mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-10 13:51:42 +00:00
Implement small indexed draws and other fixes to make guest Vulkan work (#1558)
This commit is contained in:
parent
e00ca92063
commit
bd28ce90e6
10 changed files with 357 additions and 133 deletions
9
Ryujinx.Graphics.Gpu/Engine/ConditionalRenderEnabled.cs
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9
Ryujinx.Graphics.Gpu/Engine/ConditionalRenderEnabled.cs
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@ -0,0 +1,9 @@
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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enum ConditionalRenderEnabled
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{
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False,
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True,
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Host
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}
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}
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139
Ryujinx.Graphics.Gpu/Engine/IbStreamer.cs
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139
Ryujinx.Graphics.Gpu/Engine/IbStreamer.cs
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@ -0,0 +1,139 @@
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using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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/// <summary>
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/// Holds inline index buffer state.
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/// The inline index buffer data is sent to the GPU through the command buffer.
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/// </summary>
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struct IbStreamer
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{
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private BufferHandle _inlineIndexBuffer;
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private int _inlineIndexBufferSize;
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private int _inlineIndexCount;
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public bool HasInlineIndexData => _inlineIndexCount != 0;
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/// <summary>
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/// Gets the handle for the host buffer currently holding the inline index buffer data.
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/// </summary>
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/// <returns>Host buffer handle</returns>
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public BufferHandle GetInlineIndexBuffer()
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{
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return _inlineIndexBuffer;
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}
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/// <summary>
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/// Gets the number of elements on the current inline index buffer,
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/// while also reseting it to zero for the next draw.
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/// </summary>
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/// <returns>Inline index bufffer count</returns>
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public int GetAndResetInlineIndexCount()
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{
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int temp = _inlineIndexCount;
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_inlineIndexCount = 0;
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return temp;
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}
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/// <summary>
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/// Pushes four 8-bit index buffer elements.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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/// <param name="argument">Method call argument</param>
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public void VbElementU8(IRenderer renderer, int argument)
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{
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byte i0 = (byte)argument;
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byte i1 = (byte)(argument >> 8);
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byte i2 = (byte)(argument >> 16);
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byte i3 = (byte)(argument >> 24);
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Span<uint> data = stackalloc uint[4];
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data[0] = i0;
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data[1] = i1;
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data[2] = i2;
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data[3] = i3;
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int offset = _inlineIndexCount * 4;
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renderer.SetBufferData(GetInlineIndexBuffer(renderer, offset), offset, MemoryMarshal.Cast<uint, byte>(data));
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_inlineIndexCount += 4;
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}
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/// <summary>
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/// Pushes two 16-bit index buffer elements.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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/// <param name="argument">Method call argument</param>
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public void VbElementU16(IRenderer renderer, int argument)
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{
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ushort i0 = (ushort)argument;
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ushort i1 = (ushort)(argument >> 16);
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Span<uint> data = stackalloc uint[2];
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data[0] = i0;
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data[1] = i1;
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int offset = _inlineIndexCount * 4;
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renderer.SetBufferData(GetInlineIndexBuffer(renderer, offset), offset, MemoryMarshal.Cast<uint, byte>(data));
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_inlineIndexCount += 2;
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}
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/// <summary>
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/// Pushes one 32-bit index buffer element.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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/// <param name="argument">Method call argument</param>
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public void VbElementU32(IRenderer renderer, int argument)
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{
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uint i0 = (uint)argument;
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Span<uint> data = stackalloc uint[1];
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data[0] = i0;
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int offset = _inlineIndexCount++ * 4;
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renderer.SetBufferData(GetInlineIndexBuffer(renderer, offset), offset, MemoryMarshal.Cast<uint, byte>(data));
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}
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/// <summary>
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/// Gets the handle of a buffer large enough to hold the data that will be written to <paramref name="offset"/>.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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/// <param name="offset">Offset where the data will be written</param>
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/// <returns>Buffer handle</returns>
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private BufferHandle GetInlineIndexBuffer(IRenderer renderer, int offset)
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{
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// Calculate a reasonable size for the buffer that can fit all the data,
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// and that also won't require frequent resizes if we need to push more data.
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int size = BitUtils.AlignUp(offset + 0x10, 0x200);
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if (_inlineIndexBuffer == BufferHandle.Null)
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{
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_inlineIndexBuffer = renderer.CreateBuffer(size);
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_inlineIndexBufferSize = size;
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}
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else if (_inlineIndexBufferSize < size)
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{
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BufferHandle oldBuffer = _inlineIndexBuffer;
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int oldSize = _inlineIndexBufferSize;
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_inlineIndexBuffer = renderer.CreateBuffer(size);
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_inlineIndexBufferSize = size;
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renderer.Pipeline.CopyBuffer(oldBuffer, _inlineIndexBuffer, 0, 0, oldSize);
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renderer.DeleteBuffer(oldBuffer);
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}
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return _inlineIndexBuffer;
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}
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}
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}
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@ -30,7 +30,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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UpdateRenderTargetState(state, useControl: false, singleUse: index);
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TextureManager.CommitGraphicsBindings();
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TextureManager.UpdateRenderTargets();
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bool clearDepth = (argument & 1) != 0;
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bool clearStencil = (argument & 2) != 0;
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@ -6,13 +6,6 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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partial class Methods
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{
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enum ConditionalRenderEnabled
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{
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False,
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True,
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Host
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}
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/// <summary>
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/// Checks if draws and clears should be performed, according
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/// to currently set conditional rendering conditions.
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@ -1,9 +1,6 @@
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using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.State;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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@ -11,9 +8,6 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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private bool _drawIndexed;
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private int _firstIndex;
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private int _indexCount;
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private bool _instancedDrawPending;
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private bool _instancedIndexed;
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private int _instanceIndex;
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private BufferHandle _inlineIndexBuffer = BufferHandle.Null;
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private int _inlineIndexBufferSize;
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private int _inlineIndexCount;
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private IbStreamer _ibStreamer;
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/// <summary>
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/// Primitive type of the current draw.
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/// Primitive topology of the current draw.
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/// </summary>
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public PrimitiveType PrimitiveType { get; private set; }
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public PrimitiveTopology Topology { get; private set; }
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/// <summary>
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/// Finishes draw call.
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/// Finishes the draw call.
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/// This draws geometry on the bound buffers based on the current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void DrawEnd(GpuState state, int argument)
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{
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var indexBuffer = state.Get<IndexBufferState>(MethodOffset.IndexBufferState);
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DrawEnd(state, indexBuffer.First, indexBuffer.Count);
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}
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/// <summary>
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/// Finishes the draw call.
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/// This draws geometry on the bound buffers based on the current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
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/// <param name="indexCount">Number of index buffer elements used on the draw</param>
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private void DrawEnd(GpuState state, int firstIndex, int indexCount)
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{
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ConditionalRenderEnabled renderEnable = GetRenderEnable(state);
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@ -62,7 +68,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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return;
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}
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UpdateState(state);
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UpdateState(state, firstIndex, indexCount);
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bool instanced = _vsUsesInstanceId || _isAnyVbInstanced;
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_instancedIndexed = _drawIndexed;
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_instancedFirstIndex = _firstIndex;
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_instancedFirstVertex = state.Get<int>(MethodOffset.FirstVertex);
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_instancedFirstIndex = firstIndex;
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_instancedFirstVertex = state.Get<int>(MethodOffset.FirstVertex);
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_instancedFirstInstance = state.Get<int>(MethodOffset.FirstInstance);
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_instancedIndexCount = _indexCount;
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_instancedIndexCount = indexCount;
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var drawState = state.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);
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int firstInstance = state.Get<int>(MethodOffset.FirstInstance);
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if (_inlineIndexCount != 0)
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int inlineIndexCount = _ibStreamer.GetAndResetInlineIndexCount();
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if (inlineIndexCount != 0)
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{
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int firstVertex = state.Get<int>(MethodOffset.FirstVertex);
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BufferRange br = new BufferRange(_inlineIndexBuffer, 0, _inlineIndexCount * 4);
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BufferRange br = new BufferRange(_ibStreamer.GetInlineIndexBuffer(), 0, inlineIndexCount * 4);
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_context.Methods.BufferManager.SetIndexBuffer(br, IndexType.UInt);
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_context.Renderer.Pipeline.DrawIndexed(
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_inlineIndexCount,
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inlineIndexCount,
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1,
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_firstIndex,
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firstIndex,
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firstVertex,
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firstInstance);
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_inlineIndexCount = 0;
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}
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else if (_drawIndexed)
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{
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int firstVertex = state.Get<int>(MethodOffset.FirstVertex);
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_context.Renderer.Pipeline.DrawIndexed(
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_indexCount,
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indexCount,
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1,
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_firstIndex,
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firstIndex,
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firstVertex,
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firstInstance);
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}
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/// <param name="argument">Method call argument</param>
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private void DrawBegin(GpuState state, int argument)
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{
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if ((argument & (1 << 26)) != 0)
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bool incrementInstance = (argument & (1 << 26)) != 0;
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bool resetInstance = (argument & (1 << 27)) == 0;
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PrimitiveType type = (PrimitiveType)(argument & 0xffff);
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PrimitiveTypeOverride typeOverride = state.Get<PrimitiveTypeOverride>(MethodOffset.PrimitiveTypeOverride);
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if (typeOverride != PrimitiveTypeOverride.Invalid)
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{
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DrawBegin(incrementInstance, resetInstance, typeOverride.Convert());
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}
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else
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{
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DrawBegin(incrementInstance, resetInstance, type.Convert());
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}
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}
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/// <summary>
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/// Starts draw.
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/// This sets primitive type and instanced draw parameters.
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/// </summary>
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/// <param name="incrementInstance">Indicates if the current instance should be incremented</param>
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/// <param name="resetInstance">Indicates if the current instance should be set to zero</param>
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/// <param name="topology">Primitive topology</param>
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private void DrawBegin(bool incrementInstance, bool resetInstance, PrimitiveTopology topology)
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{
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if (incrementInstance)
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{
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_instanceIndex++;
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}
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else if ((argument & (1 << 27)) == 0)
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else if (resetInstance)
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{
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PerformDeferredDraws();
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_instanceIndex = 0;
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}
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PrimitiveType type = (PrimitiveType)(argument & 0xffff);
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_context.Renderer.Pipeline.SetPrimitiveTopology(topology);
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_context.Renderer.Pipeline.SetPrimitiveTopology(type.Convert());
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PrimitiveType = type;
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Topology = topology;
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}
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/// <summary>
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@ -179,6 +209,73 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_drawIndexed = true;
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void DrawIndexedSmall(GpuState state, int argument)
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{
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DrawIndexedSmall(state, argument, false);
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void DrawIndexedSmall2(GpuState state, int argument)
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{
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DrawIndexedSmall(state, argument);
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements,
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/// while also pre-incrementing the current instance value.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void DrawIndexedSmallIncInstance(GpuState state, int argument)
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{
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DrawIndexedSmall(state, argument, true);
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements,
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/// while also pre-incrementing the current instance value.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void DrawIndexedSmallIncInstance2(GpuState state, int argument)
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{
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DrawIndexedSmallIncInstance(state, argument);
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements,
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/// while optionally also pre-incrementing the current instance value.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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/// <param name="instanced">True to increment the current instance value, false otherwise</param>
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private void DrawIndexedSmall(GpuState state, int argument, bool instanced)
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{
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PrimitiveTypeOverride typeOverride = state.Get<PrimitiveTypeOverride>(MethodOffset.PrimitiveTypeOverride);
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DrawBegin(instanced, !instanced, typeOverride.Convert());
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int firstIndex = argument & 0xffff;
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int indexCount = (argument >> 16) & 0xfff;
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bool oldDrawIndexed = _drawIndexed;
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_drawIndexed = true;
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DrawEnd(state, firstIndex, indexCount);
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_drawIndexed = oldDrawIndexed;
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}
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/// <summary>
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/// Pushes four 8-bit index buffer elements.
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/// </summary>
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@ -186,23 +283,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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/// <param name="argument">Method call argument</param>
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private void VbElementU8(GpuState state, int argument)
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{
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byte i0 = (byte)argument;
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byte i1 = (byte)(argument >> 8);
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byte i2 = (byte)(argument >> 16);
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byte i3 = (byte)(argument >> 24);
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Span<uint> data = stackalloc uint[4];
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data[0] = i0;
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data[1] = i1;
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data[2] = i2;
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data[3] = i3;
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int offset = _inlineIndexCount * 4;
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_context.Renderer.SetBufferData(GetInlineIndexBuffer(offset), offset, MemoryMarshal.Cast<uint, byte>(data));
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_inlineIndexCount += 4;
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_ibStreamer.VbElementU8(_context.Renderer, argument);
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}
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/// <summary>
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@ -212,19 +293,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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/// <param name="argument">Method call argument</param>
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private void VbElementU16(GpuState state, int argument)
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{
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ushort i0 = (ushort)argument;
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ushort i1 = (ushort)(argument >> 16);
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Span<uint> data = stackalloc uint[2];
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data[0] = i0;
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data[1] = i1;
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int offset = _inlineIndexCount * 4;
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_context.Renderer.SetBufferData(GetInlineIndexBuffer(offset), offset, MemoryMarshal.Cast<uint, byte>(data));
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_inlineIndexCount += 2;
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_ibStreamer.VbElementU16(_context.Renderer, argument);
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}
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/// <summary>
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|
@ -234,46 +303,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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/// <param name="argument">Method call argument</param>
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private void VbElementU32(GpuState state, int argument)
|
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{
|
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uint i0 = (uint)argument;
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|
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Span<uint> data = stackalloc uint[1];
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data[0] = i0;
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int offset = _inlineIndexCount++ * 4;
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_context.Renderer.SetBufferData(GetInlineIndexBuffer(offset), offset, MemoryMarshal.Cast<uint, byte>(data));
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}
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|
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/// <summary>
|
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/// Gets the handle of a buffer large enough to hold the data that will be written to <paramref name="offset"/>.
|
||||
/// </summary>
|
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/// <param name="offset">Offset where the data will be written</param>
|
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/// <returns>Buffer handle</returns>
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private BufferHandle GetInlineIndexBuffer(int offset)
|
||||
{
|
||||
// Calculate a reasonable size for the buffer that can fit all the data,
|
||||
// and that also won't require frequent resizes if we need to push more data.
|
||||
int size = BitUtils.AlignUp(offset + 0x10, 0x200);
|
||||
|
||||
if (_inlineIndexBuffer == BufferHandle.Null)
|
||||
{
|
||||
_inlineIndexBuffer = _context.Renderer.CreateBuffer(size);
|
||||
_inlineIndexBufferSize = size;
|
||||
}
|
||||
else if (_inlineIndexBufferSize < size)
|
||||
{
|
||||
BufferHandle oldBuffer = _inlineIndexBuffer;
|
||||
int oldSize = _inlineIndexBufferSize;
|
||||
|
||||
_inlineIndexBuffer = _context.Renderer.CreateBuffer(size);
|
||||
_inlineIndexBufferSize = size;
|
||||
|
||||
_context.Renderer.Pipeline.CopyBuffer(oldBuffer, _inlineIndexBuffer, 0, 0, oldSize);
|
||||
_context.Renderer.DeleteBuffer(oldBuffer);
|
||||
}
|
||||
|
||||
return _inlineIndexBuffer;
|
||||
_ibStreamer.VbElementU32(_context.Renderer, argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -87,8 +87,12 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
|
||||
state.RegisterCallback(MethodOffset.ResetCounter, ResetCounter);
|
||||
|
||||
state.RegisterCallback(MethodOffset.DrawEnd, DrawEnd);
|
||||
state.RegisterCallback(MethodOffset.DrawBegin, DrawBegin);
|
||||
state.RegisterCallback(MethodOffset.DrawEnd, DrawEnd);
|
||||
state.RegisterCallback(MethodOffset.DrawBegin, DrawBegin);
|
||||
state.RegisterCallback(MethodOffset.DrawIndexedSmall, DrawIndexedSmall);
|
||||
state.RegisterCallback(MethodOffset.DrawIndexedSmall2, DrawIndexedSmall2);
|
||||
state.RegisterCallback(MethodOffset.DrawIndexedSmallIncInstance, DrawIndexedSmallIncInstance);
|
||||
state.RegisterCallback(MethodOffset.DrawIndexedSmallIncInstance2, DrawIndexedSmallIncInstance2);
|
||||
|
||||
state.RegisterCallback(MethodOffset.IndexBufferCount, SetIndexBufferCount);
|
||||
|
||||
|
@ -111,7 +115,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
/// Updates host state based on the current guest GPU state.
|
||||
/// </summary>
|
||||
/// <param name="state">Guest GPU state</param>
|
||||
private void UpdateState(GpuState state)
|
||||
/// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
|
||||
/// <param name="indexCount">Number of index buffer elements used on the draw</param>
|
||||
private void UpdateState(GpuState state, int firstIndex, int indexCount)
|
||||
{
|
||||
bool tfEnable = state.Get<Boolean32>(MethodOffset.TfEnable);
|
||||
|
||||
|
@ -233,7 +239,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
|
||||
if (state.QueryModified(MethodOffset.IndexBufferState))
|
||||
{
|
||||
UpdateIndexBufferState(state);
|
||||
UpdateIndexBufferState(state, firstIndex, indexCount);
|
||||
}
|
||||
|
||||
if (state.QueryModified(MethodOffset.VertexBufferDrawState,
|
||||
|
@ -273,7 +279,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
|
||||
if (tfEnable && !_prevTfEnable)
|
||||
{
|
||||
_context.Renderer.Pipeline.BeginTransformFeedback(PrimitiveType.Convert());
|
||||
_context.Renderer.Pipeline.BeginTransformFeedback(Topology);
|
||||
_prevTfEnable = true;
|
||||
}
|
||||
}
|
||||
|
@ -742,14 +748,13 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
/// Updates host index buffer binding based on guest GPU state.
|
||||
/// </summary>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
private void UpdateIndexBufferState(GpuState state)
|
||||
/// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
|
||||
/// <param name="indexCount">Number of index buffer elements used on the draw</param>
|
||||
private void UpdateIndexBufferState(GpuState state, int firstIndex, int indexCount)
|
||||
{
|
||||
var indexBuffer = state.Get<IndexBufferState>(MethodOffset.IndexBufferState);
|
||||
|
||||
_firstIndex = indexBuffer.First;
|
||||
_indexCount = indexBuffer.Count;
|
||||
|
||||
if (_indexCount == 0)
|
||||
if (indexCount == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
@ -758,7 +763,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
|
||||
// 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)(_firstIndex + _indexCount);
|
||||
ulong size = (ulong)(firstIndex + indexCount);
|
||||
|
||||
switch (indexBuffer.Type)
|
||||
{
|
||||
|
@ -806,7 +811,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
|
||||
ulong size;
|
||||
|
||||
if (_inlineIndexCount != 0 || _drawIndexed || stride == 0 || instanced)
|
||||
if (_ibStreamer.HasInlineIndexData || _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.
|
||||
|
|
|
@ -348,7 +348,7 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
/// <summary>
|
||||
/// Update host framebuffer attachments based on currently bound render target buffers.
|
||||
/// </summary>
|
||||
private void UpdateRenderTargets()
|
||||
public void UpdateRenderTargets()
|
||||
{
|
||||
bool anyChanged = false;
|
||||
|
||||
|
|
|
@ -147,23 +147,23 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// <returns>Current primitive topology</returns>
|
||||
public InputTopology QueryPrimitiveTopology()
|
||||
{
|
||||
switch (_context.Methods.PrimitiveType)
|
||||
switch (_context.Methods.Topology)
|
||||
{
|
||||
case PrimitiveType.Points:
|
||||
case PrimitiveTopology.Points:
|
||||
return InputTopology.Points;
|
||||
case PrimitiveType.Lines:
|
||||
case PrimitiveType.LineLoop:
|
||||
case PrimitiveType.LineStrip:
|
||||
case PrimitiveTopology.Lines:
|
||||
case PrimitiveTopology.LineLoop:
|
||||
case PrimitiveTopology.LineStrip:
|
||||
return InputTopology.Lines;
|
||||
case PrimitiveType.LinesAdjacency:
|
||||
case PrimitiveType.LineStripAdjacency:
|
||||
case PrimitiveTopology.LinesAdjacency:
|
||||
case PrimitiveTopology.LineStripAdjacency:
|
||||
return InputTopology.LinesAdjacency;
|
||||
case PrimitiveType.Triangles:
|
||||
case PrimitiveType.TriangleStrip:
|
||||
case PrimitiveType.TriangleFan:
|
||||
case PrimitiveTopology.Triangles:
|
||||
case PrimitiveTopology.TriangleStrip:
|
||||
case PrimitiveTopology.TriangleFan:
|
||||
return InputTopology.Triangles;
|
||||
case PrimitiveType.TrianglesAdjacency:
|
||||
case PrimitiveType.TriangleStripAdjacency:
|
||||
case PrimitiveTopology.TrianglesAdjacency:
|
||||
case PrimitiveTopology.TriangleStripAdjacency:
|
||||
return InputTopology.TrianglesAdjacency;
|
||||
}
|
||||
|
||||
|
|
|
@ -86,12 +86,17 @@ namespace Ryujinx.Graphics.Gpu.State
|
|||
PrimitiveRestartState = 0x591,
|
||||
IndexBufferState = 0x5f2,
|
||||
IndexBufferCount = 0x5f8,
|
||||
DrawIndexedSmall = 0x5f9,
|
||||
DrawIndexedSmall2 = 0x5fa,
|
||||
DrawIndexedSmallIncInstance = 0x5fc,
|
||||
DrawIndexedSmallIncInstance2 = 0x5fd,
|
||||
DepthBiasClamp = 0x61f,
|
||||
VertexBufferInstanced = 0x620,
|
||||
VertexProgramPointSize = 0x644,
|
||||
FaceState = 0x646,
|
||||
ViewportTransformEnable = 0x64b,
|
||||
ViewVolumeClipControl = 0x64f,
|
||||
PrimitiveTypeOverride = 0x65c,
|
||||
LogicOpState = 0x671,
|
||||
Clear = 0x674,
|
||||
RtColorMask = 0x680,
|
||||
|
|
|
@ -24,6 +24,25 @@ namespace Ryujinx.Graphics.Gpu.State
|
|||
Patches
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Alternative primitive type that might override <see cref="PrimitiveType"/>.
|
||||
/// </summary>
|
||||
enum PrimitiveTypeOverride
|
||||
{
|
||||
Invalid = 0,
|
||||
Points = 1,
|
||||
Lines = 2,
|
||||
LineStrip = 3,
|
||||
Triangles = 4,
|
||||
TriangleStrip = 5,
|
||||
TriangleFan = 0x1015,
|
||||
LinesAdjacency = 10,
|
||||
LineStripAdjacency = 11,
|
||||
TrianglesAdjacency = 12,
|
||||
TriangleStripAdjacency = 13,
|
||||
Patches = 14
|
||||
}
|
||||
|
||||
static class PrimitiveTypeConverter
|
||||
{
|
||||
/// <summary>
|
||||
|
@ -53,5 +72,29 @@ namespace Ryujinx.Graphics.Gpu.State
|
|||
_ => PrimitiveTopology.Triangles
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts the primitive type into something that can be used with the host API.
|
||||
/// </summary>
|
||||
/// <param name="type">The primitive type to convert</param>
|
||||
/// <returns>A host compatible enum value</returns>
|
||||
public static PrimitiveTopology Convert(this PrimitiveTypeOverride type)
|
||||
{
|
||||
return type switch
|
||||
{
|
||||
PrimitiveTypeOverride.Points => PrimitiveTopology.Points,
|
||||
PrimitiveTypeOverride.Lines => PrimitiveTopology.Lines,
|
||||
PrimitiveTypeOverride.LineStrip => PrimitiveTopology.LineStrip,
|
||||
PrimitiveTypeOverride.Triangles => PrimitiveTopology.Triangles,
|
||||
PrimitiveTypeOverride.TriangleStrip => PrimitiveTopology.TriangleStrip,
|
||||
PrimitiveTypeOverride.TriangleFan => PrimitiveTopology.TriangleFan,
|
||||
PrimitiveTypeOverride.LinesAdjacency => PrimitiveTopology.LinesAdjacency,
|
||||
PrimitiveTypeOverride.LineStripAdjacency => PrimitiveTopology.LineStripAdjacency,
|
||||
PrimitiveTypeOverride.TrianglesAdjacency => PrimitiveTopology.TrianglesAdjacency,
|
||||
PrimitiveTypeOverride.TriangleStripAdjacency => PrimitiveTopology.TriangleStripAdjacency,
|
||||
PrimitiveTypeOverride.Patches => PrimitiveTopology.Patches,
|
||||
_ => PrimitiveTopology.Triangles
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue