Support inline index buffer data (#1351)

* Support inline index buffer data

* Sort usings
This commit is contained in:
gdkchan 2020-07-03 19:41:27 -03:00 committed by GitHub
parent b0d9ec8a82
commit dbeb50684d
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5 changed files with 146 additions and 5 deletions

View file

@ -1,5 +1,9 @@
using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.State;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Engine
{
@ -22,6 +26,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
private int _instanceIndex;
private BufferHandle _inlineIndexBuffer = BufferHandle.Null;
private int _inlineIndexBufferSize;
private int _inlineIndexCount;
/// <summary>
/// Primitive type of the current draw.
/// </summary>
@ -87,10 +95,25 @@ namespace Ryujinx.Graphics.Gpu.Engine
int firstInstance = state.Get<int>(MethodOffset.FirstInstance);
if (_drawIndexed)
if (_inlineIndexCount != 0)
{
_drawIndexed = false;
int firstVertex = state.Get<int>(MethodOffset.FirstVertex);
BufferRange br = new BufferRange(_inlineIndexBuffer, 0, _inlineIndexCount * 4);
_context.Methods.BufferManager.SetIndexBuffer(br, IndexType.UInt);
_context.Renderer.Pipeline.DrawIndexed(
_inlineIndexCount,
1,
_firstIndex,
firstVertex,
firstInstance);
_inlineIndexCount = 0;
}
else if (_drawIndexed)
{
int firstVertex = state.Get<int>(MethodOffset.FirstVertex);
_context.Renderer.Pipeline.DrawIndexed(
@ -111,6 +134,8 @@ namespace Ryujinx.Graphics.Gpu.Engine
firstInstance);
}
_drawIndexed = false;
if (renderEnable == ConditionalRenderEnabled.Host)
{
_context.Renderer.Pipeline.EndHostConditionalRendering();
@ -154,6 +179,103 @@ namespace Ryujinx.Graphics.Gpu.Engine
_drawIndexed = true;
}
/// <summary>
/// Pushes four 8-bit index buffer elements.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>
private void VbElementU8(GpuState state, int argument)
{
byte i0 = (byte)argument;
byte i1 = (byte)(argument >> 8);
byte i2 = (byte)(argument >> 16);
byte i3 = (byte)(argument >> 24);
Span<uint> data = stackalloc uint[4];
data[0] = i0;
data[1] = i1;
data[2] = i2;
data[3] = i3;
int offset = _inlineIndexCount * 4;
_context.Renderer.SetBufferData(GetInlineIndexBuffer(offset), offset, MemoryMarshal.Cast<uint, byte>(data));
_inlineIndexCount += 4;
}
/// <summary>
/// Pushes two 16-bit index buffer elements.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>
private void VbElementU16(GpuState state, int argument)
{
ushort i0 = (ushort)argument;
ushort i1 = (ushort)(argument >> 16);
Span<uint> data = stackalloc uint[2];
data[0] = i0;
data[1] = i1;
int offset = _inlineIndexCount * 4;
_context.Renderer.SetBufferData(GetInlineIndexBuffer(offset), offset, MemoryMarshal.Cast<uint, byte>(data));
_inlineIndexCount += 2;
}
/// <summary>
/// Pushes one 32-bit index buffer element.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>
private void VbElementU32(GpuState state, int argument)
{
uint i0 = (uint)argument;
Span<uint> data = stackalloc uint[1];
data[0] = i0;
int offset = _inlineIndexCount++ * 4;
_context.Renderer.SetBufferData(GetInlineIndexBuffer(offset), offset, MemoryMarshal.Cast<uint, byte>(data));
}
/// <summary>
/// Gets the handle of a buffer large enough to hold the data that will be written to <paramref name="offset"/>.
/// </summary>
/// <param name="offset">Offset where the data will be written</param>
/// <returns>Buffer handle</returns>
private BufferHandle GetInlineIndexBuffer(int offset)
{
// Calculate a reasonable size for the buffer that can fit all the data,
// and that also won't require frequent resizes if we need to push more data.
int size = BitUtils.AlignUp(offset + 0x10, 0x200);
if (_inlineIndexBuffer == BufferHandle.Null)
{
_inlineIndexBuffer = _context.Renderer.CreateBuffer(size);
_inlineIndexBufferSize = size;
}
else if (_inlineIndexBufferSize < size)
{
BufferHandle oldBuffer = _inlineIndexBuffer;
int oldSize = _inlineIndexBufferSize;
_inlineIndexBuffer = _context.Renderer.CreateBuffer(size);
_inlineIndexBufferSize = size;
_context.Renderer.Pipeline.CopyBuffer(oldBuffer, _inlineIndexBuffer, 0, 0, oldSize);
_context.Renderer.DeleteBuffer(oldBuffer);
}
return _inlineIndexBuffer;
}
/// <summary>
/// Perform any deferred draws.
/// This is used for instanced draws.

View file

@ -78,6 +78,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
state.RegisterCallback(MethodOffset.InvalidateTextures, InvalidateTextures);
state.RegisterCallback(MethodOffset.TextureBarrierTiled, TextureBarrierTiled);
state.RegisterCallback(MethodOffset.VbElementU8, VbElementU8);
state.RegisterCallback(MethodOffset.VbElementU16, VbElementU16);
state.RegisterCallback(MethodOffset.VbElementU32, VbElementU32);
state.RegisterCallback(MethodOffset.ResetCounter, ResetCounter);
state.RegisterCallback(MethodOffset.DrawEnd, DrawEnd);
@ -726,7 +730,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
ulong size;
if (_drawIndexed || stride == 0 || instanced)
if (_inlineIndexCount != 0 || _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.

View file

@ -103,6 +103,18 @@ namespace Ryujinx.Graphics.Gpu.Memory
_indexBufferDirty = true;
}
/// <summary>
/// Sets a new index buffer that overrides the one set on the call to <see cref="CommitGraphicsBindings"/>.
/// </summary>
/// <param name="buffer">Buffer to be used as index buffer</param>
/// <param name="type">Type of each index buffer element</param>
public void SetIndexBuffer(BufferRange buffer, IndexType type)
{
_context.Renderer.Pipeline.SetIndexBuffer(buffer, type);
_indexBufferDirty = true;
}
/// <summary>
/// Sets the memory range with vertex buffer data, to be used for subsequent draw calls.
/// </summary>

View file

@ -58,6 +58,7 @@ namespace Ryujinx.Graphics.Gpu.State
DepthTestEnable = 0x4b3,
BlendIndependent = 0x4b9,
DepthWriteEnable = 0x4ba,
VbElementU8 = 0x4c1,
DepthTestFunc = 0x4c3,
BlendConstant = 0x4c7,
BlendStateCommon = 0x4cf,
@ -78,6 +79,8 @@ namespace Ryujinx.Graphics.Gpu.State
StencilBackTestState = 0x565,
DepthBiasUnits = 0x56f,
RtMsaaMode = 0x574,
VbElementU32 = 0x57a,
VbElementU16 = 0x57c,
ShaderBaseAddress = 0x582,
DrawEnd = 0x585,
DrawBegin = 0x586,