mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-18 06:26:40 +00:00
147 lines
5 KiB
C#
147 lines
5 KiB
C#
using Ryujinx.Common;
|
|
using Ryujinx.Graphics.GAL;
|
|
using System;
|
|
using System.Runtime.InteropServices;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|
{
|
|
/// <summary>
|
|
/// Holds inline index buffer state.
|
|
/// The inline index buffer data is sent to the GPU through the command buffer.
|
|
/// </summary>
|
|
struct IbStreamer
|
|
{
|
|
private BufferHandle _inlineIndexBuffer;
|
|
private int _inlineIndexBufferSize;
|
|
private int _inlineIndexCount;
|
|
|
|
/// <summary>
|
|
/// Indicates if any index buffer data has been pushed.
|
|
/// </summary>
|
|
public bool HasInlineIndexData => _inlineIndexCount != 0;
|
|
|
|
/// <summary>
|
|
/// Total numbers of indices that have been pushed.
|
|
/// </summary>
|
|
public int InlineIndexCount => _inlineIndexCount;
|
|
|
|
/// <summary>
|
|
/// Gets the handle for the host buffer currently holding the inline index buffer data.
|
|
/// </summary>
|
|
/// <returns>Host buffer handle</returns>
|
|
public BufferHandle GetInlineIndexBuffer()
|
|
{
|
|
return _inlineIndexBuffer;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the number of elements on the current inline index buffer,
|
|
/// while also reseting it to zero for the next draw.
|
|
/// </summary>
|
|
/// <returns>Inline index bufffer count</returns>
|
|
public int GetAndResetInlineIndexCount()
|
|
{
|
|
int temp = _inlineIndexCount;
|
|
_inlineIndexCount = 0;
|
|
return temp;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Pushes four 8-bit index buffer elements.
|
|
/// </summary>
|
|
/// <param name="renderer">Host renderer</param>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void VbElementU8(IRenderer renderer, int argument)
|
|
{
|
|
byte i0 = (byte)argument;
|
|
byte i1 = (byte)(argument >> 8);
|
|
byte i2 = (byte)(argument >> 16);
|
|
byte i3 = (byte)(argument >> 24);
|
|
|
|
Span<uint> data = stackalloc uint[4];
|
|
|
|
data[0] = i0;
|
|
data[1] = i1;
|
|
data[2] = i2;
|
|
data[3] = i3;
|
|
|
|
int offset = _inlineIndexCount * 4;
|
|
|
|
renderer.SetBufferData(GetInlineIndexBuffer(renderer, offset), offset, MemoryMarshal.Cast<uint, byte>(data));
|
|
|
|
_inlineIndexCount += 4;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Pushes two 16-bit index buffer elements.
|
|
/// </summary>
|
|
/// <param name="renderer">Host renderer</param>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void VbElementU16(IRenderer renderer, int argument)
|
|
{
|
|
ushort i0 = (ushort)argument;
|
|
ushort i1 = (ushort)(argument >> 16);
|
|
|
|
Span<uint> data = stackalloc uint[2];
|
|
|
|
data[0] = i0;
|
|
data[1] = i1;
|
|
|
|
int offset = _inlineIndexCount * 4;
|
|
|
|
renderer.SetBufferData(GetInlineIndexBuffer(renderer, offset), offset, MemoryMarshal.Cast<uint, byte>(data));
|
|
|
|
_inlineIndexCount += 2;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Pushes one 32-bit index buffer element.
|
|
/// </summary>
|
|
/// <param name="renderer">Host renderer</param>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void VbElementU32(IRenderer renderer, int argument)
|
|
{
|
|
uint i0 = (uint)argument;
|
|
|
|
Span<uint> data = stackalloc uint[1];
|
|
|
|
data[0] = i0;
|
|
|
|
int offset = _inlineIndexCount++ * 4;
|
|
|
|
renderer.SetBufferData(GetInlineIndexBuffer(renderer, offset), offset, MemoryMarshal.Cast<uint, byte>(data));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the handle of a buffer large enough to hold the data that will be written to <paramref name="offset"/>.
|
|
/// </summary>
|
|
/// <param name="renderer">Host renderer</param>
|
|
/// <param name="offset">Offset where the data will be written</param>
|
|
/// <returns>Buffer handle</returns>
|
|
private BufferHandle GetInlineIndexBuffer(IRenderer renderer, 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 = renderer.CreateBuffer(size);
|
|
_inlineIndexBufferSize = size;
|
|
}
|
|
else if (_inlineIndexBufferSize < size)
|
|
{
|
|
BufferHandle oldBuffer = _inlineIndexBuffer;
|
|
int oldSize = _inlineIndexBufferSize;
|
|
|
|
_inlineIndexBuffer = renderer.CreateBuffer(size);
|
|
_inlineIndexBufferSize = size;
|
|
|
|
renderer.Pipeline.CopyBuffer(oldBuffer, _inlineIndexBuffer, 0, 0, oldSize);
|
|
renderer.DeleteBuffer(oldBuffer);
|
|
}
|
|
|
|
return _inlineIndexBuffer;
|
|
}
|
|
}
|
|
}
|