have any other option.
- size = endAddress.Pack() - address + 1;
- }
- else
- {
- // For non-indexed draws, we can guess the size from the vertex count
- // and stride.
- int firstInstance = (int)_state.State.FirstInstance;
- var drawState = _state.State.VertexBufferDrawState;
- size = (ulong)((firstInstance + drawState.First + drawState.Count) * stride);
- }
- _channel.BufferManager.SetVertexBuffer(index, address, size, stride, divisor);
- }
- }
- /// <summary>
- /// Updates host face culling and orientation based on guest GPU state.
- /// </summary>
- private void UpdateFaceState()
- {
- var yControl = _state.State.YControl;
- var face = _state.State.FaceState;
- _context.Renderer.Pipeline.SetFaceCulling(face.CullEnable, face.CullFace);
- UpdateFrontFace(yControl, face.FrontFace);
- }
- /// <summary>
- /// Updates the front face based on the current front face and the origin.
- /// </summary>
- /// <param name="yControl">Y control register value, where the origin is located</param>
- /// <param name="frontFace">Front face</param>
- private void UpdateFrontFace(YControl yControl, FrontFace frontFace)
- {
- bool isUpperLeftOrigin = !yControl.HasFlag(YControl.TriangleRastFlip);
- if (isUpperLeftOrigin)
- {
- frontFace = frontFace == FrontFace.CounterClockwise ? FrontFace.Clockwise : FrontFace.CounterClockwise;
- }
- _context.Renderer.Pipeline.SetFrontFace(frontFace);
- }
- /// <summary>
- /// Updates host render target color masks, based on guest GPU state.
- /// This defines which color channels are written to each color buffer.
- /// </summary>
- private void UpdateRtColorMask()
- {
- bool rtColorMaskShared = _state.State.RtColorMaskShared;
- Span<uint> componentMasks = stackalloc uint[Constants.TotalRenderTargets];
- for (int index = 0; index < Constants.TotalRenderTargets; index++)
- {
- var colorMask = _state.State.RtColorMask[rtColorMaskShared ? 0 : index];
- uint componentMask;
- componentMask = (colorMask.UnpackRed() ? 1u : 0u);
- componentMask |= (colorMask.UnpackGreen() ? 2u : 0u);
- componentMask |= (colorMask.UnpackBlue() ? 4u : 0u);
- componentMask |= (colorMask.UnpackAlpha() ? 8u : 0u);
- componentMasks[index] = componentMask;
- }
- _context.Renderer.Pipeline.SetRenderTargetColorMasks(componentMasks);
- }
- /// <summary>
- /// Updates host render target color buffer blending state, based on guest state.
- /// </summary>
- private void UpdateBlendState()
- {
- bool blendIndependent = _state.State.BlendIndependent;
- ColorF blendConstant = _state.State.BlendConstant;
- for (int index = 0; index < Constants.TotalRenderTargets; index++)
- {
- BlendDescriptor descriptor;
- if (blendIndependent)
- {
- bool enable = _state.State.BlendEnable[index];
- var blend = _state.State.BlendState[index];
- descriptor = new BlendDescriptor(
- enable,
- blendConstant,
- blend.ColorOp,
- blend.ColorSrcFactor,
- blend.ColorDstFactor,
- blend.AlphaOp,
- blend.AlphaSrcFactor,
- blend.AlphaDstFactor);
- }
- else
- {
- bool enable = _state.State.BlendEnable[0];
- var blend = _state.State.BlendStateCommon;
- descriptor = new BlendDescriptor(
- enable,
- blendConstant,
- blend.ColorOp,
- blend.ColorSrcFactor,
- blend.ColorDstFactor,
- blend.AlphaOp,
- blend.AlphaSrcFactor,
- blend.AlphaDstFactor);
- }
- _context.Renderer.Pipeline.SetBlendState(index, descriptor);
- }
- }
- /// <summary>
- /// Updates host logical operation state, based on guest state.
- /// </summary>
- private void UpdateLogicOpState()
- {
- LogicalOpState logicOpState = _state.State.LogicOpState;
- _context.Renderer.Pipeline.SetLogicOpState(logicOpState.Enable, logicOpState.LogicalOp);
- }
- /// <summary>
- /// Updates host shaders based on the guest GPU state.
- /// </summary>
- private void UpdateShaderState()
- {
- ShaderAddresses addresses = new ShaderAddresses();
- Span<ShaderAddresses> addressesSpan = MemoryMarshal.CreateSpan(ref addresses, 1);
- Span<ulong> addressesArray = MemoryMarshal.Cast<ShaderAddresses, ulong>(addressesSpan);
- ulong baseAddress = _state.State.ShaderBaseAddress.Pack();
- for (int index = 0; index < 6; index++)
- {
- var shader = _state.State.ShaderState[index];
- if (!shader.UnpackEnable() && index != 1)
- {
- continue;
- }
- addressesArray[index] = baseAddress + shader.Offset;
- }
- GpuAccessorState gas = new GpuAccessorState(
- _state.State.TexturePoolState.Address.Pack(),
- _state.State.TexturePoolState.MaximumId,
- (int)_state.State.TextureBufferIndex,
- _state.State.EarlyZForce,
- _drawState.Topology);
- ShaderBundle gs = _channel.MemoryManager.Physical.ShaderCache.GetGraphicsShader(ref _state.State, _channel, gas, addresses);
- byte oldVsClipDistancesWritten = _vsClipDistancesWritten;
- _drawState.VsUsesInstanceId = gs.Shaders[0]?.Info.UsesInstanceId ?? false;
- _vsClipDistancesWritten = gs.Shaders[0]?.Info.ClipDistancesWritten ?? 0;
- if (oldVsClipDistancesWritten != _vsClipDistancesWritten)
- {
- UpdateUserClipState();
- }
- int storageBufferBindingsCount = 0;
- int uniformBufferBindingsCount = 0;
- for (int stage = 0; stage < Constants.ShaderStages; stage++)
- {
- ShaderProgramInfo info = gs.Shaders[stage]?.Info;
- _currentProgramInfo[stage] = info;
- if (info == null)
- {
- _channel.TextureManager.SetGraphicsTextures(stage, Array.Empty<TextureBindingInfo>());
- _channel.TextureManager.SetGraphicsImages(stage, Array.Empty<TextureBindingInfo>());
- _channel.BufferManager.SetGraphicsStorageBufferBindings(stage, null);
- _channel.BufferManager.SetGraphicsUniformBufferBindings(stage, null);
- continue;
- }
- var textureBindings = new TextureBindingInfo[info.Textures.Count];
- for (int index = 0; index < info.Textures.Count; index++)
- {
- var descriptor = info.Textures[index];
- Target target = ShaderTexture.GetTarget(descriptor.Type);
- textureBindings[index] = new TextureBindingInfo(
- target,
- descriptor.Binding,
- descriptor.CbufSlot,
- descriptor.HandleIndex,
- descriptor.Flags);
- }
- _channel.TextureManager.SetGraphicsTextures(stage, textureBindings);
- var imageBindings = new TextureBindingInfo[info.Images.Count];
- for (int index = 0; index < info.Images.Count; index++)
- {
- var descriptor = info.Images[index];
- Target target = ShaderTexture.GetTarget(descriptor.Type);
- Format format = ShaderTexture.GetFormat(descriptor.Format);
- imageBindings[index] = new TextureBindingInfo(
- target,
- format,
- descriptor.Binding,
- descriptor.CbufSlot,
- descriptor.HandleIndex,
- descriptor.Flags);
- }
- _channel.TextureManager.SetGraphicsImages(stage, imageBindings);
- _channel.BufferManager.SetGraphicsStorageBufferBindings(stage, info.SBuffers);
- _channel.BufferManager.SetGraphicsUniformBufferBindings(stage, info.CBuffers);
- if (info.SBuffers.Count != 0)
- {
- storageBufferBindingsCount = Math.Max(storageBufferBindingsCount, info.SBuffers.Max(x => x.Binding) + 1);
- }
- if (info.CBuffers.Count != 0)
- {
- uniformBufferBindingsCount = Math.Max(uniformBufferBindingsCount, info.CBuffers.Max(x => x.Binding) + 1);
- }
- }
- _channel.BufferManager.SetGraphicsStorageBufferBindingsCount(storageBufferBindingsCount);
- _channel.BufferManager.SetGraphicsUniformBufferBindingsCount(uniformBufferBindingsCount);
- _context.Renderer.Pipeline.SetProgram(gs.HostProgram);
- }
- /// <summary>
- /// Forces the shaders to be rebound on the next draw.
- /// </summary>
- public void ForceShaderUpdate()
- {
- _updateTracker.ForceDirty(ShaderStateIndex);
- }
- }
- }
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