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https://github.com/Ryujinx/Ryujinx.git
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1623ab524f
* Improve Buffer Textures and flush Image Stores Fixes a number of issues with buffer textures: - Reworked Buffer Textures to create their buffers in the TextureManager, then bind them with the BufferManager later. - Fixes an issue where a buffer texture's buffer could be invalidated after it is bound, but before use. - Fixed width unpacking for large buffer textures. The width is now 32-bit rather than 16. - Force buffer textures to be rebound whenever any buffer is created, as using the handle id wasn't reliable, and the cost of binding isn't too high. Fixes vertex explosions and flickering animations in UE4 games. * Set ImageStore flag... for ImageStore. * Check the offset and size.
155 lines
No EOL
5.8 KiB
C#
155 lines
No EOL
5.8 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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using System;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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partial class Methods
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{
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/// <summary>
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/// Dispatches compute work.
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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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public void Dispatch(GpuState state, int argument)
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{
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uint qmdAddress = (uint)state.Get<int>(MethodOffset.DispatchParamsAddress);
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var qmd = _context.MemoryManager.Read<ComputeQmd>((ulong)qmdAddress << 8);
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GpuVa shaderBaseAddress = state.Get<GpuVa>(MethodOffset.ShaderBaseAddress);
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ulong shaderGpuVa = shaderBaseAddress.Pack() + (uint)qmd.ProgramOffset;
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int localMemorySize = qmd.ShaderLocalMemoryLowSize + qmd.ShaderLocalMemoryHighSize;
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int sharedMemorySize = Math.Min(qmd.SharedMemorySize, _context.Capabilities.MaximumComputeSharedMemorySize);
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for (int index = 0; index < Constants.TotalCpUniformBuffers; index++)
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{
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if (!qmd.ConstantBufferValid(index))
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{
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continue;
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}
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ulong gpuVa = (uint)qmd.ConstantBufferAddrLower(index) | (ulong)qmd.ConstantBufferAddrUpper(index) << 32;
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ulong size = (ulong)qmd.ConstantBufferSize(index);
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BufferManager.SetComputeUniformBuffer(index, gpuVa, size);
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}
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ShaderBundle cs = ShaderCache.GetComputeShader(
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state,
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shaderGpuVa,
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qmd.CtaThreadDimension0,
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qmd.CtaThreadDimension1,
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qmd.CtaThreadDimension2,
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localMemorySize,
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sharedMemorySize);
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_context.Renderer.Pipeline.SetProgram(cs.HostProgram);
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var samplerPool = state.Get<PoolState>(MethodOffset.SamplerPoolState);
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var texturePool = state.Get<PoolState>(MethodOffset.TexturePoolState);
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TextureManager.SetComputeSamplerPool(samplerPool.Address.Pack(), samplerPool.MaximumId, qmd.SamplerIndex);
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TextureManager.SetComputeTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
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TextureManager.SetComputeTextureBufferIndex(state.Get<int>(MethodOffset.TextureBufferIndex));
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ShaderProgramInfo info = cs.Shaders[0].Info;
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for (int index = 0; index < info.CBuffers.Count; index++)
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{
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BufferDescriptor cb = info.CBuffers[index];
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// NVN uses the "hardware" constant buffer for anything that is less than 8,
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// and those are already bound above.
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// Anything greater than or equal to 8 uses the emulated constant buffers.
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// They are emulated using global memory loads.
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if (cb.Slot < 8)
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{
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continue;
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}
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ulong cbDescAddress = BufferManager.GetComputeUniformBufferAddress(0);
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int cbDescOffset = 0x260 + (cb.Slot - 8) * 0x10;
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cbDescAddress += (ulong)cbDescOffset;
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SbDescriptor cbDescriptor = _context.PhysicalMemory.Read<SbDescriptor>(cbDescAddress);
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BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size);
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}
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for (int index = 0; index < info.SBuffers.Count; index++)
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{
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BufferDescriptor sb = info.SBuffers[index];
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ulong sbDescAddress = BufferManager.GetComputeUniformBufferAddress(0);
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int sbDescOffset = 0x310 + sb.Slot * 0x10;
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sbDescAddress += (ulong)sbDescOffset;
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SbDescriptor sbDescriptor = _context.PhysicalMemory.Read<SbDescriptor>(sbDescAddress);
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BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags);
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}
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BufferManager.SetComputeStorageBufferBindings(info.SBuffers);
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BufferManager.SetComputeUniformBufferBindings(info.CBuffers);
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var textureBindings = new TextureBindingInfo[info.Textures.Count];
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for (int index = 0; index < info.Textures.Count; index++)
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{
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var descriptor = info.Textures[index];
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Target target = ShaderTexture.GetTarget(descriptor.Type);
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textureBindings[index] = new TextureBindingInfo(
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target,
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descriptor.Binding,
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descriptor.CbufSlot,
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descriptor.HandleIndex,
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descriptor.Flags);
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}
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TextureManager.SetComputeTextures(textureBindings);
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var imageBindings = new TextureBindingInfo[info.Images.Count];
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for (int index = 0; index < info.Images.Count; index++)
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{
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var descriptor = info.Images[index];
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Target target = ShaderTexture.GetTarget(descriptor.Type);
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Format format = ShaderTexture.GetFormat(descriptor.Format);
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imageBindings[index] = new TextureBindingInfo(
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target,
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format,
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descriptor.Binding,
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descriptor.CbufSlot,
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descriptor.HandleIndex,
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descriptor.Flags);
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}
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TextureManager.SetComputeImages(imageBindings);
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TextureManager.CommitComputeBindings();
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BufferManager.CommitComputeBindings();
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_context.Renderer.Pipeline.DispatchCompute(
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qmd.CtaRasterWidth,
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qmd.CtaRasterHeight,
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qmd.CtaRasterDepth);
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_forceShaderUpdate = true;
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}
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}
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} |