R/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs
gdkchan f1d1670b0b
Implement HLE macro for DrawElementsIndirect (#3748)
* 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>
2022-11-16 14:53:04 -03:00

374 lines
13 KiB
C#

using Ryujinx.Graphics.GAL.Multithreading.Commands;
using Ryujinx.Graphics.GAL.Multithreading.Model;
using Ryujinx.Graphics.GAL.Multithreading.Resources;
using Ryujinx.Graphics.Shader;
using System;
using System.Linq;
namespace Ryujinx.Graphics.GAL.Multithreading
{
public class ThreadedPipeline : IPipeline
{
private ThreadedRenderer _renderer;
private IPipeline _impl;
public ThreadedPipeline(ThreadedRenderer renderer, IPipeline impl)
{
_renderer = renderer;
_impl = impl;
}
private TableRef<T> Ref<T>(T reference)
{
return new TableRef<T>(_renderer, reference);
}
public void Barrier()
{
_renderer.New<BarrierCommand>();
_renderer.QueueCommand();
}
public void BeginTransformFeedback(PrimitiveTopology topology)
{
_renderer.New<BeginTransformFeedbackCommand>().Set(topology);
_renderer.QueueCommand();
}
public void ClearBuffer(BufferHandle destination, int offset, int size, uint value)
{
_renderer.New<ClearBufferCommand>().Set(destination, offset, size, value);
_renderer.QueueCommand();
}
public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
{
_renderer.New<ClearRenderTargetColorCommand>().Set(index, layer, layerCount, componentMask, color);
_renderer.QueueCommand();
}
public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
{
_renderer.New<ClearRenderTargetDepthStencilCommand>().Set(layer, layerCount, depthValue, depthMask, stencilValue, stencilMask);
_renderer.QueueCommand();
}
public void CommandBufferBarrier()
{
_renderer.New<CommandBufferBarrierCommand>();
_renderer.QueueCommand();
}
public void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
{
_renderer.New<CopyBufferCommand>().Set(source, destination, srcOffset, dstOffset, size);
_renderer.QueueCommand();
}
public void DispatchCompute(int groupsX, int groupsY, int groupsZ)
{
_renderer.New<DispatchComputeCommand>().Set(groupsX, groupsY, groupsZ);
_renderer.QueueCommand();
}
public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
{
_renderer.New<DrawCommand>().Set(vertexCount, instanceCount, firstVertex, firstInstance);
_renderer.QueueCommand();
}
public void DrawIndexed(int indexCount, int instanceCount, int firstIndex, int firstVertex, int firstInstance)
{
_renderer.New<DrawIndexedCommand>().Set(indexCount, instanceCount, firstIndex, firstVertex, firstInstance);
_renderer.QueueCommand();
}
public void DrawIndexedIndirect(BufferRange indirectBuffer)
{
_renderer.New<DrawIndexedIndirectCommand>().Set(indirectBuffer);
_renderer.QueueCommand();
}
public void DrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
{
_renderer.New<DrawIndexedIndirectCountCommand>().Set(indirectBuffer, parameterBuffer, maxDrawCount, stride);
_renderer.QueueCommand();
}
public void DrawIndirect(BufferRange indirectBuffer)
{
_renderer.New<DrawIndirectCommand>().Set(indirectBuffer);
_renderer.QueueCommand();
}
public void DrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
{
_renderer.New<DrawIndirectCountCommand>().Set(indirectBuffer, parameterBuffer, maxDrawCount, stride);
_renderer.QueueCommand();
}
public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
{
_renderer.New<DrawTextureCommand>().Set(Ref(texture), Ref(sampler), srcRegion, dstRegion);
_renderer.QueueCommand();
}
public void EndHostConditionalRendering()
{
_renderer.New<EndHostConditionalRenderingCommand>();
_renderer.QueueCommand();
}
public void EndTransformFeedback()
{
_renderer.New<EndTransformFeedbackCommand>();
_renderer.QueueCommand();
}
public void SetAlphaTest(bool enable, float reference, CompareOp op)
{
_renderer.New<SetAlphaTestCommand>().Set(enable, reference, op);
_renderer.QueueCommand();
}
public void SetBlendState(int index, BlendDescriptor blend)
{
_renderer.New<SetBlendStateCommand>().Set(index, blend);
_renderer.QueueCommand();
}
public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
{
_renderer.New<SetDepthBiasCommand>().Set(enables, factor, units, clamp);
_renderer.QueueCommand();
}
public void SetDepthClamp(bool clamp)
{
_renderer.New<SetDepthClampCommand>().Set(clamp);
_renderer.QueueCommand();
}
public void SetDepthMode(DepthMode mode)
{
_renderer.New<SetDepthModeCommand>().Set(mode);
_renderer.QueueCommand();
}
public void SetDepthTest(DepthTestDescriptor depthTest)
{
_renderer.New<SetDepthTestCommand>().Set(depthTest);
_renderer.QueueCommand();
}
public void SetFaceCulling(bool enable, Face face)
{
_renderer.New<SetFaceCullingCommand>().Set(enable, face);
_renderer.QueueCommand();
}
public void SetFrontFace(FrontFace frontFace)
{
_renderer.New<SetFrontFaceCommand>().Set(frontFace);
_renderer.QueueCommand();
}
public void SetImage(int binding, ITexture texture, Format imageFormat)
{
_renderer.New<SetImageCommand>().Set(binding, Ref(texture), imageFormat);
_renderer.QueueCommand();
}
public void SetIndexBuffer(BufferRange buffer, IndexType type)
{
_renderer.New<SetIndexBufferCommand>().Set(buffer, type);
_renderer.QueueCommand();
}
public void SetLineParameters(float width, bool smooth)
{
_renderer.New<SetLineParametersCommand>().Set(width, smooth);
_renderer.QueueCommand();
}
public void SetLogicOpState(bool enable, LogicalOp op)
{
_renderer.New<SetLogicOpStateCommand>().Set(enable, op);
_renderer.QueueCommand();
}
public void SetMultisampleState(MultisampleDescriptor multisample)
{
_renderer.New<SetMultisampleStateCommand>().Set(multisample);
_renderer.QueueCommand();
}
public void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
{
_renderer.New<SetPatchParametersCommand>().Set(vertices, defaultOuterLevel, defaultInnerLevel);
_renderer.QueueCommand();
}
public void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin)
{
_renderer.New<SetPointParametersCommand>().Set(size, isProgramPointSize, enablePointSprite, origin);
_renderer.QueueCommand();
}
public void SetPolygonMode(PolygonMode frontMode, PolygonMode backMode)
{
_renderer.New<SetPolygonModeCommand>().Set(frontMode, backMode);
_renderer.QueueCommand();
}
public void SetPrimitiveRestart(bool enable, int index)
{
_renderer.New<SetPrimitiveRestartCommand>().Set(enable, index);
_renderer.QueueCommand();
}
public void SetPrimitiveTopology(PrimitiveTopology topology)
{
_renderer.New<SetPrimitiveTopologyCommand>().Set(topology);
_renderer.QueueCommand();
}
public void SetProgram(IProgram program)
{
_renderer.New<SetProgramCommand>().Set(Ref(program));
_renderer.QueueCommand();
}
public void SetRasterizerDiscard(bool discard)
{
_renderer.New<SetRasterizerDiscardCommand>().Set(discard);
_renderer.QueueCommand();
}
public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask)
{
_renderer.New<SetRenderTargetColorMasksCommand>().Set(_renderer.CopySpan(componentMask));
_renderer.QueueCommand();
}
public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
{
_renderer.New<SetRenderTargetsCommand>().Set(Ref(colors.ToArray()), Ref(depthStencil));
_renderer.QueueCommand();
}
public void SetRenderTargetScale(float scale)
{
_renderer.New<SetRenderTargetScaleCommand>().Set(scale);
_renderer.QueueCommand();
}
public void SetScissors(ReadOnlySpan<Rectangle<int>> scissors)
{
_renderer.New<SetScissorsCommand>().Set(_renderer.CopySpan(scissors));
_renderer.QueueCommand();
}
public void SetStencilTest(StencilTestDescriptor stencilTest)
{
_renderer.New<SetStencilTestCommand>().Set(stencilTest);
_renderer.QueueCommand();
}
public void SetStorageBuffers(int first, ReadOnlySpan<BufferRange> buffers)
{
_renderer.New<SetStorageBuffersCommand>().Set(first, _renderer.CopySpan(buffers));
_renderer.QueueCommand();
}
public void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler)
{
_renderer.New<SetTextureAndSamplerCommand>().Set(stage, binding, Ref(texture), Ref(sampler));
_renderer.QueueCommand();
}
public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
{
_renderer.New<SetTransformFeedbackBuffersCommand>().Set(_renderer.CopySpan(buffers));
_renderer.QueueCommand();
}
public void SetUniformBuffers(int first, ReadOnlySpan<BufferRange> buffers)
{
_renderer.New<SetUniformBuffersCommand>().Set(first, _renderer.CopySpan(buffers));
_renderer.QueueCommand();
}
public void SetUserClipDistance(int index, bool enableClip)
{
_renderer.New<SetUserClipDistanceCommand>().Set(index, enableClip);
_renderer.QueueCommand();
}
public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
{
_renderer.New<SetVertexAttribsCommand>().Set(_renderer.CopySpan(vertexAttribs));
_renderer.QueueCommand();
}
public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
{
_renderer.New<SetVertexBuffersCommand>().Set(_renderer.CopySpan(vertexBuffers));
_renderer.QueueCommand();
}
public void SetViewports(ReadOnlySpan<Viewport> viewports, bool disableTransform)
{
_renderer.New<SetViewportsCommand>().Set(_renderer.CopySpan(viewports), disableTransform);
_renderer.QueueCommand();
}
public void TextureBarrier()
{
_renderer.New<TextureBarrierCommand>();
_renderer.QueueCommand();
}
public void TextureBarrierTiled()
{
_renderer.New<TextureBarrierTiledCommand>();
_renderer.QueueCommand();
}
public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
{
var evt = value as ThreadedCounterEvent;
if (evt != null)
{
if (compare == 0 && evt.Type == CounterType.SamplesPassed && evt.ClearCounter)
{
if (!evt.ReserveForHostAccess())
{
return false;
}
_renderer.New<TryHostConditionalRenderingCommand>().Set(Ref(evt), compare, isEqual);
_renderer.QueueCommand();
return true;
}
}
_renderer.New<TryHostConditionalRenderingFlushCommand>().Set(Ref(evt), Ref<ThreadedCounterEvent>(null), isEqual);
_renderer.QueueCommand();
return false;
}
public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
{
_renderer.New<TryHostConditionalRenderingFlushCommand>().Set(Ref(value as ThreadedCounterEvent), Ref(compare as ThreadedCounterEvent), isEqual);
_renderer.QueueCommand();
return false;
}
public void UpdateRenderScale(ReadOnlySpan<float> scales, int totalCount, int fragmentCount)
{
_renderer.New<UpdateRenderScaleCommand>().Set(_renderer.CopySpan(scales.Slice(0, totalCount)), totalCount, fragmentCount);
_renderer.QueueCommand();
}
}
}