mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-08 11:28:33 +00:00
40b21cc3c4
* 3D engine now uses DeviceState too, plus new state modification tracking * Remove old methods code * Remove GpuState and friends * Optimize DeviceState, force inline some functions * This change was not supposed to go in * Proper channel initialization * Optimize state read/write methods even more * Fix debug build * Do not dirty state if the write is redundant * The YControl register should dirty either the viewport or front face state too, to update the host origin * Avoid redundant vertex buffer updates * Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace * Comments and nits * Fix rebase * PR feedback * Move changed = false to improve codegen * PR feedback * Carry RyuJIT a bit more
411 lines
15 KiB
C#
411 lines
15 KiB
C#
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Gpu.Engine.Types;
|
|
using System.Text;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|
{
|
|
/// <summary>
|
|
/// Draw manager.
|
|
/// </summary>
|
|
class DrawManager
|
|
{
|
|
private readonly GpuContext _context;
|
|
private readonly GpuChannel _channel;
|
|
private readonly DeviceStateWithShadow<ThreedClassState> _state;
|
|
private readonly DrawState _drawState;
|
|
|
|
private bool _instancedDrawPending;
|
|
private bool _instancedIndexed;
|
|
|
|
private int _instancedFirstIndex;
|
|
private int _instancedFirstVertex;
|
|
private int _instancedFirstInstance;
|
|
private int _instancedIndexCount;
|
|
private int _instancedDrawStateFirst;
|
|
private int _instancedDrawStateCount;
|
|
|
|
private int _instanceIndex;
|
|
|
|
/// <summary>
|
|
/// Creates a new instance of the draw manager.
|
|
/// </summary>
|
|
/// <param name="context">GPU context</param>
|
|
/// <param name="channel">GPU channel</param>
|
|
/// <param name="state">Channel state</param>
|
|
/// <param name="drawState">Draw state</param>
|
|
public DrawManager(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state, DrawState drawState)
|
|
{
|
|
_context = context;
|
|
_channel = channel;
|
|
_state = state;
|
|
_drawState = drawState;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Pushes four 8-bit index buffer elements.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void VbElementU8(int argument)
|
|
{
|
|
_drawState.IbStreamer.VbElementU8(_context.Renderer, argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Pushes two 16-bit index buffer elements.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void VbElementU16(int argument)
|
|
{
|
|
_drawState.IbStreamer.VbElementU16(_context.Renderer, argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Pushes one 32-bit index buffer element.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void VbElementU32(int argument)
|
|
{
|
|
_drawState.IbStreamer.VbElementU32(_context.Renderer, argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finishes the draw call.
|
|
/// This draws geometry on the bound buffers based on the current GPU state.
|
|
/// </summary>
|
|
/// <param name="engine">3D engine where this method is being called</param>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void DrawEnd(ThreedClass engine, int argument)
|
|
{
|
|
DrawEnd(engine, _state.State.IndexBufferState.First, (int)_state.State.IndexBufferCount);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finishes the draw call.
|
|
/// This draws geometry on the bound buffers based on the current GPU state.
|
|
/// </summary>
|
|
/// <param name="engine">3D engine where this method is being called</param>
|
|
/// <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 DrawEnd(ThreedClass engine, int firstIndex, int indexCount)
|
|
{
|
|
ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
|
|
_context,
|
|
_channel.MemoryManager,
|
|
_state.State.RenderEnableAddress,
|
|
_state.State.RenderEnableCondition);
|
|
|
|
if (renderEnable == ConditionalRenderEnabled.False || _instancedDrawPending)
|
|
{
|
|
if (renderEnable == ConditionalRenderEnabled.False)
|
|
{
|
|
PerformDeferredDraws();
|
|
}
|
|
|
|
_drawState.DrawIndexed = false;
|
|
|
|
if (renderEnable == ConditionalRenderEnabled.Host)
|
|
{
|
|
_context.Renderer.Pipeline.EndHostConditionalRendering();
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
_drawState.FirstIndex = firstIndex;
|
|
_drawState.IndexCount = indexCount;
|
|
|
|
engine.UpdateState();
|
|
|
|
bool instanced = _drawState.VsUsesInstanceId || _drawState.IsAnyVbInstanced;
|
|
|
|
if (instanced)
|
|
{
|
|
_instancedDrawPending = true;
|
|
|
|
_instancedIndexed = _drawState.DrawIndexed;
|
|
|
|
_instancedFirstIndex = firstIndex;
|
|
_instancedFirstVertex = (int)_state.State.FirstVertex;
|
|
_instancedFirstInstance = (int)_state.State.FirstInstance;
|
|
|
|
_instancedIndexCount = indexCount;
|
|
|
|
var drawState = _state.State.VertexBufferDrawState;
|
|
|
|
_instancedDrawStateFirst = drawState.First;
|
|
_instancedDrawStateCount = drawState.Count;
|
|
|
|
_drawState.DrawIndexed = false;
|
|
|
|
if (renderEnable == ConditionalRenderEnabled.Host)
|
|
{
|
|
_context.Renderer.Pipeline.EndHostConditionalRendering();
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
int firstInstance = (int)_state.State.FirstInstance;
|
|
|
|
int inlineIndexCount = _drawState.IbStreamer.GetAndResetInlineIndexCount();
|
|
|
|
if (inlineIndexCount != 0)
|
|
{
|
|
int firstVertex = (int)_state.State.FirstVertex;
|
|
|
|
BufferRange br = new BufferRange(_drawState.IbStreamer.GetInlineIndexBuffer(), 0, inlineIndexCount * 4);
|
|
|
|
_channel.BufferManager.SetIndexBuffer(br, IndexType.UInt);
|
|
|
|
_context.Renderer.Pipeline.DrawIndexed(inlineIndexCount, 1, firstIndex, firstVertex, firstInstance);
|
|
}
|
|
else if (_drawState.DrawIndexed)
|
|
{
|
|
int firstVertex = (int)_state.State.FirstVertex;
|
|
|
|
_context.Renderer.Pipeline.DrawIndexed(indexCount, 1, firstIndex, firstVertex, firstInstance);
|
|
}
|
|
else
|
|
{
|
|
var drawState = _state.State.VertexBufferDrawState;
|
|
|
|
_context.Renderer.Pipeline.Draw(drawState.Count, 1, drawState.First, firstInstance);
|
|
}
|
|
|
|
_drawState.DrawIndexed = false;
|
|
|
|
if (renderEnable == ConditionalRenderEnabled.Host)
|
|
{
|
|
_context.Renderer.Pipeline.EndHostConditionalRendering();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Starts draw.
|
|
/// This sets primitive type and instanced draw parameters.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void DrawBegin(int argument)
|
|
{
|
|
bool incrementInstance = (argument & (1 << 26)) != 0;
|
|
bool resetInstance = (argument & (1 << 27)) == 0;
|
|
|
|
if (_state.State.PrimitiveTypeOverrideEnable)
|
|
{
|
|
PrimitiveTypeOverride typeOverride = _state.State.PrimitiveTypeOverride;
|
|
DrawBegin(incrementInstance, resetInstance, typeOverride.Convert());
|
|
}
|
|
else
|
|
{
|
|
PrimitiveType type = (PrimitiveType)(argument & 0xffff);
|
|
DrawBegin(incrementInstance, resetInstance, type.Convert());
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Starts draw.
|
|
/// This sets primitive type and instanced draw parameters.
|
|
/// </summary>
|
|
/// <param name="incrementInstance">Indicates if the current instance should be incremented</param>
|
|
/// <param name="resetInstance">Indicates if the current instance should be set to zero</param>
|
|
/// <param name="topology">Primitive topology</param>
|
|
private void DrawBegin(bool incrementInstance, bool resetInstance, PrimitiveTopology topology)
|
|
{
|
|
if (incrementInstance)
|
|
{
|
|
_instanceIndex++;
|
|
}
|
|
else if (resetInstance)
|
|
{
|
|
PerformDeferredDraws();
|
|
|
|
_instanceIndex = 0;
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetPrimitiveTopology(topology);
|
|
|
|
_drawState.Topology = topology;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the index buffer count.
|
|
/// This also sets internal state that indicates that the next draw is an indexed draw.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void SetIndexBufferCount(int argument)
|
|
{
|
|
_drawState.DrawIndexed = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a indexed draw with a low number of index buffer elements.
|
|
/// </summary>
|
|
/// <param name="engine">3D engine where this method is being called</param>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void DrawIndexedSmall(ThreedClass engine, int argument)
|
|
{
|
|
DrawIndexedSmall(engine, argument, false);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a indexed draw with a low number of index buffer elements.
|
|
/// </summary>
|
|
/// <param name="engine">3D engine where this method is being called</param>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void DrawIndexedSmall2(ThreedClass engine, int argument)
|
|
{
|
|
DrawIndexedSmall(engine, argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a indexed draw with a low number of index buffer elements,
|
|
/// while also pre-incrementing the current instance value.
|
|
/// </summary>
|
|
/// <param name="engine">3D engine where this method is being called</param>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void DrawIndexedSmallIncInstance(ThreedClass engine, int argument)
|
|
{
|
|
DrawIndexedSmall(engine, argument, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a indexed draw with a low number of index buffer elements,
|
|
/// while also pre-incrementing the current instance value.
|
|
/// </summary>
|
|
/// <param name="engine">3D engine where this method is being called</param>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void DrawIndexedSmallIncInstance2(ThreedClass engine, int argument)
|
|
{
|
|
DrawIndexedSmallIncInstance(engine, argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a indexed draw with a low number of index buffer elements,
|
|
/// while optionally also pre-incrementing the current instance value.
|
|
/// </summary>
|
|
/// <param name="engine">3D engine where this method is being called</param>
|
|
/// <param name="argument">Method call argument</param>
|
|
/// <param name="instanced">True to increment the current instance value, false otherwise</param>
|
|
private void DrawIndexedSmall(ThreedClass engine, int argument, bool instanced)
|
|
{
|
|
PrimitiveTypeOverride typeOverride = _state.State.PrimitiveTypeOverride;
|
|
|
|
DrawBegin(instanced, !instanced, typeOverride.Convert());
|
|
|
|
int firstIndex = argument & 0xffff;
|
|
int indexCount = (argument >> 16) & 0xfff;
|
|
|
|
bool oldDrawIndexed = _drawState.DrawIndexed;
|
|
|
|
_drawState.DrawIndexed = true;
|
|
|
|
DrawEnd(engine, firstIndex, indexCount);
|
|
|
|
_drawState.DrawIndexed = oldDrawIndexed;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Perform any deferred draws.
|
|
/// This is used for instanced draws.
|
|
/// Since each instance is a separate draw, we defer the draw and accumulate the instance count.
|
|
/// Once we detect the last instanced draw, then we perform the host instanced draw,
|
|
/// with the accumulated instance count.
|
|
/// </summary>
|
|
public void PerformDeferredDraws()
|
|
{
|
|
// Perform any pending instanced draw.
|
|
if (_instancedDrawPending)
|
|
{
|
|
_instancedDrawPending = false;
|
|
|
|
if (_instancedIndexed)
|
|
{
|
|
_context.Renderer.Pipeline.DrawIndexed(
|
|
_instancedIndexCount,
|
|
_instanceIndex + 1,
|
|
_instancedFirstIndex,
|
|
_instancedFirstVertex,
|
|
_instancedFirstInstance);
|
|
}
|
|
else
|
|
{
|
|
_context.Renderer.Pipeline.Draw(
|
|
_instancedDrawStateCount,
|
|
_instanceIndex + 1,
|
|
_instancedDrawStateFirst,
|
|
_instancedFirstInstance);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clears the current color and depth-stencil buffers.
|
|
/// Which buffers should be cleared is also specified on the argument.
|
|
/// </summary>
|
|
/// <param name="engine">3D engine where this method is being called</param>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void Clear(ThreedClass engine, int argument)
|
|
{
|
|
ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
|
|
_context,
|
|
_channel.MemoryManager,
|
|
_state.State.RenderEnableAddress,
|
|
_state.State.RenderEnableCondition);
|
|
|
|
if (renderEnable == ConditionalRenderEnabled.False)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Scissor and rasterizer discard also affect clears.
|
|
engine.UpdateState((1UL << StateUpdater.RasterizerStateIndex) | (1UL << StateUpdater.ScissorStateIndex));
|
|
|
|
int index = (argument >> 6) & 0xf;
|
|
|
|
engine.UpdateRenderTargetState(useControl: false, singleUse: index);
|
|
|
|
_channel.TextureManager.UpdateRenderTargets();
|
|
|
|
bool clearDepth = (argument & 1) != 0;
|
|
bool clearStencil = (argument & 2) != 0;
|
|
|
|
uint componentMask = (uint)((argument >> 2) & 0xf);
|
|
|
|
if (componentMask != 0)
|
|
{
|
|
var clearColor = _state.State.ClearColors;
|
|
|
|
ColorF color = new ColorF(clearColor.Red, clearColor.Green, clearColor.Blue, clearColor.Alpha);
|
|
|
|
_context.Renderer.Pipeline.ClearRenderTargetColor(index, componentMask, color);
|
|
}
|
|
|
|
if (clearDepth || clearStencil)
|
|
{
|
|
float depthValue = _state.State.ClearDepthValue;
|
|
int stencilValue = (int)_state.State.ClearStencilValue;
|
|
|
|
int stencilMask = 0;
|
|
|
|
if (clearStencil)
|
|
{
|
|
stencilMask = _state.State.StencilTestState.FrontMask;
|
|
}
|
|
|
|
_context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
|
|
depthValue,
|
|
clearDepth,
|
|
stencilValue,
|
|
stencilMask);
|
|
}
|
|
|
|
engine.UpdateRenderTargetState(useControl: true);
|
|
|
|
if (renderEnable == ConditionalRenderEnabled.Host)
|
|
{
|
|
_context.Renderer.Pipeline.EndHostConditionalRendering();
|
|
}
|
|
}
|
|
}
|
|
}
|