rjx-mirror/Ryujinx.Graphics.Gpu/Engine/Methods.cs
2020-01-09 02:13:00 +01:00

784 lines
No EOL
26 KiB
C#

using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.GAL.Blend;
using Ryujinx.Graphics.GAL.DepthStencil;
using Ryujinx.Graphics.GAL.InputAssembler;
using Ryujinx.Graphics.GAL.Texture;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Shader;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Engine
{
partial class Methods
{
private GpuContext _context;
private ShaderCache _shaderCache;
private BufferManager _bufferManager;
private TextureManager _textureManager;
public TextureManager TextureManager => _textureManager;
private bool _isAnyVbInstanced;
private bool _vsUsesInstanceId;
public Methods(GpuContext context)
{
_context = context;
_shaderCache = new ShaderCache(_context);
_bufferManager = new BufferManager(context);
_textureManager = new TextureManager(context, _bufferManager);
RegisterCallbacks();
}
private void RegisterCallbacks()
{
_context.State.RegisterCopyBufferCallback(CopyBuffer);
_context.State.RegisterCopyTextureCallback(CopyTexture);
_context.State.RegisterDrawEndCallback(DrawEnd);
_context.State.RegisterDrawBeginCallback(DrawBegin);
_context.State.RegisterSetIndexCountCallback(SetIndexCount);
_context.State.RegisterClearCallback(Clear);
_context.State.RegisterReportCallback(Report);
_context.State.RegisterUniformBufferUpdateCallback(UniformBufferUpdate);
_context.State.RegisterUniformBufferBind0Callback(UniformBufferBind0);
_context.State.RegisterUniformBufferBind1Callback(UniformBufferBind1);
_context.State.RegisterUniformBufferBind2Callback(UniformBufferBind2);
_context.State.RegisterUniformBufferBind3Callback(UniformBufferBind3);
_context.State.RegisterUniformBufferBind4Callback(UniformBufferBind4);
_context.State.RegisterCallback(MethodOffset.InvalidateTextures, InvalidateTextures);
_context.State.RegisterCallback(MethodOffset.ResetCounter, ResetCounter);
_context.State.RegisterCallback(MethodOffset.Inline2MemoryExecute, Execute);
_context.State.RegisterCallback(MethodOffset.Inline2MemoryPushData, PushData);
_context.State.RegisterCallback(MethodOffset.Dispatch, Dispatch);
}
public Image.Texture GetTexture(ulong address) => _textureManager.Find2(address);
private void UpdateState()
{
if ((_context.State.StateWriteFlags & StateWriteFlags.Any) == 0)
{
CommitBindings();
return;
}
// Shaders must be the first one to be updated if modified, because
// some of the other state depends on information from the currently
// bound shaders.
if ((_context.State.StateWriteFlags & StateWriteFlags.ShaderState) != 0)
{
UpdateShaderState();
}
if ((_context.State.StateWriteFlags & StateWriteFlags.RenderTargetGroup) != 0)
{
UpdateRenderTargetGroupState();
}
if ((_context.State.StateWriteFlags & StateWriteFlags.DepthTestState) != 0)
{
UpdateDepthTestState();
}
if ((_context.State.StateWriteFlags & StateWriteFlags.ViewportTransform) != 0)
{
UpdateViewportTransform();
}
if ((_context.State.StateWriteFlags & StateWriteFlags.DepthBiasState) != 0)
{
UpdateDepthBiasState();
}
if ((_context.State.StateWriteFlags & StateWriteFlags.StencilTestState) != 0)
{
UpdateStencilTestState();
}
if ((_context.State.StateWriteFlags & StateWriteFlags.SamplerPoolState) != 0)
{
UpdateSamplerPoolState();
}
if ((_context.State.StateWriteFlags & StateWriteFlags.TexturePoolState) != 0)
{
UpdateTexturePoolState();
}
if ((_context.State.StateWriteFlags & StateWriteFlags.InputAssemblerGroup) != 0)
{
UpdateInputAssemblerGroupState();
}
if ((_context.State.StateWriteFlags & StateWriteFlags.FaceState) != 0)
{
UpdateFaceState();
}
if ((_context.State.StateWriteFlags & StateWriteFlags.RtColorMask) != 0)
{
UpdateRtColorMask();
}
if ((_context.State.StateWriteFlags & StateWriteFlags.BlendState) != 0)
{
UpdateBlendState();
}
_context.State.StateWriteFlags &= ~StateWriteFlags.Any;
CommitBindings();
}
private void CommitBindings()
{
_bufferManager.CommitBindings();
_textureManager.CommitBindings();
}
public void InvalidateRange(ulong address, ulong size)
{
_bufferManager.InvalidateRange(address, size);
_textureManager.InvalidateRange(address, size);
}
public void InvalidateTextureRange(ulong address, ulong size)
{
_textureManager.InvalidateRange(address, size);
}
private void UpdateRenderTargetGroupState()
{
TextureMsaaMode msaaMode = _context.State.GetRtMsaaMode();
int samplesInX = msaaMode.SamplesInX();
int samplesInY = msaaMode.SamplesInY();
Image.Texture color3D = Get3DRenderTarget(samplesInX, samplesInY);
if (color3D == null)
{
for (int index = 0; index < Constants.TotalRenderTargets; index++)
{
RtColorState colorState = _context.State.GetRtColorState(index);
if (!IsRtEnabled(colorState))
{
_textureManager.SetRenderTargetColor(index, null);
continue;
}
Image.Texture color = _textureManager.FindOrCreateTexture(
colorState,
samplesInX,
samplesInY);
_textureManager.SetRenderTargetColor(index, color);
color.Modified = true;
}
}
else
{
_textureManager.SetRenderTargetColor3D(color3D);
color3D.Modified = true;
}
bool dsEnable = _context.State.Get<bool>(MethodOffset.RtDepthStencilEnable);
Image.Texture depthStencil = null;
if (dsEnable)
{
var dsState = _context.State.GetRtDepthStencilState();
var dsSize = _context.State.GetRtDepthStencilSize();
depthStencil = _textureManager.FindOrCreateTexture(
dsState,
dsSize,
samplesInX,
samplesInY);
}
_textureManager.SetRenderTargetDepthStencil(depthStencil);
}
private Image.Texture Get3DRenderTarget(int samplesInX, int samplesInY)
{
RtColorState colorState0 = _context.State.GetRtColorState(0);
if (!IsRtEnabled(colorState0) || !colorState0.MemoryLayout.UnpackIsTarget3D() || colorState0.Depth != 1)
{
return null;
}
int slices = 1;
int unused = 0;
for (int index = 1; index < Constants.TotalRenderTargets; index++)
{
RtColorState colorState = _context.State.GetRtColorState(index);
if (!IsRtEnabled(colorState))
{
unused++;
continue;
}
if (colorState.MemoryLayout.UnpackIsTarget3D() && colorState.Depth == 1)
{
slices++;
}
}
if (slices + unused == Constants.TotalRenderTargets)
{
colorState0.Depth = slices;
return _textureManager.FindOrCreateTexture(colorState0, samplesInX, samplesInY);
}
return null;
}
private static bool IsRtEnabled(RtColorState colorState)
{
// Colors are disabled by writing 0 to the format.
return colorState.Format != 0 && colorState.WidthOrStride != 0;
}
private void UpdateDepthTestState()
{
_context.Renderer.GraphicsPipeline.SetDepthTest(new DepthTestDescriptor(
_context.State.GetDepthTestEnable().IsTrue(),
_context.State.GetDepthWriteEnable().IsTrue(),
_context.State.GetDepthTestFunc()));
}
private void UpdateViewportTransform()
{
Viewport[] viewports = new Viewport[Constants.TotalViewports];
for (int index = 0; index < Constants.TotalViewports; index++)
{
var transform = _context.State.Get<ViewportTransform>(MethodOffset.ViewportTransform + index * 8);
var extents = _context.State.Get<ViewportExtents> (MethodOffset.ViewportExtents + index * 4);
float x = transform.TranslateX - MathF.Abs(transform.ScaleX);
float y = transform.TranslateY - MathF.Abs(transform.ScaleY);
float width = transform.ScaleX * 2;
float height = transform.ScaleY * 2;
RectangleF region = new RectangleF(x, y, width, height);
viewports[index] = new Viewport(
region,
transform.UnpackSwizzleX(),
transform.UnpackSwizzleY(),
transform.UnpackSwizzleZ(),
transform.UnpackSwizzleW(),
extents.DepthNear,
extents.DepthFar);
}
_context.Renderer.GraphicsPipeline.SetViewports(0, viewports);
}
private void UpdateDepthBiasState()
{
var polygonOffset = _context.State.Get<DepthBiasState>(MethodOffset.DepthBiasState);
float factor = _context.State.Get<float>(MethodOffset.DepthBiasFactor);
float units = _context.State.Get<float>(MethodOffset.DepthBiasUnits);
float clamp = _context.State.Get<float>(MethodOffset.DepthBiasClamp);
PolygonModeMask enables = 0;
enables = (polygonOffset.PointEnable.IsTrue() ? PolygonModeMask.Point : 0);
enables |= (polygonOffset.LineEnable.IsTrue() ? PolygonModeMask.Line : 0);
enables |= (polygonOffset.FillEnable.IsTrue() ? PolygonModeMask.Fill : 0);
_context.Renderer.GraphicsPipeline.SetDepthBias(enables, factor, units, clamp);
}
private void UpdateStencilTestState()
{
StencilBackMasks backMasks = _context.State.GetStencilBackMasks();
StencilTestState test = _context.State.GetStencilTestState();
StencilBackTestState backTest = _context.State.GetStencilBackTestState();
CompareOp backFunc;
StencilOp backSFail;
StencilOp backDpPass;
StencilOp backDpFail;
int backFuncRef;
int backFuncMask;
int backMask;
if (backTest.TwoSided.IsTrue())
{
backFunc = backTest.BackFunc;
backSFail = backTest.BackSFail;
backDpPass = backTest.BackDpPass;
backDpFail = backTest.BackDpFail;
backFuncRef = backMasks.FuncRef;
backFuncMask = backMasks.FuncMask;
backMask = backMasks.Mask;
}
else
{
backFunc = test.FrontFunc;
backSFail = test.FrontSFail;
backDpPass = test.FrontDpPass;
backDpFail = test.FrontDpFail;
backFuncRef = test.FrontFuncRef;
backFuncMask = test.FrontFuncMask;
backMask = test.FrontMask;
}
_context.Renderer.GraphicsPipeline.SetStencilTest(new StencilTestDescriptor(
test.Enable.IsTrue(),
test.FrontFunc,
test.FrontSFail,
test.FrontDpPass,
test.FrontDpFail,
test.FrontFuncRef,
test.FrontFuncMask,
test.FrontMask,
backFunc,
backSFail,
backDpPass,
backDpFail,
backFuncRef,
backFuncMask,
backMask));
}
private void UpdateSamplerPoolState()
{
PoolState samplerPool = _context.State.GetSamplerPoolState();
_textureManager.SetSamplerPool(samplerPool.Address.Pack(), samplerPool.MaximumId);
}
private void UpdateTexturePoolState()
{
PoolState texturePool = _context.State.GetTexturePoolState();
_textureManager.SetTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
_textureManager.SetTextureBufferIndex(_context.State.GetTextureBufferIndex());
}
private void UpdateInputAssemblerGroupState()
{
// Must be updated before the vertex buffer.
if ((_context.State.StateWriteFlags & StateWriteFlags.VertexAttribState) != 0)
{
UpdateVertexAttribState();
}
if ((_context.State.StateWriteFlags & StateWriteFlags.PrimitiveRestartState) != 0)
{
UpdatePrimitiveRestartState();
}
if ((_context.State.StateWriteFlags & StateWriteFlags.IndexBufferState) != 0)
{
UpdateIndexBufferState();
}
if ((_context.State.StateWriteFlags & StateWriteFlags.VertexBufferState) != 0)
{
UpdateVertexBufferState();
}
}
private void UpdateVertexAttribState()
{
VertexAttribDescriptor[] vertexAttribs = new VertexAttribDescriptor[16];
for (int index = 0; index < 16; index++)
{
VertexAttribState vertexAttrib = _context.State.GetVertexAttribState(index);
if (!FormatTable.TryGetAttribFormat(vertexAttrib.UnpackFormat(), out Format format))
{
// TODO: warning.
format = Format.R32G32B32A32Float;
}
vertexAttribs[index] = new VertexAttribDescriptor(
vertexAttrib.UnpackBufferIndex(),
vertexAttrib.UnpackOffset(),
format);
}
_context.Renderer.GraphicsPipeline.BindVertexAttribs(vertexAttribs);
}
private void UpdatePrimitiveRestartState()
{
PrimitiveRestartState primitiveRestart = _context.State.Get<PrimitiveRestartState>(MethodOffset.PrimitiveRestartState);
_context.Renderer.GraphicsPipeline.SetPrimitiveRestart(
primitiveRestart.Enable,
primitiveRestart.Index);
}
private void UpdateIndexBufferState()
{
IndexBufferState indexBuffer = _context.State.GetIndexBufferState();
_firstIndex = indexBuffer.First;
_indexCount = indexBuffer.Count;
if (_indexCount == 0)
{
return;
}
ulong gpuVa = indexBuffer.Address.Pack();
// Do not use the end address to calculate the size, because
// the result may be much larger than the real size of the index buffer.
ulong size = (ulong)(_firstIndex + _indexCount);
switch (indexBuffer.Type)
{
case IndexType.UShort: size *= 2; break;
case IndexType.UInt: size *= 4; break;
}
_bufferManager.SetIndexBuffer(gpuVa, size, indexBuffer.Type);
// The index buffer affects the vertex buffer size calculation, we
// need to ensure that they are updated.
UpdateVertexBufferState();
}
private uint GetIndexBufferMaxIndex(ulong gpuVa, ulong size, IndexType type)
{
ulong address = _context.MemoryManager.Translate(gpuVa);
Span<byte> data = _context.PhysicalMemory.Read(address, size);
uint maxIndex = 0;
switch (type)
{
case IndexType.UByte:
{
for (int index = 0; index < data.Length; index++)
{
if (maxIndex < data[index])
{
maxIndex = data[index];
}
}
break;
}
case IndexType.UShort:
{
Span<ushort> indices = MemoryMarshal.Cast<byte, ushort>(data);
for (int index = 0; index < indices.Length; index++)
{
if (maxIndex < indices[index])
{
maxIndex = indices[index];
}
}
break;
}
case IndexType.UInt:
{
Span<uint> indices = MemoryMarshal.Cast<byte, uint>(data);
for (int index = 0; index < indices.Length; index++)
{
if (maxIndex < indices[index])
{
maxIndex = indices[index];
}
}
break;
}
}
return maxIndex;
}
private void UpdateVertexBufferState()
{
_isAnyVbInstanced = false;
for (int index = 0; index < 16; index++)
{
VertexBufferState vertexBuffer = _context.State.GetVertexBufferState(index);
if (!vertexBuffer.UnpackEnable())
{
_bufferManager.SetVertexBuffer(index, 0, 0, 0, 0);
continue;
}
GpuVa endAddress = _context.State.GetVertexBufferEndAddress(index);
ulong address = vertexBuffer.Address.Pack();
int stride = vertexBuffer.UnpackStride();
bool instanced = _context.State.Get<bool>(MethodOffset.VertexBufferInstanced + index);
int divisor = instanced ? vertexBuffer.Divisor : 0;
_isAnyVbInstanced |= divisor != 0;
ulong size;
if (_drawIndexed || stride == 0 || instanced)
{
// This size may be (much) larger than the real vertex buffer size.
// Avoid calculating it this way, unless we don't have any other option.
size = endAddress.Pack() - address + 1;
}
else
{
// For non-indexed draws, we can guess the size from the vertex count
// and stride.
int firstInstance = _context.State.GetBaseInstance();
VertexBufferDrawState drawState = _context.State.GetVertexBufferDrawState();
size = (ulong)((firstInstance + drawState.First + drawState.Count) * stride);
}
_bufferManager.SetVertexBuffer(index, address, size, stride, divisor);
}
}
private void UpdateFaceState()
{
FaceState face = _context.State.GetFaceState();
_context.Renderer.GraphicsPipeline.SetFaceCulling(face.CullEnable.IsTrue(), face.CullFace);
_context.Renderer.GraphicsPipeline.SetFrontFace(face.FrontFace);
}
private void UpdateRtColorMask()
{
uint[] componentMasks = new uint[Constants.TotalRenderTargets];
for (int index = 0; index < Constants.TotalRenderTargets; index++)
{
RtColorMask colorMask = _context.State.Get<RtColorMask>(MethodOffset.RtColorMask + index);
uint componentMask = 0;
componentMask = (colorMask.UnpackRed() ? 1u : 0u);
componentMask |= (colorMask.UnpackGreen() ? 2u : 0u);
componentMask |= (colorMask.UnpackBlue() ? 4u : 0u);
componentMask |= (colorMask.UnpackAlpha() ? 8u : 0u);
componentMasks[index] = componentMask;
}
_context.Renderer.GraphicsPipeline.SetRenderTargetColorMasks(componentMasks);
}
private void UpdateBlendState()
{
BlendState[] blends = new BlendState[8];
for (int index = 0; index < 8; index++)
{
bool blendEnable = _context.State.GetBlendEnable(index).IsTrue();
BlendState blend = _context.State.GetBlendState(index);
BlendDescriptor descriptor = new BlendDescriptor(
blendEnable,
blend.ColorOp,
blend.ColorSrcFactor,
blend.ColorDstFactor,
blend.AlphaOp,
blend.AlphaSrcFactor,
blend.AlphaDstFactor);
_context.Renderer.GraphicsPipeline.BindBlendState(index, descriptor);
}
}
private struct SbDescriptor
{
public uint AddressLow;
public uint AddressHigh;
public int Size;
public int Padding;
public ulong PackAddress()
{
return AddressLow | ((ulong)AddressHigh << 32);
}
}
private void UpdateShaderState()
{
ShaderAddresses addresses = new ShaderAddresses();
Span<ShaderAddresses> addressesSpan = MemoryMarshal.CreateSpan(ref addresses, 1);
Span<ulong> addressesArray = MemoryMarshal.Cast<ShaderAddresses, ulong>(addressesSpan);
ulong baseAddress = _context.State.GetShaderBaseAddress().Pack();
for (int index = 0; index < 6; index++)
{
ShaderState shader = _context.State.GetShaderState(index);
if (!shader.UnpackEnable() && index != 1)
{
continue;
}
addressesArray[index] = baseAddress + shader.Offset;
}
GraphicsShader gs = _shaderCache.GetGraphicsShader(addresses);
_vsUsesInstanceId = gs.Shader[0].Info.UsesInstanceId;
for (int stage = 0; stage < Constants.TotalShaderStages; stage++)
{
ShaderProgramInfo info = gs.Shader[stage]?.Info;
if (info == null)
{
continue;
}
var textureBindings = new TextureBindingInfo[info.Textures.Count];
for (int index = 0; index < info.Textures.Count; index++)
{
var descriptor = info.Textures[index];
Target target = GetTarget(descriptor.Target);
textureBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex);
}
_textureManager.BindTextures(stage, textureBindings);
uint sbEnableMask = 0;
uint ubEnableMask = 0;
for (int index = 0; index < info.SBuffers.Count; index++)
{
BufferDescriptor sb = info.SBuffers[index];
sbEnableMask |= 1u << sb.Slot;
ulong sbDescAddress = _bufferManager.GetGraphicsUniformBufferAddress(stage, 0);
int sbDescOffset = 0x110 + stage * 0x100 + sb.Slot * 0x10;
sbDescAddress += (ulong)sbDescOffset;
Span<byte> sbDescriptorData = _context.PhysicalMemory.Read(sbDescAddress, 0x10);
SbDescriptor sbDescriptor = MemoryMarshal.Cast<byte, SbDescriptor>(sbDescriptorData)[0];
_bufferManager.SetGraphicsStorageBuffer(stage, sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size);
}
for (int index = 0; index < info.CBuffers.Count; index++)
{
ubEnableMask |= 1u << info.CBuffers[index].Slot;
}
_bufferManager.SetGraphicsStorageBufferEnableMask(stage, sbEnableMask);
_bufferManager.SetGraphicsUniformBufferEnableMask(stage, ubEnableMask);
}
_context.Renderer.GraphicsPipeline.BindProgram(gs.Interface);
}
private static Target GetTarget(Shader.TextureTarget target)
{
target &= ~Shader.TextureTarget.Shadow;
switch (target)
{
case Shader.TextureTarget.Texture1D:
return Target.Texture1D;
case Shader.TextureTarget.Texture1D | Shader.TextureTarget.Array:
return Target.Texture1DArray;
case Shader.TextureTarget.Texture2D:
return Target.Texture2D;
case Shader.TextureTarget.Texture2D | Shader.TextureTarget.Array:
return Target.Texture2DArray;
case Shader.TextureTarget.Texture2D | Shader.TextureTarget.Multisample:
return Target.Texture2DMultisample;
case Shader.TextureTarget.Texture2D | Shader.TextureTarget.Multisample | Shader.TextureTarget.Array:
return Target.Texture2DMultisampleArray;
case Shader.TextureTarget.Texture3D:
return Target.Texture3D;
case Shader.TextureTarget.TextureCube:
return Target.Cubemap;
case Shader.TextureTarget.TextureCube | Shader.TextureTarget.Array:
return Target.CubemapArray;
}
// TODO: Warning.
return Target.Texture2D;
}
private void InvalidateTextures(int argument)
{
_textureManager.Flush();
}
}
}