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jinx/Ryujinx.Graphics.Gpu/Engine/Threed/ConditionalRendering.cs
gdkchan 40b21cc3c4
Separate GPU engines (part 2/2) (#2440)
* 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
2021-07-11 17:20:40 -03:00

130 lines
5.6 KiB
C#

using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Types;
using Ryujinx.Graphics.Gpu.Memory;
namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
/// <summary>
/// Helper methods used for conditional rendering.
/// </summary>
static class ConditionalRendering
{
/// <summary>
/// Checks if draws and clears should be performed, according
/// to currently set conditional rendering conditions.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="memoryManager">Memory manager bound to the channel currently executing</param>
/// <param name="address">Conditional rendering buffer address</param>
/// <param name="condition">Conditional rendering condition</param>
/// <returns>True if rendering is enabled, false otherwise</returns>
public static ConditionalRenderEnabled GetRenderEnable(GpuContext context, MemoryManager memoryManager, GpuVa address, Condition condition)
{
switch (condition)
{
case Condition.Always:
return ConditionalRenderEnabled.True;
case Condition.Never:
return ConditionalRenderEnabled.False;
case Condition.ResultNonZero:
return CounterNonZero(context, memoryManager, address.Pack());
case Condition.Equal:
return CounterCompare(context, memoryManager, address.Pack(), true);
case Condition.NotEqual:
return CounterCompare(context, memoryManager, address.Pack(), false);
}
Logger.Warning?.Print(LogClass.Gpu, $"Invalid conditional render condition \"{condition}\".");
return ConditionalRenderEnabled.True;
}
/// <summary>
/// Checks if the counter value at a given GPU memory address is non-zero.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="memoryManager">Memory manager bound to the channel currently executing</param>
/// <param name="gpuVa">GPU virtual address of the counter value</param>
/// <returns>True if the value is not zero, false otherwise. Returns host if handling with host conditional rendering</returns>
private static ConditionalRenderEnabled CounterNonZero(GpuContext context, MemoryManager memoryManager, ulong gpuVa)
{
ICounterEvent evt = memoryManager.CounterCache.FindEvent(gpuVa);
if (evt == null)
{
return ConditionalRenderEnabled.False;
}
if (context.Renderer.Pipeline.TryHostConditionalRendering(evt, 0L, false))
{
return ConditionalRenderEnabled.Host;
}
else
{
evt.Flush();
return (memoryManager.Read<ulong>(gpuVa) != 0) ? ConditionalRenderEnabled.True : ConditionalRenderEnabled.False;
}
}
/// <summary>
/// Checks if the counter at a given GPU memory address passes a specified equality comparison.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="memoryManager">Memory manager bound to the channel currently executing</param>
/// <param name="gpuVa">GPU virtual address</param>
/// <param name="isEqual">True to check if the values are equal, false to check if they are not equal</param>
/// <returns>True if the condition is met, false otherwise. Returns host if handling with host conditional rendering</returns>
private static ConditionalRenderEnabled CounterCompare(GpuContext context, MemoryManager memoryManager, ulong gpuVa, bool isEqual)
{
ICounterEvent evt = FindEvent(memoryManager.CounterCache, gpuVa);
ICounterEvent evt2 = FindEvent(memoryManager.CounterCache, gpuVa + 16);
bool useHost;
if (evt != null && evt2 == null)
{
useHost = context.Renderer.Pipeline.TryHostConditionalRendering(evt, memoryManager.Read<ulong>(gpuVa + 16), isEqual);
}
else if (evt == null && evt2 != null)
{
useHost = context.Renderer.Pipeline.TryHostConditionalRendering(evt2, memoryManager.Read<ulong>(gpuVa), isEqual);
}
else if (evt != null && evt2 != null)
{
useHost = context.Renderer.Pipeline.TryHostConditionalRendering(evt, evt2, isEqual);
}
else
{
useHost = false;
}
if (useHost)
{
return ConditionalRenderEnabled.Host;
}
else
{
evt?.Flush();
evt2?.Flush();
ulong x = memoryManager.Read<ulong>(gpuVa);
ulong y = memoryManager.Read<ulong>(gpuVa + 16);
return (isEqual ? x == y : x != y) ? ConditionalRenderEnabled.True : ConditionalRenderEnabled.False;
}
}
/// <summary>
/// Tries to find a counter that is supposed to be written at the specified address,
/// returning the related event.
/// </summary>
/// <param name="counterCache">GPU counter cache to search on</param>
/// <param name="gpuVa">GPU virtual address where the counter is supposed to be written</param>
/// <returns>The counter event, or null if not present</returns>
private static ICounterEvent FindEvent(CounterCache counterCache, ulong gpuVa)
{
return counterCache.FindEvent(gpuVa);
}
}
}