mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-24 09:36:01 +00:00
f1d1670b0b
* Implement HLE macro for DrawElementsIndirect * Shader cache version bump * Use GL_ARB_shader_draw_parameters extension on OpenGL * Fix DrawIndexedIndirectCount on Vulkan when extension is not supported * Implement DrawIndex * Alignment * Fix some validation errors * Rename BaseIds to DrawParameters * Fix incorrect index buffer and vertex buffer size in some cases * Add HLE macros for DrawArraysInstanced and DrawElementsInstanced * Perform a regular draw when indirect data is not modified * Use non-indirect draw methods if indirect buffer was not GPU modified * Only check if draw parameters match if the shader actually uses them * Expose Macro HLE setting on GUI * Reset FirstVertex and FirstInstance after draw * Update shader cache version again since some people already tested this * PR feedback Co-authored-by: riperiperi <rhy3756547@hotmail.com>
341 lines
12 KiB
C#
341 lines
12 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.Device;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.GPFifo;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Engine.MME
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{
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/// <summary>
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/// Macro High-level emulation.
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/// </summary>
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class MacroHLE : IMacroEE
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{
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private const int ColorLayerCountOffset = 0x818;
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private const int ColorStructSize = 0x40;
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private const int ZetaLayerCountOffset = 0x1230;
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private const int IndirectDataEntrySize = 0x10;
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private const int IndirectIndexedDataEntrySize = 0x14;
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private readonly GPFifoProcessor _processor;
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private readonly MacroHLEFunctionName _functionName;
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/// <summary>
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/// Arguments FIFO.
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/// </summary>
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public Queue<FifoWord> Fifo { get; }
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/// <summary>
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/// Creates a new instance of the HLE macro handler.
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/// </summary>
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/// <param name="processor">GPU GP FIFO command processor</param>
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/// <param name="functionName">Name of the HLE macro function to be called</param>
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public MacroHLE(GPFifoProcessor processor, MacroHLEFunctionName functionName)
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{
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_processor = processor;
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_functionName = functionName;
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Fifo = new Queue<FifoWord>();
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}
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/// <summary>
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/// Executes a macro program until it exits.
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/// </summary>
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/// <param name="code">Code of the program to execute</param>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">Optional argument passed to the program, 0 if not used</param>
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public void Execute(ReadOnlySpan<int> code, IDeviceState state, int arg0)
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{
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switch (_functionName)
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{
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case MacroHLEFunctionName.ClearColor:
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ClearColor(state, arg0);
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break;
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case MacroHLEFunctionName.ClearDepthStencil:
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ClearDepthStencil(state, arg0);
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break;
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case MacroHLEFunctionName.DrawArraysInstanced:
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DrawArraysInstanced(state, arg0);
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break;
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case MacroHLEFunctionName.DrawElementsInstanced:
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DrawElementsInstanced(state, arg0);
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break;
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case MacroHLEFunctionName.DrawElementsIndirect:
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DrawElementsIndirect(state, arg0);
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break;
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case MacroHLEFunctionName.MultiDrawElementsIndirectCount:
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MultiDrawElementsIndirectCount(state, arg0);
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break;
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default:
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throw new NotImplementedException(_functionName.ToString());
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}
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// It should be empty at this point, but clear it just to be safe.
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Fifo.Clear();
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}
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/// <summary>
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/// Clears one bound color target.
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/// </summary>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">First argument of the call</param>
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private void ClearColor(IDeviceState state, int arg0)
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{
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int index = (arg0 >> 6) & 0xf;
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int layerCount = state.Read(ColorLayerCountOffset + index * ColorStructSize);
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_processor.ThreedClass.Clear(arg0, layerCount);
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}
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/// <summary>
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/// Clears the current depth-stencil target.
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/// </summary>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">First argument of the call</param>
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private void ClearDepthStencil(IDeviceState state, int arg0)
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{
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int layerCount = state.Read(ZetaLayerCountOffset);
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_processor.ThreedClass.Clear(arg0, layerCount);
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}
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/// <summary>
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/// Performs a draw.
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/// </summary>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">First argument of the call</param>
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private void DrawArraysInstanced(IDeviceState state, int arg0)
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{
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var topology = (PrimitiveTopology)arg0;
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var count = FetchParam();
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var instanceCount = FetchParam();
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var firstVertex = FetchParam();
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var firstInstance = FetchParam();
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if (ShouldSkipDraw(state, instanceCount.Word))
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{
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return;
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}
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_processor.ThreedClass.Draw(
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topology,
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count.Word,
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instanceCount.Word,
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0,
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firstVertex.Word,
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firstInstance.Word,
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indexed: false);
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}
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/// <summary>
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/// Performs a indexed draw.
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/// </summary>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">First argument of the call</param>
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private void DrawElementsInstanced(IDeviceState state, int arg0)
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{
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var topology = (PrimitiveTopology)arg0;
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var count = FetchParam();
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var instanceCount = FetchParam();
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var firstIndex = FetchParam();
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var firstVertex = FetchParam();
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var firstInstance = FetchParam();
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if (ShouldSkipDraw(state, instanceCount.Word))
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{
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return;
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}
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_processor.ThreedClass.Draw(
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topology,
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count.Word,
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instanceCount.Word,
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firstIndex.Word,
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firstVertex.Word,
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firstInstance.Word,
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indexed: true);
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}
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/// <summary>
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/// Performs a indirect indexed draw, with parameters from a GPU buffer.
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/// </summary>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">First argument of the call</param>
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private void DrawElementsIndirect(IDeviceState state, int arg0)
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{
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var topology = (PrimitiveTopology)arg0;
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var count = FetchParam();
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var instanceCount = FetchParam();
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var firstIndex = FetchParam();
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var firstVertex = FetchParam();
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var firstInstance = FetchParam();
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ulong indirectBufferGpuVa = count.GpuVa;
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var bufferCache = _processor.MemoryManager.Physical.BufferCache;
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bool useBuffer = bufferCache.CheckModified(_processor.MemoryManager, indirectBufferGpuVa, IndirectIndexedDataEntrySize, out ulong indirectBufferAddress);
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if (useBuffer)
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{
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int indexCount = firstIndex.Word + count.Word;
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_processor.ThreedClass.DrawIndirect(
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topology,
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indirectBufferAddress,
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0,
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1,
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IndirectIndexedDataEntrySize,
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indexCount,
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Threed.IndirectDrawType.DrawIndexedIndirect);
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}
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else
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{
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if (ShouldSkipDraw(state, instanceCount.Word))
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{
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return;
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}
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_processor.ThreedClass.Draw(
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topology,
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count.Word,
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instanceCount.Word,
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firstIndex.Word,
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firstVertex.Word,
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firstInstance.Word,
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indexed: true);
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}
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}
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/// <summary>
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/// Performs a indirect indexed multi-draw, with parameters from a GPU buffer.
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/// </summary>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">First argument of the call</param>
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private void MultiDrawElementsIndirectCount(IDeviceState state, int arg0)
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{
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int arg1 = FetchParam().Word;
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int arg2 = FetchParam().Word;
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int arg3 = FetchParam().Word;
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int startDraw = arg0;
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int endDraw = arg1;
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var topology = (PrimitiveTopology)arg2;
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int paddingWords = arg3;
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int stride = paddingWords * 4 + 0x14;
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ulong parameterBufferGpuVa = FetchParam().GpuVa;
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int maxDrawCount = endDraw - startDraw;
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if (startDraw != 0)
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{
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int drawCount = _processor.MemoryManager.Read<int>(parameterBufferGpuVa, tracked: true);
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// Calculate maximum draw count based on the previous draw count and current draw count.
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if ((uint)drawCount <= (uint)startDraw)
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{
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// The start draw is past our total draw count, so all draws were already performed.
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maxDrawCount = 0;
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}
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else
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{
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// Perform just the missing number of draws.
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maxDrawCount = (int)Math.Min((uint)maxDrawCount, (uint)(drawCount - startDraw));
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}
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}
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if (maxDrawCount == 0)
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{
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Fifo.Clear();
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return;
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}
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ulong indirectBufferGpuVa = 0;
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int indexCount = 0;
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for (int i = 0; i < maxDrawCount; i++)
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{
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var count = FetchParam();
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var instanceCount = FetchParam();
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var firstIndex = FetchParam();
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var firstVertex = FetchParam();
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var firstInstance = FetchParam();
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if (i == 0)
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{
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indirectBufferGpuVa = count.GpuVa;
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}
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indexCount = Math.Max(indexCount, count.Word + firstIndex.Word);
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if (i != maxDrawCount - 1)
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{
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for (int j = 0; j < paddingWords; j++)
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{
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FetchParam();
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}
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}
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}
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var bufferCache = _processor.MemoryManager.Physical.BufferCache;
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ulong indirectBufferSize = (ulong)maxDrawCount * (ulong)stride;
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ulong indirectBufferAddress = bufferCache.TranslateAndCreateBuffer(_processor.MemoryManager, indirectBufferGpuVa, indirectBufferSize);
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ulong parameterBufferAddress = bufferCache.TranslateAndCreateBuffer(_processor.MemoryManager, parameterBufferGpuVa, 4);
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_processor.ThreedClass.DrawIndirect(
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topology,
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indirectBufferAddress,
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parameterBufferAddress,
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maxDrawCount,
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stride,
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indexCount,
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Threed.IndirectDrawType.DrawIndexedIndirectCount);
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}
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/// <summary>
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/// Checks if the draw should be skipped, because the masked instance count is zero.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="instanceCount">Draw instance count</param>
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/// <returns>True if the draw should be skipped, false otherwise</returns>
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private static bool ShouldSkipDraw(IDeviceState state, int instanceCount)
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{
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return (Read(state, 0xd1b) & instanceCount) == 0;
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}
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/// <summary>
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/// Fetches a arguments from the arguments FIFO.
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/// </summary>
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/// <returns>The call argument, or a 0 value with null address if the FIFO is empty</returns>
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private FifoWord FetchParam()
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{
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if (!Fifo.TryDequeue(out var value))
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{
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Logger.Warning?.Print(LogClass.Gpu, "Macro attempted to fetch an inexistent argument.");
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return new FifoWord(0UL, 0);
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}
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return value;
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}
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/// <summary>
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/// Reads data from a GPU register.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="reg">Register offset to read</param>
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/// <returns>GPU register value</returns>
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private static int Read(IDeviceState state, int reg)
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{
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return state.Read(reg * 4);
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}
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}
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}
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