forked from Mirror/Ryujinx
GPU: Add HLE macros for popular NVN macros (#5761)
* GPU: Add HLE macros for popular NVN macros
* Remove non-vector equality check
The case where it's not hardware accelerated will do the check integer-wise anyways.
* Whitespace 😔
* Address Feedback
This commit is contained in:
parent
086564c3c8
commit
f460ecc182
9 changed files with 467 additions and 14 deletions
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@ -32,6 +32,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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/// </summary>
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public ref TState State => ref _state.State;
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/// <summary>
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/// Current shadow state.
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/// </summary>
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public ref TState ShadowState => ref _shadowState.State;
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/// <summary>
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/// Creates a new instance of the device state, with shadow state.
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/// </summary>
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@ -1,7 +1,10 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Common.Memory;
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using Ryujinx.Graphics.Device;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.GPFifo;
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using Ryujinx.Graphics.Gpu.Engine.Threed;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using System;
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using System.Collections.Generic;
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@ -15,9 +18,18 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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private const int ColorLayerCountOffset = 0x818;
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private const int ColorStructSize = 0x40;
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private const int ZetaLayerCountOffset = 0x1230;
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private const int UniformBufferBindVertexOffset = 0x2410;
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private const int FirstVertexOffset = 0x1434;
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private const int IndirectIndexedDataEntrySize = 0x14;
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private const int LogicOpOffset = 0x19c4;
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private const int ShaderIdScratchOffset = 0x3470;
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private const int ShaderAddressScratchOffset = 0x3488;
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private const int UpdateConstantBufferAddressesBase = 0x34a8;
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private const int UpdateConstantBufferSizesBase = 0x34bc;
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private const int UpdateConstantBufferAddressCbu = 0x3460;
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private readonly GPFifoProcessor _processor;
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private readonly MacroHLEFunctionName _functionName;
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@ -49,6 +61,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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{
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switch (_functionName)
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{
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case MacroHLEFunctionName.BindShaderProgram:
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BindShaderProgram(state, arg0);
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break;
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case MacroHLEFunctionName.ClearColor:
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ClearColor(state, arg0);
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break;
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@ -58,6 +73,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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case MacroHLEFunctionName.DrawArraysInstanced:
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DrawArraysInstanced(state, arg0);
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break;
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case MacroHLEFunctionName.DrawElements:
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DrawElements(state, arg0);
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break;
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case MacroHLEFunctionName.DrawElementsInstanced:
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DrawElementsInstanced(state, arg0);
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break;
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@ -67,6 +85,21 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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case MacroHLEFunctionName.MultiDrawElementsIndirectCount:
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MultiDrawElementsIndirectCount(state, arg0);
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break;
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case MacroHLEFunctionName.UpdateBlendState:
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UpdateBlendState(state, arg0);
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break;
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case MacroHLEFunctionName.UpdateColorMasks:
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UpdateColorMasks(state, arg0);
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break;
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case MacroHLEFunctionName.UpdateUniformBufferState:
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UpdateUniformBufferState(state, arg0);
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break;
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case MacroHLEFunctionName.UpdateUniformBufferStateCbu:
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UpdateUniformBufferStateCbu(state, arg0);
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break;
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case MacroHLEFunctionName.UpdateUniformBufferStateCbuV2:
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UpdateUniformBufferStateCbuV2(state, arg0);
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break;
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default:
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throw new NotImplementedException(_functionName.ToString());
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}
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@ -75,6 +108,149 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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Fifo.Clear();
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}
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/// <summary>
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/// Binds a shader program with the index in arg0.
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/// </summary>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">First argument of the call</param>
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private void BindShaderProgram(IDeviceState state, int arg0)
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{
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int scratchOffset = ShaderIdScratchOffset + arg0 * 4;
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int lastId = state.Read(scratchOffset);
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int id = FetchParam().Word;
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int offset = FetchParam().Word;
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if (lastId == id)
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{
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FetchParam();
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FetchParam();
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return;
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}
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_processor.ThreedClass.SetShaderOffset(arg0, (uint)offset);
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// Removes overflow on the method address into the increment portion.
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// Present in the original macro.
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int addrMask = unchecked((int)0xfffc0fff) << 2;
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state.Write(scratchOffset & addrMask, id);
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state.Write((ShaderAddressScratchOffset + arg0 * 4) & addrMask, offset);
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int stage = FetchParam().Word;
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uint cbAddress = (uint)FetchParam().Word;
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_processor.ThreedClass.UpdateUniformBufferState(65536, cbAddress >> 24, cbAddress << 8);
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int stageOffset = (stage & 0x7f) << 3;
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state.Write((UniformBufferBindVertexOffset + stageOffset * 4) & addrMask, 17);
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}
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/// <summary>
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/// Updates uniform buffer state for update or bind.
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/// </summary>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">First argument of the call</param>
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private void UpdateUniformBufferState(IDeviceState state, int arg0)
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{
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uint address = (uint)state.Read(UpdateConstantBufferAddressesBase + arg0 * 4);
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int size = state.Read(UpdateConstantBufferSizesBase + arg0 * 4);
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_processor.ThreedClass.UpdateUniformBufferState(size, address >> 24, address << 8);
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}
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/// <summary>
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/// Updates uniform buffer state for update.
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/// </summary>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">First argument of the call</param>
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private void UpdateUniformBufferStateCbu(IDeviceState state, int arg0)
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{
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uint address = (uint)state.Read(UpdateConstantBufferAddressCbu);
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UniformBufferState ubState = new()
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{
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Address = new()
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{
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High = address >> 24,
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Low = address << 8
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},
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Size = 24320,
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Offset = arg0 << 2
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};
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_processor.ThreedClass.UpdateUniformBufferState(ubState);
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}
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/// <summary>
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/// Updates uniform buffer state for update.
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/// </summary>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">First argument of the call</param>
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private void UpdateUniformBufferStateCbuV2(IDeviceState state, int arg0)
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{
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uint address = (uint)state.Read(UpdateConstantBufferAddressCbu);
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UniformBufferState ubState = new()
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{
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Address = new()
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{
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High = address >> 24,
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Low = address << 8
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},
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Size = 28672,
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Offset = arg0 << 2
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};
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_processor.ThreedClass.UpdateUniformBufferState(ubState);
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}
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/// <summary>
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/// Updates blend enable using the given argument.
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/// </summary>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">First argument of the call</param>
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private void UpdateBlendState(IDeviceState state, int arg0)
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{
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state.Write(LogicOpOffset, 0);
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Array8<Boolean32> enable = new();
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for (int i = 0; i < 8; i++)
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{
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enable[i] = new Boolean32((uint)(arg0 >> (i + 8)) & 1);
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}
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_processor.ThreedClass.UpdateBlendEnable(ref enable);
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}
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/// <summary>
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/// Updates color masks using the given argument and three pushed arguments.
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/// </summary>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">First argument of the call</param>
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private void UpdateColorMasks(IDeviceState state, int arg0)
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{
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Array8<RtColorMask> masks = new();
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int index = 0;
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for (int i = 0; i < 4; i++)
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{
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masks[index++] = new RtColorMask((uint)arg0 & 0x1fff);
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masks[index++] = new RtColorMask(((uint)arg0 >> 16) & 0x1fff);
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if (i != 3)
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{
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arg0 = FetchParam().Word;
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}
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}
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_processor.ThreedClass.UpdateColorMasks(ref masks);
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}
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/// <summary>
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/// Clears one bound color target.
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/// </summary>
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@ -129,6 +305,36 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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indexed: false);
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}
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/// <summary>
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/// Performs a indexed draw.
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/// </summary>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">First argument of the call</param>
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private void DrawElements(IDeviceState state, int arg0)
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{
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var topology = (PrimitiveTopology)arg0;
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var indexAddressHigh = FetchParam();
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var indexAddressLow = FetchParam();
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var indexType = FetchParam();
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var firstIndex = 0;
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var indexCount = FetchParam();
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_processor.ThreedClass.UpdateIndexBuffer(
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(uint)indexAddressHigh.Word,
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(uint)indexAddressLow.Word,
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(IndexType)indexType.Word);
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_processor.ThreedClass.Draw(
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topology,
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indexCount.Word,
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1,
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firstIndex,
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state.Read(FirstVertexOffset),
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0,
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indexed: true);
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}
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/// <summary>
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/// Performs a indexed draw.
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/// </summary>
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@ -6,11 +6,19 @@
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enum MacroHLEFunctionName
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{
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None,
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BindShaderProgram,
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ClearColor,
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ClearDepthStencil,
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DrawArraysInstanced,
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DrawElements,
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DrawElementsInstanced,
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DrawElementsIndirect,
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MultiDrawElementsIndirectCount,
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UpdateBlendState,
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UpdateColorMasks,
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UpdateUniformBufferState,
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UpdateUniformBufferStateCbu,
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UpdateUniformBufferStateCbuV2
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}
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}
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@ -46,12 +46,19 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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private static readonly TableEntry[] _table = new TableEntry[]
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{
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new(MacroHLEFunctionName.BindShaderProgram, new Hash128(0x5d5efb912369f60b, 0x69131ed5019f08ef), 0x68),
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new(MacroHLEFunctionName.ClearColor, new Hash128(0xA9FB28D1DC43645A, 0xB177E5D2EAE67FB0), 0x28),
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new(MacroHLEFunctionName.ClearDepthStencil, new Hash128(0x1B96CB77D4879F4F, 0x8557032FE0C965FB), 0x24),
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new(MacroHLEFunctionName.DrawArraysInstanced, new Hash128(0x197FB416269DBC26, 0x34288C01DDA82202), 0x48),
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new(MacroHLEFunctionName.DrawElements, new Hash128(0x3D7F32AE6C2702A7, 0x9353C9F41C1A244D), 0x20),
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new(MacroHLEFunctionName.DrawElementsInstanced, new Hash128(0x1A501FD3D54EC8E0, 0x6CF570CF79DA74D6), 0x5c),
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new(MacroHLEFunctionName.DrawElementsIndirect, new Hash128(0x86A3E8E903AF8F45, 0xD35BBA07C23860A4), 0x7c),
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new(MacroHLEFunctionName.MultiDrawElementsIndirectCount, new Hash128(0x890AF57ED3FB1C37, 0x35D0C95C61F5386F), 0x19C),
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new(MacroHLEFunctionName.UpdateBlendState, new Hash128(0x40F6D4E7B08D7640, 0x82167BEEAECB959F), 0x28),
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new(MacroHLEFunctionName.UpdateColorMasks, new Hash128(0x9EE32420B8441DFD, 0x6E7724759A57333E), 0x24),
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new(MacroHLEFunctionName.UpdateUniformBufferState, new Hash128(0x8EE66706049CB0B0, 0x51C1CF906EC86F7C), 0x20),
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new(MacroHLEFunctionName.UpdateUniformBufferStateCbu, new Hash128(0xA4592676A3E581A0, 0xA39E77FE19FE04AC), 0x18),
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new(MacroHLEFunctionName.UpdateUniformBufferStateCbuV2, new Hash128(0x392FA750489983D4, 0x35BACE455155D2C3), 0x18)
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};
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/// <summary>
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@ -62,18 +69,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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/// <returns>True if the host supports the HLE macro, false otherwise</returns>
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private static bool IsMacroHLESupported(Capabilities caps, MacroHLEFunctionName name)
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{
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if (name == MacroHLEFunctionName.ClearColor ||
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name == MacroHLEFunctionName.ClearDepthStencil ||
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name == MacroHLEFunctionName.DrawArraysInstanced ||
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name == MacroHLEFunctionName.DrawElementsInstanced ||
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name == MacroHLEFunctionName.DrawElementsIndirect)
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{
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return true;
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}
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else if (name == MacroHLEFunctionName.MultiDrawElementsIndirectCount)
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if (name == MacroHLEFunctionName.MultiDrawElementsIndirectCount)
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{
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return caps.SupportsIndirectParameters;
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}
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else if (name != MacroHLEFunctionName.None)
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{
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return true;
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}
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return false;
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}
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@ -10,4 +10,22 @@ namespace Ryujinx.Graphics.Gpu.Engine
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MethodPassthrough = 2,
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MethodReplay = 3,
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}
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static class SetMmeShadowRamControlModeExtensions
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{
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public static bool IsTrack(this SetMmeShadowRamControlMode mode)
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{
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return mode == SetMmeShadowRamControlMode.MethodTrack || mode == SetMmeShadowRamControlMode.MethodTrackWithFilter;
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}
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public static bool IsPassthrough(this SetMmeShadowRamControlMode mode)
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{
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return mode == SetMmeShadowRamControlMode.MethodPassthrough;
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}
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public static bool IsReplay(this SetMmeShadowRamControlMode mode)
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{
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return mode == SetMmeShadowRamControlMode.MethodReplay;
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}
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}
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}
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@ -17,9 +17,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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class StateUpdater
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{
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public const int ShaderStateIndex = 26;
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public const int RtColorMaskIndex = 14;
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public const int RasterizerStateIndex = 15;
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public const int ScissorStateIndex = 16;
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public const int VertexBufferStateIndex = 0;
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public const int BlendStateIndex = 2;
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public const int IndexBufferStateIndex = 23;
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public const int PrimitiveRestartStateIndex = 12;
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public const int RenderTargetStateIndex = 27;
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@ -1,12 +1,15 @@
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using Ryujinx.Graphics.Device;
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using Ryujinx.Common.Memory;
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using Ryujinx.Graphics.Device;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.GPFifo;
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using Ryujinx.Graphics.Gpu.Engine.InlineToMemory;
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using Ryujinx.Graphics.Gpu.Engine.Threed.Blender;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Synchronization;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using System.Runtime.Intrinsics;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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@ -26,6 +29,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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private readonly ConstantBufferUpdater _cbUpdater;
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private readonly StateUpdater _stateUpdater;
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private SetMmeShadowRamControlMode ShadowMode => _state.State.SetMmeShadowRamControlMode;
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/// <summary>
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/// Creates a new instance of the 3D engine class.
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/// </summary>
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@ -228,6 +233,206 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_cbUpdater.Update(data);
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}
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/// <summary>
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/// Test if two 32 byte structs are equal.
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/// </summary>
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/// <typeparam name="T">Type of the 32-byte struct</typeparam>
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/// <param name="lhs">First struct</param>
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/// <param name="rhs">Second struct</param>
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/// <returns>True if equal, false otherwise</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static bool UnsafeEquals32Byte<T>(ref T lhs, ref T rhs) where T : unmanaged
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{
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if (Vector256.IsHardwareAccelerated)
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{
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return Vector256.EqualsAll(
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Unsafe.As<T, Vector256<uint>>(ref lhs),
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Unsafe.As<T, Vector256<uint>>(ref rhs)
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);
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}
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else
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{
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ref var lhsVec = ref Unsafe.As<T, Vector128<uint>>(ref lhs);
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ref var rhsVec = ref Unsafe.As<T, Vector128<uint>>(ref rhs);
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return Vector128.EqualsAll(lhsVec, rhsVec) &&
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Vector128.EqualsAll(Unsafe.Add(ref lhsVec, 1), Unsafe.Add(ref rhsVec, 1));
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}
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}
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/// <summary>
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/// Updates blend enable. Respects current shadow mode.
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/// </summary>
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/// <param name="masks">Blend enable</param>
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public void UpdateBlendEnable(ref Array8<Boolean32> enable)
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{
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var shadow = ShadowMode;
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ref var state = ref _state.State.BlendEnable;
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if (shadow.IsReplay())
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{
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enable = _state.ShadowState.BlendEnable;
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}
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if (!UnsafeEquals32Byte(ref enable, ref state))
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{
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state = enable;
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_stateUpdater.ForceDirty(StateUpdater.BlendStateIndex);
|
||||
}
|
||||
|
||||
if (shadow.IsTrack())
|
||||
{
|
||||
_state.ShadowState.BlendEnable = enable;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates color masks. Respects current shadow mode.
|
||||
/// </summary>
|
||||
/// <param name="masks">Color masks</param>
|
||||
public void UpdateColorMasks(ref Array8<RtColorMask> masks)
|
||||
{
|
||||
var shadow = ShadowMode;
|
||||
ref var state = ref _state.State.RtColorMask;
|
||||
|
||||
if (shadow.IsReplay())
|
||||
{
|
||||
masks = _state.ShadowState.RtColorMask;
|
||||
}
|
||||
|
||||
if (!UnsafeEquals32Byte(ref masks, ref state))
|
||||
{
|
||||
state = masks;
|
||||
|
||||
_stateUpdater.ForceDirty(StateUpdater.RtColorMaskIndex);
|
||||
}
|
||||
|
||||
if (shadow.IsTrack())
|
||||
{
|
||||
_state.ShadowState.RtColorMask = masks;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates index buffer state for an indexed draw. Respects current shadow mode.
|
||||
/// </summary>
|
||||
/// <param name="addrHigh">High part of the address</param>
|
||||
/// <param name="addrLow">Low part of the address</param>
|
||||
/// <param name="type">Type of the binding</param>
|
||||
public void UpdateIndexBuffer(uint addrHigh, uint addrLow, IndexType type)
|
||||
{
|
||||
var shadow = ShadowMode;
|
||||
ref var state = ref _state.State.IndexBufferState;
|
||||
|
||||
if (shadow.IsReplay())
|
||||
{
|
||||
ref var shadowState = ref _state.ShadowState.IndexBufferState;
|
||||
addrHigh = shadowState.Address.High;
|
||||
addrLow = shadowState.Address.Low;
|
||||
type = shadowState.Type;
|
||||
}
|
||||
|
||||
if (state.Address.High != addrHigh || state.Address.Low != addrLow || state.Type != type)
|
||||
{
|
||||
state.Address.High = addrHigh;
|
||||
state.Address.Low = addrLow;
|
||||
state.Type = type;
|
||||
|
||||
_stateUpdater.ForceDirty(StateUpdater.IndexBufferStateIndex);
|
||||
}
|
||||
|
||||
if (shadow.IsTrack())
|
||||
{
|
||||
ref var shadowState = ref _state.ShadowState.IndexBufferState;
|
||||
shadowState.Address.High = addrHigh;
|
||||
shadowState.Address.Low = addrLow;
|
||||
shadowState.Type = type;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates uniform buffer state for update or bind. Respects current shadow mode.
|
||||
/// </summary>
|
||||
/// <param name="size">Size of the binding</param>
|
||||
/// <param name="addrHigh">High part of the addrsss</param>
|
||||
/// <param name="addrLow">Low part of the address</param>
|
||||
public void UpdateUniformBufferState(int size, uint addrHigh, uint addrLow)
|
||||
{
|
||||
var shadow = ShadowMode;
|
||||
ref var state = ref _state.State.UniformBufferState;
|
||||
|
||||
if (shadow.IsReplay())
|
||||
{
|
||||
ref var shadowState = ref _state.ShadowState.UniformBufferState;
|
||||
size = shadowState.Size;
|
||||
addrHigh = shadowState.Address.High;
|
||||
addrLow = shadowState.Address.Low;
|
||||
}
|
||||
|
||||
state.Size = size;
|
||||
state.Address.High = addrHigh;
|
||||
state.Address.Low = addrLow;
|
||||
|
||||
if (shadow.IsTrack())
|
||||
{
|
||||
ref var shadowState = ref _state.ShadowState.UniformBufferState;
|
||||
shadowState.Size = size;
|
||||
shadowState.Address.High = addrHigh;
|
||||
shadowState.Address.Low = addrLow;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates a shader offset. Respects current shadow mode.
|
||||
/// </summary>
|
||||
/// <param name="index">Index of the shader to update</param>
|
||||
/// <param name="offset">Offset to update with</param>
|
||||
public void SetShaderOffset(int index, uint offset)
|
||||
{
|
||||
var shadow = ShadowMode;
|
||||
ref var shaderState = ref _state.State.ShaderState[index];
|
||||
|
||||
if (shadow.IsReplay())
|
||||
{
|
||||
offset = _state.ShadowState.ShaderState[index].Offset;
|
||||
}
|
||||
|
||||
if (shaderState.Offset != offset)
|
||||
{
|
||||
shaderState.Offset = offset;
|
||||
|
||||
_stateUpdater.ForceDirty(StateUpdater.ShaderStateIndex);
|
||||
}
|
||||
|
||||
if (shadow.IsTrack())
|
||||
{
|
||||
_state.ShadowState.ShaderState[index].Offset = offset;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates uniform buffer state for update. Respects current shadow mode.
|
||||
/// </summary>
|
||||
/// <param name="ubState">Uniform buffer state</param>
|
||||
public void UpdateUniformBufferState(UniformBufferState ubState)
|
||||
{
|
||||
var shadow = ShadowMode;
|
||||
ref var state = ref _state.State.UniformBufferState;
|
||||
|
||||
if (shadow.IsReplay())
|
||||
{
|
||||
ubState = _state.ShadowState.UniformBufferState;
|
||||
}
|
||||
|
||||
state = ubState;
|
||||
|
||||
if (shadow.IsTrack())
|
||||
{
|
||||
_state.ShadowState.UniformBufferState = ubState;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Launches the Inline-to-Memory DMA copy operation.
|
||||
/// </summary>
|
||||
|
|
|
@ -590,9 +590,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
/// </summary>
|
||||
struct RtColorMask
|
||||
{
|
||||
#pragma warning disable CS0649 // Field is never assigned to
|
||||
public uint Packed;
|
||||
#pragma warning restore CS0649
|
||||
|
||||
public RtColorMask(uint packed)
|
||||
{
|
||||
Packed = packed;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks red channel enable.
|
||||
|
|
|
@ -5,9 +5,12 @@
|
|||
/// </summary>
|
||||
readonly struct Boolean32
|
||||
{
|
||||
#pragma warning disable CS0649 // Field is never assigned to
|
||||
private readonly uint _value;
|
||||
#pragma warning restore CS0649
|
||||
|
||||
public Boolean32(uint value)
|
||||
{
|
||||
_value = value;
|
||||
}
|
||||
|
||||
public static implicit operator bool(Boolean32 value)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue