forked from Mirror/Ryujinx
fd7567a6b5
* Only make render target 2D textures layered if needed * Shader cache version bump * Ensure topology is updated on channel swap
1036 lines
40 KiB
C#
1036 lines
40 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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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.Shader;
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using Ryujinx.Graphics.Texture;
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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/// <summary>
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/// GPU state updater.
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/// </summary>
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class StateUpdater
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{
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public const int ShaderStateIndex = 0;
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public const int RasterizerStateIndex = 1;
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public const int ScissorStateIndex = 2;
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public const int VertexBufferStateIndex = 3;
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private readonly GpuContext _context;
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private readonly GpuChannel _channel;
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private readonly DeviceStateWithShadow<ThreedClassState> _state;
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private readonly DrawState _drawState;
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private readonly StateUpdateTracker<ThreedClassState> _updateTracker;
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private readonly ShaderProgramInfo[] _currentProgramInfo;
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private bool _vtgWritesRtLayer;
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private byte _vsClipDistancesWritten;
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private bool _prevDrawIndexed;
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private bool _prevTfEnable;
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/// <summary>
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/// Creates a new instance of the state updater.
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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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/// <param name="state">3D engine state</param>
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/// <param name="drawState">Draw state</param>
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public StateUpdater(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state, DrawState drawState)
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{
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_context = context;
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_channel = channel;
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_state = state;
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_drawState = drawState;
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_currentProgramInfo = new ShaderProgramInfo[Constants.ShaderStages];
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// ShaderState must be the first, as other state updates depends on information from the currently bound shader.
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// Rasterizer and scissor states are checked by render target clear, their indexes
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// must be updated on the constants "RasterizerStateIndex" and "ScissorStateIndex" if modified.
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// The vertex buffer state may be forced dirty when a indexed draw starts, the "VertexBufferStateIndex"
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// constant must be updated if modified.
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// The order of the other state updates doesn't matter.
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_updateTracker = new StateUpdateTracker<ThreedClassState>(new[]
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{
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new StateUpdateCallbackEntry(UpdateShaderState,
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nameof(ThreedClassState.ShaderBaseAddress),
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nameof(ThreedClassState.ShaderState)),
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new StateUpdateCallbackEntry(UpdateRasterizerState, nameof(ThreedClassState.RasterizeEnable)),
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new StateUpdateCallbackEntry(UpdateScissorState, nameof(ThreedClassState.ScissorState)),
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new StateUpdateCallbackEntry(UpdateVertexBufferState,
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nameof(ThreedClassState.VertexBufferDrawState),
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nameof(ThreedClassState.VertexBufferInstanced),
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nameof(ThreedClassState.VertexBufferState),
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nameof(ThreedClassState.VertexBufferEndAddress)),
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new StateUpdateCallbackEntry(UpdateTfBufferState, nameof(ThreedClassState.TfBufferState)),
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new StateUpdateCallbackEntry(UpdateUserClipState, nameof(ThreedClassState.ClipDistanceEnable)),
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new StateUpdateCallbackEntry(UpdateRenderTargetState,
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nameof(ThreedClassState.RtColorState),
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nameof(ThreedClassState.RtDepthStencilState),
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nameof(ThreedClassState.RtControl),
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nameof(ThreedClassState.RtDepthStencilSize),
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nameof(ThreedClassState.RtDepthStencilEnable)),
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new StateUpdateCallbackEntry(UpdateDepthClampState, nameof(ThreedClassState.ViewVolumeClipControl)),
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new StateUpdateCallbackEntry(UpdateAlphaTestState,
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nameof(ThreedClassState.AlphaTestEnable),
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nameof(ThreedClassState.AlphaTestRef),
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nameof(ThreedClassState.AlphaTestFunc)),
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new StateUpdateCallbackEntry(UpdateDepthTestState,
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nameof(ThreedClassState.DepthTestEnable),
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nameof(ThreedClassState.DepthWriteEnable),
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nameof(ThreedClassState.DepthTestFunc)),
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new StateUpdateCallbackEntry(UpdateViewportTransform,
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nameof(ThreedClassState.DepthMode),
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nameof(ThreedClassState.ViewportTransform),
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nameof(ThreedClassState.ViewportExtents),
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nameof(ThreedClassState.YControl)),
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new StateUpdateCallbackEntry(UpdateDepthBiasState,
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nameof(ThreedClassState.DepthBiasState),
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nameof(ThreedClassState.DepthBiasFactor),
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nameof(ThreedClassState.DepthBiasUnits),
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nameof(ThreedClassState.DepthBiasClamp)),
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new StateUpdateCallbackEntry(UpdateStencilTestState,
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nameof(ThreedClassState.StencilBackMasks),
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nameof(ThreedClassState.StencilTestState),
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nameof(ThreedClassState.StencilBackTestState)),
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new StateUpdateCallbackEntry(UpdateSamplerPoolState,
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nameof(ThreedClassState.SamplerPoolState),
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nameof(ThreedClassState.SamplerIndex)),
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new StateUpdateCallbackEntry(UpdateTexturePoolState, nameof(ThreedClassState.TexturePoolState)),
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new StateUpdateCallbackEntry(UpdateVertexAttribState, nameof(ThreedClassState.VertexAttribState)),
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new StateUpdateCallbackEntry(UpdateLineState,
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nameof(ThreedClassState.LineWidthSmooth),
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nameof(ThreedClassState.LineSmoothEnable)),
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new StateUpdateCallbackEntry(UpdatePointState,
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nameof(ThreedClassState.PointSize),
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nameof(ThreedClassState.VertexProgramPointSize),
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nameof(ThreedClassState.PointSpriteEnable),
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nameof(ThreedClassState.PointCoordReplace)),
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new StateUpdateCallbackEntry(UpdatePrimitiveRestartState, nameof(ThreedClassState.PrimitiveRestartState)),
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new StateUpdateCallbackEntry(UpdateIndexBufferState,
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nameof(ThreedClassState.IndexBufferState),
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nameof(ThreedClassState.IndexBufferCount)),
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new StateUpdateCallbackEntry(UpdateFaceState, nameof(ThreedClassState.FaceState)),
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new StateUpdateCallbackEntry(UpdateRtColorMask,
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nameof(ThreedClassState.RtColorMaskShared),
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nameof(ThreedClassState.RtColorMask)),
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new StateUpdateCallbackEntry(UpdateBlendState,
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nameof(ThreedClassState.BlendIndependent),
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nameof(ThreedClassState.BlendConstant),
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nameof(ThreedClassState.BlendStateCommon),
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nameof(ThreedClassState.BlendEnableCommon),
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nameof(ThreedClassState.BlendEnable),
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nameof(ThreedClassState.BlendState)),
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new StateUpdateCallbackEntry(UpdateLogicOpState, nameof(ThreedClassState.LogicOpState))
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});
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}
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/// <summary>
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/// Sets a register at a specific offset as dirty.
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/// This must be called if the register value was modified.
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/// </summary>
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/// <param name="offset">Register offset</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetDirty(int offset)
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{
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_updateTracker.SetDirty(offset);
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}
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/// <summary>
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/// Force all the guest state to be marked as dirty.
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/// The next call to <see cref="Update"/> will update all the host state.
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/// </summary>
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public void SetAllDirty()
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{
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_updateTracker.SetAllDirty();
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}
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/// <summary>
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/// Updates host state for any modified guest state, since the last time this function was called.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Update()
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{
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// The vertex buffer size is calculated using a different
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// method when doing indexed draws, so we need to make sure
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// to update the vertex buffers if we are doing a regular
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// draw after a indexed one and vice-versa.
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if (_drawState.DrawIndexed != _prevDrawIndexed)
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{
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_updateTracker.ForceDirty(VertexBufferStateIndex);
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_prevDrawIndexed = _drawState.DrawIndexed;
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}
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bool tfEnable = _state.State.TfEnable;
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if (!tfEnable && _prevTfEnable)
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{
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_context.Renderer.Pipeline.EndTransformFeedback();
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_prevTfEnable = false;
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}
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_updateTracker.Update(ulong.MaxValue);
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CommitBindings();
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if (tfEnable && !_prevTfEnable)
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{
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_context.Renderer.Pipeline.BeginTransformFeedback(_drawState.Topology);
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_prevTfEnable = true;
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}
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}
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/// <summary>
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/// Updates the host state for any modified guest state group with the respective bit set on <paramref name="mask"/>.
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/// </summary>
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/// <param name="mask">Mask, where each bit set corresponds to a group index that should be checked and updated</param>
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public void Update(ulong mask)
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{
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_updateTracker.Update(mask);
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}
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/// <summary>
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/// Ensures that the bindings are visible to the host GPU.
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/// Note: this actually performs the binding using the host graphics API.
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/// </summary>
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private void CommitBindings()
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{
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UpdateStorageBuffers();
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_channel.TextureManager.CommitGraphicsBindings();
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_channel.BufferManager.CommitGraphicsBindings();
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}
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/// <summary>
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/// Updates storage buffer bindings.
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/// </summary>
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private void UpdateStorageBuffers()
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{
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for (int stage = 0; stage < Constants.ShaderStages; stage++)
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{
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ShaderProgramInfo info = _currentProgramInfo[stage];
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if (info == null)
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{
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continue;
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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 = _channel.BufferManager.GetGraphicsUniformBufferAddress(stage, 0);
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int sbDescOffset = 0x110 + stage * 0x100 + sb.Slot * 0x10;
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sbDescAddress += (ulong)sbDescOffset;
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SbDescriptor sbDescriptor = _channel.MemoryManager.Physical.Read<SbDescriptor>(sbDescAddress);
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_channel.BufferManager.SetGraphicsStorageBuffer(stage, sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags);
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}
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}
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}
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/// <summary>
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/// Updates transform feedback buffer state based on the guest GPU state.
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/// </summary>
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private void UpdateTfBufferState()
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{
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for (int index = 0; index < Constants.TotalTransformFeedbackBuffers; index++)
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{
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TfBufferState tfb = _state.State.TfBufferState[index];
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if (!tfb.Enable)
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{
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_channel.BufferManager.SetTransformFeedbackBuffer(index, 0, 0);
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continue;
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}
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_channel.BufferManager.SetTransformFeedbackBuffer(index, tfb.Address.Pack(), (uint)tfb.Size);
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}
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}
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/// <summary>
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/// Updates Rasterizer primitive discard state based on guest gpu state.
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/// </summary>
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private void UpdateRasterizerState()
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{
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bool enable = _state.State.RasterizeEnable;
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_context.Renderer.Pipeline.SetRasterizerDiscard(!enable);
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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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private void UpdateRenderTargetState()
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{
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UpdateRenderTargetState(true);
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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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var memoryManager = _channel.MemoryManager;
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var rtControl = _state.State.RtControl;
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int count = useControl ? rtControl.UnpackCount() : Constants.TotalRenderTargets;
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var msaaMode = _state.State.RtMsaaMode;
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int samplesInX = msaaMode.SamplesInX();
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int samplesInY = msaaMode.SamplesInY();
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var scissor = _state.State.ScreenScissorState;
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Size sizeHint = new Size(scissor.X + scissor.Width, scissor.Y + scissor.Height, 1);
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bool changedScale = false;
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for (int index = 0; index < Constants.TotalRenderTargets; index++)
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{
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int rtIndex = useControl ? rtControl.UnpackPermutationIndex(index) : index;
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var colorState = _state.State.RtColorState[rtIndex];
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if (index >= count || !IsRtEnabled(colorState))
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{
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changedScale |= _channel.TextureManager.SetRenderTargetColor(index, null);
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continue;
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}
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Image.Texture color = memoryManager.Physical.TextureCache.FindOrCreateTexture(
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memoryManager,
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colorState,
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_vtgWritesRtLayer,
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samplesInX,
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samplesInY,
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sizeHint);
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changedScale |= _channel.TextureManager.SetRenderTargetColor(index, color);
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}
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bool dsEnable = _state.State.RtDepthStencilEnable;
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Image.Texture depthStencil = null;
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if (dsEnable)
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{
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var dsState = _state.State.RtDepthStencilState;
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var dsSize = _state.State.RtDepthStencilSize;
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depthStencil = memoryManager.Physical.TextureCache.FindOrCreateTexture(
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memoryManager,
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dsState,
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dsSize,
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samplesInX,
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samplesInY,
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sizeHint);
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}
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changedScale |= _channel.TextureManager.SetRenderTargetDepthStencil(depthStencil);
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if (changedScale)
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{
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float oldScale = _channel.TextureManager.RenderTargetScale;
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_channel.TextureManager.UpdateRenderTargetScale(singleUse);
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if (oldScale != _channel.TextureManager.RenderTargetScale)
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{
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_context.Renderer.Pipeline.SetRenderTargetScale(_channel.TextureManager.RenderTargetScale);
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UpdateViewportTransform();
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UpdateScissorState();
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}
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}
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}
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/// <summary>
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/// Checks if a render target color buffer is used.
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/// </summary>
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/// <param name="colorState">Color buffer information</param>
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/// <returns>True if the specified buffer is enabled/used, false otherwise</returns>
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private static bool IsRtEnabled(RtColorState colorState)
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{
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// Colors are disabled by writing 0 to the format.
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return colorState.Format != 0 && colorState.WidthOrStride != 0;
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}
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/// <summary>
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/// Updates host scissor test state based on current GPU state.
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/// </summary>
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private void UpdateScissorState()
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{
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for (int index = 0; index < Constants.TotalViewports; index++)
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{
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ScissorState scissor = _state.State.ScissorState[index];
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bool enable = scissor.Enable && (scissor.X1 != 0 || scissor.Y1 != 0 || scissor.X2 != 0xffff || scissor.Y2 != 0xffff);
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if (enable)
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{
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int x = scissor.X1;
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int y = scissor.Y1;
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int width = scissor.X2 - x;
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int height = scissor.Y2 - y;
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float scale = _channel.TextureManager.RenderTargetScale;
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if (scale != 1f)
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{
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x = (int)(x * scale);
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y = (int)(y * scale);
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width = (int)Math.Ceiling(width * scale);
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height = (int)Math.Ceiling(height * scale);
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}
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_context.Renderer.Pipeline.SetScissor(index, true, x, y, width, height);
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}
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else
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{
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_context.Renderer.Pipeline.SetScissor(index, false, 0, 0, 0, 0);
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}
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}
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}
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/// <summary>
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/// Updates host depth clamp state based on current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateDepthClampState()
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{
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ViewVolumeClipControl clip = _state.State.ViewVolumeClipControl;
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_context.Renderer.Pipeline.SetDepthClamp((clip & ViewVolumeClipControl.DepthClampDisabled) == 0);
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}
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/// <summary>
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/// Updates host alpha test state based on current GPU state.
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/// </summary>
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private void UpdateAlphaTestState()
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{
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_context.Renderer.Pipeline.SetAlphaTest(
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_state.State.AlphaTestEnable,
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_state.State.AlphaTestRef,
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_state.State.AlphaTestFunc);
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}
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/// <summary>
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/// Updates host depth test state based on current GPU state.
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/// </summary>
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private void UpdateDepthTestState()
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{
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_context.Renderer.Pipeline.SetDepthTest(new DepthTestDescriptor(
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_state.State.DepthTestEnable,
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_state.State.DepthWriteEnable,
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_state.State.DepthTestFunc));
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}
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/// <summary>
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/// Updates host viewport transform and clipping state based on current GPU state.
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/// </summary>
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private void UpdateViewportTransform()
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{
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var yControl = _state.State.YControl;
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var face = _state.State.FaceState;
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UpdateFrontFace(yControl, face.FrontFace);
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bool flipY = yControl.HasFlag(YControl.NegateY);
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Span<Viewport> viewports = stackalloc Viewport[Constants.TotalViewports];
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for (int index = 0; index < Constants.TotalViewports; index++)
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{
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var transform = _state.State.ViewportTransform[index];
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var extents = _state.State.ViewportExtents[index];
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float scaleX = MathF.Abs(transform.ScaleX);
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float scaleY = transform.ScaleY;
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if (flipY)
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{
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scaleY = -scaleY;
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}
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if (!_context.Capabilities.SupportsViewportSwizzle && transform.UnpackSwizzleY() == ViewportSwizzle.NegativeY)
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{
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scaleY = -scaleY;
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}
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if (index == 0)
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{
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// Try to guess the depth mode being used on the high level API
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// based on current transform.
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// It is setup like so by said APIs:
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// If depth mode is ZeroToOne:
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// TranslateZ = Near
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// ScaleZ = Far - Near
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// If depth mode is MinusOneToOne:
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// TranslateZ = (Near + Far) / 2
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// ScaleZ = (Far - Near) / 2
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// DepthNear/Far are sorted such as that Near is always less than Far.
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DepthMode depthMode = extents.DepthNear != transform.TranslateZ &&
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extents.DepthFar != transform.TranslateZ ? DepthMode.MinusOneToOne : DepthMode.ZeroToOne;
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_context.Renderer.Pipeline.SetDepthMode(depthMode);
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}
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float x = transform.TranslateX - scaleX;
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float y = transform.TranslateY - scaleY;
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float width = scaleX * 2;
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float height = scaleY * 2;
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float scale = _channel.TextureManager.RenderTargetScale;
|
|
if (scale != 1f)
|
|
{
|
|
x *= scale;
|
|
y *= scale;
|
|
width *= scale;
|
|
height *= scale;
|
|
}
|
|
|
|
RectangleF region = new RectangleF(x, y, width, height);
|
|
|
|
ViewportSwizzle swizzleX = transform.UnpackSwizzleX();
|
|
ViewportSwizzle swizzleY = transform.UnpackSwizzleY();
|
|
ViewportSwizzle swizzleZ = transform.UnpackSwizzleZ();
|
|
ViewportSwizzle swizzleW = transform.UnpackSwizzleW();
|
|
|
|
float depthNear = extents.DepthNear;
|
|
float depthFar = extents.DepthFar;
|
|
|
|
if (transform.ScaleZ < 0)
|
|
{
|
|
float temp = depthNear;
|
|
depthNear = depthFar;
|
|
depthFar = temp;
|
|
}
|
|
|
|
viewports[index] = new Viewport(region, swizzleX, swizzleY, swizzleZ, swizzleW, depthNear, depthFar);
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetViewports(0, viewports);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host depth bias (also called polygon offset) state based on current GPU state.
|
|
/// </summary>
|
|
private void UpdateDepthBiasState()
|
|
{
|
|
var depthBias = _state.State.DepthBiasState;
|
|
|
|
float factor = _state.State.DepthBiasFactor;
|
|
float units = _state.State.DepthBiasUnits;
|
|
float clamp = _state.State.DepthBiasClamp;
|
|
|
|
PolygonModeMask enables;
|
|
|
|
enables = (depthBias.PointEnable ? PolygonModeMask.Point : 0);
|
|
enables |= (depthBias.LineEnable ? PolygonModeMask.Line : 0);
|
|
enables |= (depthBias.FillEnable ? PolygonModeMask.Fill : 0);
|
|
|
|
_context.Renderer.Pipeline.SetDepthBias(enables, factor, units / 2f, clamp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host stencil test state based on current GPU state.
|
|
/// </summary>
|
|
private void UpdateStencilTestState()
|
|
{
|
|
var backMasks = _state.State.StencilBackMasks;
|
|
var test = _state.State.StencilTestState;
|
|
var backTest = _state.State.StencilBackTestState;
|
|
|
|
CompareOp backFunc;
|
|
StencilOp backSFail;
|
|
StencilOp backDpPass;
|
|
StencilOp backDpFail;
|
|
int backFuncRef;
|
|
int backFuncMask;
|
|
int backMask;
|
|
|
|
if (backTest.TwoSided)
|
|
{
|
|
backFunc = backTest.BackFunc;
|
|
backSFail = backTest.BackSFail;
|
|
backDpPass = backTest.BackDpPass;
|
|
backDpFail = backTest.BackDpFail;
|
|
backFuncRef = backMasks.FuncRef;
|
|
backFuncMask = backMasks.FuncMask;
|
|
backMask = backMasks.Mask;
|
|
}
|
|
else
|
|
{
|
|
backFunc = test.FrontFunc;
|
|
backSFail = test.FrontSFail;
|
|
backDpPass = test.FrontDpPass;
|
|
backDpFail = test.FrontDpFail;
|
|
backFuncRef = test.FrontFuncRef;
|
|
backFuncMask = test.FrontFuncMask;
|
|
backMask = test.FrontMask;
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetStencilTest(new StencilTestDescriptor(
|
|
test.Enable,
|
|
test.FrontFunc,
|
|
test.FrontSFail,
|
|
test.FrontDpPass,
|
|
test.FrontDpFail,
|
|
test.FrontFuncRef,
|
|
test.FrontFuncMask,
|
|
test.FrontMask,
|
|
backFunc,
|
|
backSFail,
|
|
backDpPass,
|
|
backDpFail,
|
|
backFuncRef,
|
|
backFuncMask,
|
|
backMask));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates user-defined clipping based on the guest GPU state.
|
|
/// </summary>
|
|
private void UpdateUserClipState()
|
|
{
|
|
uint clipMask = _state.State.ClipDistanceEnable & _vsClipDistancesWritten;
|
|
|
|
for (int i = 0; i < Constants.TotalClipDistances; ++i)
|
|
{
|
|
_context.Renderer.Pipeline.SetUserClipDistance(i, (clipMask & (1 << i)) != 0);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates current sampler pool address and size based on guest GPU state.
|
|
/// </summary>
|
|
private void UpdateSamplerPoolState()
|
|
{
|
|
var texturePool = _state.State.TexturePoolState;
|
|
var samplerPool = _state.State.SamplerPoolState;
|
|
|
|
var samplerIndex = _state.State.SamplerIndex;
|
|
|
|
int maximumId = samplerIndex == SamplerIndex.ViaHeaderIndex
|
|
? texturePool.MaximumId
|
|
: samplerPool.MaximumId;
|
|
|
|
_channel.TextureManager.SetGraphicsSamplerPool(samplerPool.Address.Pack(), maximumId, samplerIndex);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates current texture pool address and size based on guest GPU state.
|
|
/// </summary>
|
|
private void UpdateTexturePoolState()
|
|
{
|
|
var texturePool = _state.State.TexturePoolState;
|
|
|
|
_channel.TextureManager.SetGraphicsTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
|
|
_channel.TextureManager.SetGraphicsTextureBufferIndex((int)_state.State.TextureBufferIndex);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host vertex attributes based on guest GPU state.
|
|
/// </summary>
|
|
private void UpdateVertexAttribState()
|
|
{
|
|
Span<VertexAttribDescriptor> vertexAttribs = stackalloc VertexAttribDescriptor[Constants.TotalVertexAttribs];
|
|
|
|
for (int index = 0; index < Constants.TotalVertexAttribs; index++)
|
|
{
|
|
var vertexAttrib = _state.State.VertexAttribState[index];
|
|
|
|
if (!FormatTable.TryGetAttribFormat(vertexAttrib.UnpackFormat(), out Format format))
|
|
{
|
|
Logger.Debug?.Print(LogClass.Gpu, $"Invalid attribute format 0x{vertexAttrib.UnpackFormat():X}.");
|
|
|
|
format = Format.R32G32B32A32Float;
|
|
}
|
|
|
|
vertexAttribs[index] = new VertexAttribDescriptor(
|
|
vertexAttrib.UnpackBufferIndex(),
|
|
vertexAttrib.UnpackOffset(),
|
|
vertexAttrib.UnpackIsConstant(),
|
|
format);
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetVertexAttribs(vertexAttribs);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host line width based on guest GPU state.
|
|
/// </summary>
|
|
private void UpdateLineState()
|
|
{
|
|
float width = _state.State.LineWidthSmooth;
|
|
bool smooth = _state.State.LineSmoothEnable;
|
|
|
|
_context.Renderer.Pipeline.SetLineParameters(width, smooth);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host point size based on guest GPU state.
|
|
/// </summary>
|
|
private void UpdatePointState()
|
|
{
|
|
float size = _state.State.PointSize;
|
|
bool isProgramPointSize = _state.State.VertexProgramPointSize;
|
|
bool enablePointSprite = _state.State.PointSpriteEnable;
|
|
|
|
// TODO: Need to figure out a way to map PointCoordReplace enable bit.
|
|
Origin origin = (_state.State.PointCoordReplace & 4) == 0 ? Origin.LowerLeft : Origin.UpperLeft;
|
|
|
|
_context.Renderer.Pipeline.SetPointParameters(size, isProgramPointSize, enablePointSprite, origin);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host primitive restart based on guest GPU state.
|
|
/// </summary>
|
|
private void UpdatePrimitiveRestartState()
|
|
{
|
|
PrimitiveRestartState primitiveRestart = _state.State.PrimitiveRestartState;
|
|
|
|
_context.Renderer.Pipeline.SetPrimitiveRestart(primitiveRestart.Enable, primitiveRestart.Index);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host index buffer binding based on guest GPU state.
|
|
/// </summary>
|
|
private void UpdateIndexBufferState()
|
|
{
|
|
var indexBuffer = _state.State.IndexBufferState;
|
|
|
|
if (_drawState.IndexCount == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
ulong gpuVa = indexBuffer.Address.Pack();
|
|
|
|
// Do not use the end address to calculate the size, because
|
|
// the result may be much larger than the real size of the index buffer.
|
|
ulong size = (ulong)(_drawState.FirstIndex + _drawState.IndexCount);
|
|
|
|
switch (indexBuffer.Type)
|
|
{
|
|
case IndexType.UShort: size *= 2; break;
|
|
case IndexType.UInt: size *= 4; break;
|
|
}
|
|
|
|
_channel.BufferManager.SetIndexBuffer(gpuVa, size, indexBuffer.Type);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host vertex buffer bindings based on guest GPU state.
|
|
/// </summary>
|
|
private void UpdateVertexBufferState()
|
|
{
|
|
_drawState.IsAnyVbInstanced = false;
|
|
|
|
for (int index = 0; index < Constants.TotalVertexBuffers; index++)
|
|
{
|
|
var vertexBuffer = _state.State.VertexBufferState[index];
|
|
|
|
if (!vertexBuffer.UnpackEnable())
|
|
{
|
|
_channel.BufferManager.SetVertexBuffer(index, 0, 0, 0, 0);
|
|
|
|
continue;
|
|
}
|
|
|
|
GpuVa endAddress = _state.State.VertexBufferEndAddress[index];
|
|
|
|
ulong address = vertexBuffer.Address.Pack();
|
|
|
|
int stride = vertexBuffer.UnpackStride();
|
|
|
|
bool instanced = _state.State.VertexBufferInstanced[index];
|
|
|
|
int divisor = instanced ? vertexBuffer.Divisor : 0;
|
|
|
|
_drawState.IsAnyVbInstanced |= divisor != 0;
|
|
|
|
ulong size;
|
|
|
|
if (_drawState.IbStreamer.HasInlineIndexData || _drawState.DrawIndexed || stride == 0 || instanced)
|
|
{
|
|
// This size may be (much) larger than the real vertex buffer size.
|
|
// Avoid calculating it this way, unless we don't have any other option.
|
|
size = endAddress.Pack() - address + 1;
|
|
}
|
|
else
|
|
{
|
|
// For non-indexed draws, we can guess the size from the vertex count
|
|
// and stride.
|
|
int firstInstance = (int)_state.State.FirstInstance;
|
|
|
|
var drawState = _state.State.VertexBufferDrawState;
|
|
|
|
size = (ulong)((firstInstance + drawState.First + drawState.Count) * stride);
|
|
}
|
|
|
|
_channel.BufferManager.SetVertexBuffer(index, address, size, stride, divisor);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host face culling and orientation based on guest GPU state.
|
|
/// </summary>
|
|
private void UpdateFaceState()
|
|
{
|
|
var yControl = _state.State.YControl;
|
|
var face = _state.State.FaceState;
|
|
|
|
_context.Renderer.Pipeline.SetFaceCulling(face.CullEnable, face.CullFace);
|
|
|
|
UpdateFrontFace(yControl, face.FrontFace);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the front face based on the current front face and the origin.
|
|
/// </summary>
|
|
/// <param name="yControl">Y control register value, where the origin is located</param>
|
|
/// <param name="frontFace">Front face</param>
|
|
private void UpdateFrontFace(YControl yControl, FrontFace frontFace)
|
|
{
|
|
bool isUpperLeftOrigin = !yControl.HasFlag(YControl.TriangleRastFlip);
|
|
|
|
if (isUpperLeftOrigin)
|
|
{
|
|
frontFace = frontFace == FrontFace.CounterClockwise ? FrontFace.Clockwise : FrontFace.CounterClockwise;
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetFrontFace(frontFace);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host render target color masks, based on guest GPU state.
|
|
/// This defines which color channels are written to each color buffer.
|
|
/// </summary>
|
|
private void UpdateRtColorMask()
|
|
{
|
|
bool rtColorMaskShared = _state.State.RtColorMaskShared;
|
|
|
|
Span<uint> componentMasks = stackalloc uint[Constants.TotalRenderTargets];
|
|
|
|
for (int index = 0; index < Constants.TotalRenderTargets; index++)
|
|
{
|
|
var colorMask = _state.State.RtColorMask[rtColorMaskShared ? 0 : index];
|
|
|
|
uint componentMask;
|
|
|
|
componentMask = (colorMask.UnpackRed() ? 1u : 0u);
|
|
componentMask |= (colorMask.UnpackGreen() ? 2u : 0u);
|
|
componentMask |= (colorMask.UnpackBlue() ? 4u : 0u);
|
|
componentMask |= (colorMask.UnpackAlpha() ? 8u : 0u);
|
|
|
|
componentMasks[index] = componentMask;
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetRenderTargetColorMasks(componentMasks);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host render target color buffer blending state, based on guest state.
|
|
/// </summary>
|
|
private void UpdateBlendState()
|
|
{
|
|
bool blendIndependent = _state.State.BlendIndependent;
|
|
ColorF blendConstant = _state.State.BlendConstant;
|
|
|
|
for (int index = 0; index < Constants.TotalRenderTargets; index++)
|
|
{
|
|
BlendDescriptor descriptor;
|
|
|
|
if (blendIndependent)
|
|
{
|
|
bool enable = _state.State.BlendEnable[index];
|
|
var blend = _state.State.BlendState[index];
|
|
|
|
descriptor = new BlendDescriptor(
|
|
enable,
|
|
blendConstant,
|
|
blend.ColorOp,
|
|
blend.ColorSrcFactor,
|
|
blend.ColorDstFactor,
|
|
blend.AlphaOp,
|
|
blend.AlphaSrcFactor,
|
|
blend.AlphaDstFactor);
|
|
}
|
|
else
|
|
{
|
|
bool enable = _state.State.BlendEnable[0];
|
|
var blend = _state.State.BlendStateCommon;
|
|
|
|
descriptor = new BlendDescriptor(
|
|
enable,
|
|
blendConstant,
|
|
blend.ColorOp,
|
|
blend.ColorSrcFactor,
|
|
blend.ColorDstFactor,
|
|
blend.AlphaOp,
|
|
blend.AlphaSrcFactor,
|
|
blend.AlphaDstFactor);
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetBlendState(index, descriptor);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host logical operation state, based on guest state.
|
|
/// </summary>
|
|
private void UpdateLogicOpState()
|
|
{
|
|
LogicalOpState logicOpState = _state.State.LogicOpState;
|
|
|
|
_context.Renderer.Pipeline.SetLogicOpState(logicOpState.Enable, logicOpState.LogicalOp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host shaders based on the guest GPU state.
|
|
/// </summary>
|
|
private void UpdateShaderState()
|
|
{
|
|
ShaderAddresses addresses = new ShaderAddresses();
|
|
|
|
Span<ShaderAddresses> addressesSpan = MemoryMarshal.CreateSpan(ref addresses, 1);
|
|
|
|
Span<ulong> addressesArray = MemoryMarshal.Cast<ShaderAddresses, ulong>(addressesSpan);
|
|
|
|
ulong baseAddress = _state.State.ShaderBaseAddress.Pack();
|
|
|
|
for (int index = 0; index < 6; index++)
|
|
{
|
|
var shader = _state.State.ShaderState[index];
|
|
|
|
if (!shader.UnpackEnable() && index != 1)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
addressesArray[index] = baseAddress + shader.Offset;
|
|
}
|
|
|
|
GpuAccessorState gas = new GpuAccessorState(
|
|
_state.State.TexturePoolState.Address.Pack(),
|
|
_state.State.TexturePoolState.MaximumId,
|
|
(int)_state.State.TextureBufferIndex,
|
|
_state.State.EarlyZForce,
|
|
_drawState.Topology);
|
|
|
|
ShaderBundle gs = _channel.MemoryManager.Physical.ShaderCache.GetGraphicsShader(ref _state.State, _channel, gas, addresses);
|
|
|
|
byte oldVsClipDistancesWritten = _vsClipDistancesWritten;
|
|
|
|
_drawState.VsUsesInstanceId = gs.Shaders[0]?.Info.UsesInstanceId ?? false;
|
|
_vsClipDistancesWritten = gs.Shaders[0]?.Info.ClipDistancesWritten ?? 0;
|
|
_vtgWritesRtLayer = false;
|
|
|
|
if (oldVsClipDistancesWritten != _vsClipDistancesWritten)
|
|
{
|
|
UpdateUserClipState();
|
|
}
|
|
|
|
for (int stage = 0; stage < Constants.ShaderStages; stage++)
|
|
{
|
|
ShaderProgramInfo info = gs.Shaders[stage]?.Info;
|
|
|
|
_currentProgramInfo[stage] = info;
|
|
|
|
if (info == null)
|
|
{
|
|
_channel.TextureManager.RentGraphicsTextureBindings(stage, 0);
|
|
_channel.TextureManager.RentGraphicsImageBindings(stage, 0);
|
|
_channel.BufferManager.SetGraphicsStorageBufferBindings(stage, null);
|
|
_channel.BufferManager.SetGraphicsUniformBufferBindings(stage, null);
|
|
continue;
|
|
}
|
|
|
|
Span<TextureBindingInfo> textureBindings = _channel.TextureManager.RentGraphicsTextureBindings(stage, info.Textures.Count);
|
|
|
|
if (info.UsesRtLayer)
|
|
{
|
|
_vtgWritesRtLayer = true;
|
|
}
|
|
|
|
for (int index = 0; index < info.Textures.Count; index++)
|
|
{
|
|
var descriptor = info.Textures[index];
|
|
|
|
Target target = ShaderTexture.GetTarget(descriptor.Type);
|
|
|
|
textureBindings[index] = new TextureBindingInfo(
|
|
target,
|
|
descriptor.Binding,
|
|
descriptor.CbufSlot,
|
|
descriptor.HandleIndex,
|
|
descriptor.Flags);
|
|
}
|
|
|
|
TextureBindingInfo[] imageBindings = _channel.TextureManager.RentGraphicsImageBindings(stage, info.Images.Count);
|
|
|
|
for (int index = 0; index < info.Images.Count; index++)
|
|
{
|
|
var descriptor = info.Images[index];
|
|
|
|
Target target = ShaderTexture.GetTarget(descriptor.Type);
|
|
Format format = ShaderTexture.GetFormat(descriptor.Format);
|
|
|
|
imageBindings[index] = new TextureBindingInfo(
|
|
target,
|
|
format,
|
|
descriptor.Binding,
|
|
descriptor.CbufSlot,
|
|
descriptor.HandleIndex,
|
|
descriptor.Flags);
|
|
}
|
|
|
|
_channel.BufferManager.SetGraphicsStorageBufferBindings(stage, info.SBuffers);
|
|
_channel.BufferManager.SetGraphicsUniformBufferBindings(stage, info.CBuffers);
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetProgram(gs.HostProgram);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Forces the shaders to be rebound on the next draw.
|
|
/// </summary>
|
|
public void ForceShaderUpdate()
|
|
{
|
|
_updateTracker.ForceDirty(ShaderStateIndex);
|
|
}
|
|
}
|
|
}
|