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jinx/Ryujinx.Graphics/NvGpuEngine2d.cs
gdkchan d2bb458b51 Improved GPU command lists decoding (#499)
* Better implementation of the DMA pusher, misc fixes

* Remove some debug code

* Correct RGBX8 format

* Add support for linked Texture Sampler Control

* Attempt to fix upside down screen issue
2018-11-17 05:01:31 +01:00

158 lines
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5.2 KiB
C#

using Ryujinx.Graphics.Gal;
using Ryujinx.Graphics.Memory;
using Ryujinx.Graphics.Texture;
namespace Ryujinx.Graphics
{
class NvGpuEngine2d : INvGpuEngine
{
private enum CopyOperation
{
SrcCopyAnd,
RopAnd,
Blend,
SrcCopy,
Rop,
SrcCopyPremult,
BlendPremult
}
public int[] Registers { get; private set; }
private NvGpu Gpu;
public NvGpuEngine2d(NvGpu Gpu)
{
this.Gpu = Gpu;
Registers = new int[0x238];
}
public void CallMethod(NvGpuVmm Vmm, GpuMethodCall MethCall)
{
WriteRegister(MethCall);
if ((NvGpuEngine2dReg)MethCall.Method == NvGpuEngine2dReg.BlitSrcYInt)
{
TextureCopy(Vmm);
}
}
private void TextureCopy(NvGpuVmm Vmm)
{
CopyOperation Operation = (CopyOperation)ReadRegister(NvGpuEngine2dReg.CopyOperation);
int DstFormat = ReadRegister(NvGpuEngine2dReg.DstFormat);
bool DstLinear = ReadRegister(NvGpuEngine2dReg.DstLinear) != 0;
int DstWidth = ReadRegister(NvGpuEngine2dReg.DstWidth);
int DstHeight = ReadRegister(NvGpuEngine2dReg.DstHeight);
int DstPitch = ReadRegister(NvGpuEngine2dReg.DstPitch);
int DstBlkDim = ReadRegister(NvGpuEngine2dReg.DstBlockDimensions);
int SrcFormat = ReadRegister(NvGpuEngine2dReg.SrcFormat);
bool SrcLinear = ReadRegister(NvGpuEngine2dReg.SrcLinear) != 0;
int SrcWidth = ReadRegister(NvGpuEngine2dReg.SrcWidth);
int SrcHeight = ReadRegister(NvGpuEngine2dReg.SrcHeight);
int SrcPitch = ReadRegister(NvGpuEngine2dReg.SrcPitch);
int SrcBlkDim = ReadRegister(NvGpuEngine2dReg.SrcBlockDimensions);
int DstBlitX = ReadRegister(NvGpuEngine2dReg.BlitDstX);
int DstBlitY = ReadRegister(NvGpuEngine2dReg.BlitDstY);
int DstBlitW = ReadRegister(NvGpuEngine2dReg.BlitDstW);
int DstBlitH = ReadRegister(NvGpuEngine2dReg.BlitDstH);
int SrcBlitX = ReadRegister(NvGpuEngine2dReg.BlitSrcXInt);
int SrcBlitY = ReadRegister(NvGpuEngine2dReg.BlitSrcYInt);
GalImageFormat SrcImgFormat = ImageUtils.ConvertSurface((GalSurfaceFormat)SrcFormat);
GalImageFormat DstImgFormat = ImageUtils.ConvertSurface((GalSurfaceFormat)DstFormat);
GalMemoryLayout SrcLayout = GetLayout(SrcLinear);
GalMemoryLayout DstLayout = GetLayout(DstLinear);
int SrcBlockHeight = 1 << ((SrcBlkDim >> 4) & 0xf);
int DstBlockHeight = 1 << ((DstBlkDim >> 4) & 0xf);
long SrcAddress = MakeInt64From2xInt32(NvGpuEngine2dReg.SrcAddress);
long DstAddress = MakeInt64From2xInt32(NvGpuEngine2dReg.DstAddress);
long SrcKey = Vmm.GetPhysicalAddress(SrcAddress);
long DstKey = Vmm.GetPhysicalAddress(DstAddress);
GalImage SrcTexture = new GalImage(
SrcWidth,
SrcHeight, 1,
SrcBlockHeight,
SrcLayout,
SrcImgFormat);
GalImage DstTexture = new GalImage(
DstWidth,
DstHeight, 1,
DstBlockHeight,
DstLayout,
DstImgFormat);
SrcTexture.Pitch = SrcPitch;
DstTexture.Pitch = DstPitch;
Gpu.ResourceManager.SendTexture(Vmm, SrcKey, SrcTexture);
Gpu.ResourceManager.SendTexture(Vmm, DstKey, DstTexture);
Gpu.Renderer.RenderTarget.Copy(
SrcKey,
DstKey,
SrcBlitX,
SrcBlitY,
SrcBlitX + DstBlitW,
SrcBlitY + DstBlitH,
DstBlitX,
DstBlitY,
DstBlitX + DstBlitW,
DstBlitY + DstBlitH);
//Do a guest side copy aswell. This is necessary when
//the texture is modified by the guest, however it doesn't
//work when resources that the gpu can write to are copied,
//like framebuffers.
ImageUtils.CopyTexture(
Vmm,
SrcTexture,
DstTexture,
SrcAddress,
DstAddress,
SrcBlitX,
SrcBlitY,
DstBlitX,
DstBlitY,
DstBlitW,
DstBlitH);
Vmm.IsRegionModified(DstKey, ImageUtils.GetSize(DstTexture), NvGpuBufferType.Texture);
}
private static GalMemoryLayout GetLayout(bool Linear)
{
return Linear
? GalMemoryLayout.Pitch
: GalMemoryLayout.BlockLinear;
}
private long MakeInt64From2xInt32(NvGpuEngine2dReg Reg)
{
return
(long)Registers[(int)Reg + 0] << 32 |
(uint)Registers[(int)Reg + 1];
}
private void WriteRegister(GpuMethodCall MethCall)
{
Registers[MethCall.Method] = MethCall.Argument;
}
private int ReadRegister(NvGpuEngine2dReg Reg)
{
return Registers[(int)Reg];
}
}
}