mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-05 03:11:21 +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
142 lines
4.8 KiB
C#
142 lines
4.8 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using System;
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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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/// Holds inline index buffer state.
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/// The inline index buffer data is sent to the GPU through the command buffer.
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/// </summary>
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struct IbStreamer
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{
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private BufferHandle _inlineIndexBuffer;
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private int _inlineIndexBufferSize;
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private int _inlineIndexCount;
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/// <summary>
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/// Indicates if any index buffer data has been pushed.
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/// </summary>
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public bool HasInlineIndexData => _inlineIndexCount != 0;
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/// <summary>
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/// Gets the handle for the host buffer currently holding the inline index buffer data.
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/// </summary>
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/// <returns>Host buffer handle</returns>
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public BufferHandle GetInlineIndexBuffer()
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{
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return _inlineIndexBuffer;
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}
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/// <summary>
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/// Gets the number of elements on the current inline index buffer,
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/// while also reseting it to zero for the next draw.
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/// </summary>
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/// <returns>Inline index bufffer count</returns>
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public int GetAndResetInlineIndexCount()
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{
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int temp = _inlineIndexCount;
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_inlineIndexCount = 0;
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return temp;
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}
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/// <summary>
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/// Pushes four 8-bit index buffer elements.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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/// <param name="argument">Method call argument</param>
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public void VbElementU8(IRenderer renderer, int argument)
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{
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byte i0 = (byte)argument;
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byte i1 = (byte)(argument >> 8);
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byte i2 = (byte)(argument >> 16);
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byte i3 = (byte)(argument >> 24);
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Span<uint> data = stackalloc uint[4];
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data[0] = i0;
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data[1] = i1;
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data[2] = i2;
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data[3] = i3;
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int offset = _inlineIndexCount * 4;
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renderer.SetBufferData(GetInlineIndexBuffer(renderer, offset), offset, MemoryMarshal.Cast<uint, byte>(data));
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_inlineIndexCount += 4;
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}
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/// <summary>
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/// Pushes two 16-bit index buffer elements.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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/// <param name="argument">Method call argument</param>
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public void VbElementU16(IRenderer renderer, int argument)
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{
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ushort i0 = (ushort)argument;
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ushort i1 = (ushort)(argument >> 16);
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Span<uint> data = stackalloc uint[2];
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data[0] = i0;
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data[1] = i1;
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int offset = _inlineIndexCount * 4;
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renderer.SetBufferData(GetInlineIndexBuffer(renderer, offset), offset, MemoryMarshal.Cast<uint, byte>(data));
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_inlineIndexCount += 2;
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}
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/// <summary>
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/// Pushes one 32-bit index buffer element.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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/// <param name="argument">Method call argument</param>
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public void VbElementU32(IRenderer renderer, int argument)
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{
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uint i0 = (uint)argument;
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Span<uint> data = stackalloc uint[1];
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data[0] = i0;
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int offset = _inlineIndexCount++ * 4;
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renderer.SetBufferData(GetInlineIndexBuffer(renderer, offset), offset, MemoryMarshal.Cast<uint, byte>(data));
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}
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/// <summary>
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/// Gets the handle of a buffer large enough to hold the data that will be written to <paramref name="offset"/>.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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/// <param name="offset">Offset where the data will be written</param>
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/// <returns>Buffer handle</returns>
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private BufferHandle GetInlineIndexBuffer(IRenderer renderer, int offset)
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{
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// Calculate a reasonable size for the buffer that can fit all the data,
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// and that also won't require frequent resizes if we need to push more data.
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int size = BitUtils.AlignUp(offset + 0x10, 0x200);
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if (_inlineIndexBuffer == BufferHandle.Null)
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{
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_inlineIndexBuffer = renderer.CreateBuffer(size);
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_inlineIndexBufferSize = size;
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}
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else if (_inlineIndexBufferSize < size)
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{
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BufferHandle oldBuffer = _inlineIndexBuffer;
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int oldSize = _inlineIndexBufferSize;
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_inlineIndexBuffer = renderer.CreateBuffer(size);
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_inlineIndexBufferSize = size;
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renderer.Pipeline.CopyBuffer(oldBuffer, _inlineIndexBuffer, 0, 0, oldSize);
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renderer.DeleteBuffer(oldBuffer);
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}
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return _inlineIndexBuffer;
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}
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}
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}
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