mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-14 12:46:41 +00:00
cda659955c
* Initial test for texture sync * WIP new texture flushing setup * Improve rules for incompatible overlaps Fixes a lot of issues with Unreal Engine games. Still a few minor issues (some caused by dma fast path?) Needs docs and cleanup. * Cleanup, improvements Improve rules for fast DMA * Small tweak to group together flushes of overlapping handles. * Fixes, flush overlapping texture data for ASTC and BC4/5 compressed textures. Fixes the new Life is Strange game. * Flush overlaps before init data, fix 3d texture size/overlap stuff * Fix 3D Textures, faster single layer flush Note: nosy people can no longer merge this with Vulkan. (unless they are nosy enough to implement the new backend methods) * Remove unused method * Minor cleanup * More cleanup * Use the More Fun and Hopefully No Driver Bugs method for getting compressed tex too This one's for metro * Address feedback, ASTC+ETC to FormatClass * Change offset to use Span slice rather than IntPtr Add * Fix this too
499 lines
20 KiB
C#
499 lines
20 KiB
C#
using Ryujinx.Graphics.Device;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.InlineToMemory;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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/// <summary>
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/// Represents a 3D engine class.
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/// </summary>
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class ThreedClass : IDeviceState
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{
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private readonly GpuContext _context;
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private readonly DeviceStateWithShadow<ThreedClassState> _state;
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private readonly InlineToMemoryClass _i2mClass;
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private readonly DrawManager _drawManager;
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private readonly SemaphoreUpdater _semaphoreUpdater;
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private readonly ConstantBufferUpdater _cbUpdater;
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private readonly StateUpdater _stateUpdater;
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/// <summary>
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/// Creates a new instance of the 3D engine class.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="channel">GPU channel</param>
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public ThreedClass(GpuContext context, GpuChannel channel)
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{
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_context = context;
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_state = new DeviceStateWithShadow<ThreedClassState>(new Dictionary<string, RwCallback>
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{
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{ nameof(ThreedClassState.LaunchDma), new RwCallback(LaunchDma, null) },
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{ nameof(ThreedClassState.LoadInlineData), new RwCallback(LoadInlineData, null) },
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{ nameof(ThreedClassState.SyncpointAction), new RwCallback(IncrementSyncpoint, null) },
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{ nameof(ThreedClassState.InvalidateSamplerCacheNoWfi), new RwCallback(InvalidateSamplerCacheNoWfi, null) },
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{ nameof(ThreedClassState.InvalidateTextureHeaderCacheNoWfi), new RwCallback(InvalidateTextureHeaderCacheNoWfi, null) },
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{ nameof(ThreedClassState.TextureBarrier), new RwCallback(TextureBarrier, null) },
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{ nameof(ThreedClassState.TextureBarrierTiled), new RwCallback(TextureBarrierTiled, null) },
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{ nameof(ThreedClassState.DrawTextureSrcY), new RwCallback(DrawTexture, null) },
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{ nameof(ThreedClassState.VbElementU8), new RwCallback(VbElementU8, null) },
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{ nameof(ThreedClassState.VbElementU16), new RwCallback(VbElementU16, null) },
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{ nameof(ThreedClassState.VbElementU32), new RwCallback(VbElementU32, null) },
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{ nameof(ThreedClassState.ResetCounter), new RwCallback(ResetCounter, null) },
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{ nameof(ThreedClassState.RenderEnableCondition), new RwCallback(null, Zero) },
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{ nameof(ThreedClassState.DrawEnd), new RwCallback(DrawEnd, null) },
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{ nameof(ThreedClassState.DrawBegin), new RwCallback(DrawBegin, null) },
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{ nameof(ThreedClassState.DrawIndexedSmall), new RwCallback(DrawIndexedSmall, null) },
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{ nameof(ThreedClassState.DrawIndexedSmall2), new RwCallback(DrawIndexedSmall2, null) },
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{ nameof(ThreedClassState.DrawIndexedSmallIncInstance), new RwCallback(DrawIndexedSmallIncInstance, null) },
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{ nameof(ThreedClassState.DrawIndexedSmallIncInstance2), new RwCallback(DrawIndexedSmallIncInstance2, null) },
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{ nameof(ThreedClassState.IndexBufferCount), new RwCallback(SetIndexBufferCount, null) },
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{ nameof(ThreedClassState.Clear), new RwCallback(Clear, null) },
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{ nameof(ThreedClassState.SemaphoreControl), new RwCallback(Report, null) },
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{ nameof(ThreedClassState.SetFalcon04), new RwCallback(SetFalcon04, null) },
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{ nameof(ThreedClassState.UniformBufferUpdateData), new RwCallback(ConstantBufferUpdate, null) },
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{ nameof(ThreedClassState.UniformBufferBindVertex), new RwCallback(ConstantBufferBindVertex, null) },
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{ nameof(ThreedClassState.UniformBufferBindTessControl), new RwCallback(ConstantBufferBindTessControl, null) },
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{ nameof(ThreedClassState.UniformBufferBindTessEvaluation), new RwCallback(ConstantBufferBindTessEvaluation, null) },
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{ nameof(ThreedClassState.UniformBufferBindGeometry), new RwCallback(ConstantBufferBindGeometry, null) },
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{ nameof(ThreedClassState.UniformBufferBindFragment), new RwCallback(ConstantBufferBindFragment, null) }
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});
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_i2mClass = new InlineToMemoryClass(context, channel, initializeState: false);
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var drawState = new DrawState();
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_drawManager = new DrawManager(context, channel, _state, drawState);
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_semaphoreUpdater = new SemaphoreUpdater(context, channel, _state);
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_cbUpdater = new ConstantBufferUpdater(channel, _state);
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_stateUpdater = new StateUpdater(context, channel, _state, drawState);
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// This defaults to "always", even without any register write.
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// Reads just return 0, regardless of what was set there.
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_state.State.RenderEnableCondition = Condition.Always;
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}
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/// <summary>
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/// Reads data from the class registers.
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/// </summary>
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/// <param name="offset">Register byte offset</param>
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/// <returns>Data at the specified offset</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public int Read(int offset) => _state.Read(offset);
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/// <summary>
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/// Writes data to the class registers.
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/// </summary>
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/// <param name="offset">Register byte offset</param>
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/// <param name="data">Data to be written</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Write(int offset, int data)
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{
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_state.WriteWithRedundancyCheck(offset, data, out bool valueChanged);
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if (valueChanged)
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{
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_stateUpdater.SetDirty(offset);
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}
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}
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/// <summary>
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/// Sets the shadow ram control value of all sub-channels.
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/// </summary>
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/// <param name="control">New shadow ram control value</param>
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public void SetShadowRamControl(int control)
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{
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_state.State.SetMmeShadowRamControl = (uint)control;
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}
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/// <summary>
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/// Updates current host state for all registers modified since the last call to this method.
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/// </summary>
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public void UpdateState()
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{
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_cbUpdater.FlushUboDirty();
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_stateUpdater.Update();
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}
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/// <summary>
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/// Updates current host state for all registers modified since the last call to this method.
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/// </summary>
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/// <param name="mask">Mask where each bit set indicates that the respective state group index should be checked</param>
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public void UpdateState(ulong mask)
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{
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_stateUpdater.Update(mask);
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}
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/// <summary>
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/// Updates render targets (color and depth-stencil buffers) based on current render target state.
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/// </summary>
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/// <param name="useControl">Use draw buffers information from render target control register</param>
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/// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
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public void UpdateRenderTargetState(bool useControl, int singleUse = -1)
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{
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_stateUpdater.UpdateRenderTargetState(useControl, singleUse);
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}
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/// <summary>
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/// Marks the entire state as dirty, forcing a full host state update before the next draw.
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/// </summary>
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public void ForceStateDirty()
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{
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_drawManager.ForceStateDirty();
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_stateUpdater.SetAllDirty();
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}
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/// <summary>
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/// Marks the specified register offset as dirty, forcing the associated state to update on the next draw.
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/// </summary>
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/// <param name="offset">Register offset</param>
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public void ForceStateDirty(int offset)
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{
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_stateUpdater.SetDirty(offset);
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}
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/// <summary>
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/// Forces the shaders to be rebound on the next draw.
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/// </summary>
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public void ForceShaderUpdate()
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{
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_stateUpdater.ForceShaderUpdate();
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}
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/// <summary>
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/// Flushes any queued UBO updates.
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/// </summary>
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public void FlushUboDirty()
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{
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_cbUpdater.FlushUboDirty();
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}
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/// <summary>
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/// Perform any deferred draws.
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/// </summary>
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public void PerformDeferredDraws()
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{
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_drawManager.PerformDeferredDraws();
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}
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/// <summary>
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/// Updates the currently bound constant buffer.
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/// </summary>
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/// <param name="data">Data to be written to the buffer</param>
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public void ConstantBufferUpdate(ReadOnlySpan<int> data)
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{
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_cbUpdater.Update(data);
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}
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/// <summary>
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/// Launches the Inline-to-Memory DMA copy operation.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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private void LaunchDma(int argument)
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{
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_i2mClass.LaunchDma(ref Unsafe.As<ThreedClassState, InlineToMemoryClassState>(ref _state.State), argument);
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}
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/// <summary>
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/// Pushes a block of data to the Inline-to-Memory engine.
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/// </summary>
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/// <param name="data">Data to push</param>
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public void LoadInlineData(ReadOnlySpan<int> data)
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{
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_i2mClass.LoadInlineData(data);
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}
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/// <summary>
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/// Pushes a word of data to the Inline-to-Memory engine.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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private void LoadInlineData(int argument)
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{
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_i2mClass.LoadInlineData(argument);
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}
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/// <summary>
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/// Performs an incrementation on a syncpoint.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void IncrementSyncpoint(int argument)
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{
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uint syncpointId = (uint)argument & 0xFFFF;
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_context.AdvanceSequence();
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_context.CreateHostSyncIfNeeded(true);
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_context.Renderer.UpdateCounters(); // Poll the query counters, the game may want an updated result.
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_context.Synchronization.IncrementSyncpoint(syncpointId);
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}
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/// <summary>
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/// Invalidates the cache with the sampler descriptors from the sampler pool.
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/// </summary>
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/// <param name="argument">Method call argument (unused)</param>
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private void InvalidateSamplerCacheNoWfi(int argument)
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{
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_context.AdvanceSequence();
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}
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/// <summary>
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/// Invalidates the cache with the texture descriptors from the texture pool.
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/// </summary>
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/// <param name="argument">Method call argument (unused)</param>
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private void InvalidateTextureHeaderCacheNoWfi(int argument)
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{
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_context.AdvanceSequence();
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}
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/// <summary>
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/// Issues a texture barrier.
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/// This waits until previous texture writes from the GPU to finish, before
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/// performing new operations with said textures.
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/// </summary>
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/// <param name="argument">Method call argument (unused)</param>
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private void TextureBarrier(int argument)
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{
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_context.Renderer.Pipeline.TextureBarrier();
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}
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/// <summary>
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/// Issues a texture barrier.
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/// This waits until previous texture writes from the GPU to finish, before
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/// performing new operations with said textures.
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/// This performs a per-tile wait, it is only valid if both the previous write
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/// and current access has the same access patterns.
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/// This may be faster than the regular barrier on tile-based rasterizers.
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/// </summary>
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/// <param name="argument">Method call argument (unused)</param>
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private void TextureBarrierTiled(int argument)
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{
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_context.Renderer.Pipeline.TextureBarrierTiled();
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}
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/// <summary>
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/// Draws a texture, without needing to specify shader programs.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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private void DrawTexture(int argument)
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{
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_drawManager.DrawTexture(this, argument);
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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="argument">Method call argument</param>
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private void VbElementU8(int argument)
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{
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_drawManager.VbElementU8(argument);
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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="argument">Method call argument</param>
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private void VbElementU16(int argument)
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{
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_drawManager.VbElementU16(argument);
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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="argument">Method call argument</param>
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private void VbElementU32(int argument)
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{
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_drawManager.VbElementU32(argument);
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}
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/// <summary>
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/// Resets the value of an internal GPU counter back to zero.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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private void ResetCounter(int argument)
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{
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_semaphoreUpdater.ResetCounter(argument);
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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="argument">Method call argument</param>
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private void DrawEnd(int argument)
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{
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_drawManager.DrawEnd(this, argument);
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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="argument">Method call argument</param>
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private void DrawBegin(int argument)
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{
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_drawManager.DrawBegin(argument);
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}
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/// <summary>
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/// Sets the index buffer count.
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/// This also sets internal state that indicates that the next draw is an indexed draw.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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private void SetIndexBufferCount(int argument)
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{
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_drawManager.SetIndexBufferCount(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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/// </summary>
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/// <param name="argument">Method call argument</param>
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private void DrawIndexedSmall(int argument)
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{
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_drawManager.DrawIndexedSmall(this, 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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/// </summary>
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/// <param name="argument">Method call argument</param>
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private void DrawIndexedSmall2(int argument)
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{
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_drawManager.DrawIndexedSmall2(this, 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="argument">Method call argument</param>
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private void DrawIndexedSmallIncInstance(int argument)
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{
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_drawManager.DrawIndexedSmallIncInstance(this, 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="argument">Method call argument</param>
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private void DrawIndexedSmallIncInstance2(int argument)
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{
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_drawManager.DrawIndexedSmallIncInstance2(this, argument);
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}
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/// <summary>
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/// Clears the current color and depth-stencil buffers.
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/// Which buffers should be cleared is also specified on the argument.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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private void Clear(int argument)
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{
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_drawManager.Clear(this, argument);
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}
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/// <summary>
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/// Writes a GPU counter to guest memory.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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private void Report(int argument)
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{
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_semaphoreUpdater.Report(argument);
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}
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/// <summary>
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/// Performs high-level emulation of Falcon microcode function number "4".
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/// </summary>
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/// <param name="argument">Method call argument</param>
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private void SetFalcon04(int argument)
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{
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_state.State.SetMmeShadowScratch[0] = 1;
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}
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/// <summary>
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/// Updates the uniform buffer data with inline data.
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/// </summary>
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/// <param name="argument">New uniform buffer data word</param>
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private void ConstantBufferUpdate(int argument)
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{
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_cbUpdater.Update(argument);
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}
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/// <summary>
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/// Binds a uniform buffer for the vertex shader stage.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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private void ConstantBufferBindVertex(int argument)
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{
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_cbUpdater.BindVertex(argument);
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}
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/// <summary>
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/// Binds a uniform buffer for the tessellation control shader stage.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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private void ConstantBufferBindTessControl(int argument)
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{
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_cbUpdater.BindTessControl(argument);
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}
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/// <summary>
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/// Binds a uniform buffer for the tessellation evaluation shader stage.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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private void ConstantBufferBindTessEvaluation(int argument)
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{
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_cbUpdater.BindTessEvaluation(argument);
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}
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/// <summary>
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/// Binds a uniform buffer for the geometry shader stage.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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private void ConstantBufferBindGeometry(int argument)
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{
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_cbUpdater.BindGeometry(argument);
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}
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/// <summary>
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/// Binds a uniform buffer for the fragment shader stage.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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private void ConstantBufferBindFragment(int argument)
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{
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_cbUpdater.BindFragment(argument);
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}
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/// <summary>
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/// Generic register read function that just returns 0.
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/// </summary>
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/// <returns>Zero</returns>
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private static int Zero()
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{
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return 0;
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}
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/// <summary>
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/// Performs a indirect multi-draw, with parameters from a GPU buffer.
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/// </summary>
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/// <param name="indexCount">Index Buffer Count</param>
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/// <param name="topology">Primitive topology</param>
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/// <param name="indirectBuffer">GPU buffer with the draw parameters, such as count, first index, etc</param>
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/// <param name="parameterBuffer">GPU buffer with the draw count</param>
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/// <param name="maxDrawCount">Maximum number of draws that can be made</param>
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/// <param name="stride">Distance in bytes between each element on the <paramref name="indirectBuffer"/> array</param>
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public void MultiDrawIndirectCount(
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int indexCount,
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PrimitiveTopology topology,
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BufferRange indirectBuffer,
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BufferRange parameterBuffer,
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int maxDrawCount,
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int stride)
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{
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_drawManager.MultiDrawIndirectCount(this, indexCount, topology, indirectBuffer, parameterBuffer, maxDrawCount, stride);
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}
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}
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}
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