Implement HLE macros for render target clears (#3528)
* Implement HLE macros for render target clears * Add constants for the offsets
This commit is contained in:
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@ -11,10 +11,11 @@ namespace Ryujinx.Graphics.GAL
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void ClearBuffer(BufferHandle destination, int offset, int size, uint value);
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void ClearRenderTargetColor(int index, int layer, uint componentMask, ColorF color);
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void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color);
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void ClearRenderTargetDepthStencil(
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int layer,
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int layerCount,
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float depthValue,
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bool depthMask,
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int stencilValue,
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@ -5,20 +5,22 @@
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public CommandType CommandType => CommandType.ClearRenderTargetColor;
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private int _index;
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private int _layer;
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private int _layerCount;
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private uint _componentMask;
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private ColorF _color;
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public void Set(int index, int layer, uint componentMask, ColorF color)
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public void Set(int index, int layer, int layerCount, uint componentMask, ColorF color)
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{
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_index = index;
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_layer = layer;
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_layerCount = layerCount;
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_componentMask = componentMask;
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_color = color;
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}
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public static void Run(ref ClearRenderTargetColorCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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renderer.Pipeline.ClearRenderTargetColor(command._index, command._layer, command._componentMask, command._color);
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renderer.Pipeline.ClearRenderTargetColor(command._index, command._layer, command._layerCount, command._componentMask, command._color);
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}
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}
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}
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@ -4,14 +4,16 @@
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{
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public CommandType CommandType => CommandType.ClearRenderTargetDepthStencil;
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private int _layer;
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private int _layerCount;
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private float _depthValue;
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private bool _depthMask;
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private int _stencilValue;
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private int _stencilMask;
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public void Set(int layer, float depthValue, bool depthMask, int stencilValue, int stencilMask)
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public void Set(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
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{
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_layer = layer;
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_layerCount = layerCount;
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_depthValue = depthValue;
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_depthMask = depthMask;
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_stencilValue = stencilValue;
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@ -20,7 +22,7 @@
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public static void Run(ref ClearRenderTargetDepthStencilCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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renderer.Pipeline.ClearRenderTargetDepthStencil(command._layer, command._depthValue, command._depthMask, command._stencilValue, command._stencilMask);
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renderer.Pipeline.ClearRenderTargetDepthStencil(command._layer, command._layerCount, command._depthValue, command._depthMask, command._stencilValue, command._stencilMask);
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}
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}
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}
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@ -41,15 +41,15 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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_renderer.QueueCommand();
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}
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public void ClearRenderTargetColor(int index, int layer, uint componentMask, ColorF color)
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public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
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{
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_renderer.New<ClearRenderTargetColorCommand>().Set(index, layer, componentMask, color);
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_renderer.New<ClearRenderTargetColorCommand>().Set(index, layer, layerCount, componentMask, color);
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_renderer.QueueCommand();
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}
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public void ClearRenderTargetDepthStencil(int layer, float depthValue, bool depthMask, int stencilValue, int stencilMask)
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public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
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{
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_renderer.New<ClearRenderTargetDepthStencilCommand>().Set(layer, depthValue, depthMask, stencilValue, stencilMask);
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_renderer.New<ClearRenderTargetDepthStencilCommand>().Set(layer, layerCount, depthValue, depthMask, stencilValue, stencilMask);
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_renderer.QueueCommand();
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}
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@ -6,7 +6,6 @@ using Ryujinx.Graphics.GAL.Multithreading.Commands.Renderer;
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using Ryujinx.Graphics.GAL.Multithreading.Resources.Programs;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Diagnostics;
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using System.Runtime.CompilerServices;
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@ -12,6 +12,10 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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/// </summary>
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class MacroHLE : IMacroEE
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{
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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 readonly GPFifoProcessor _processor;
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private readonly MacroHLEFunctionName _functionName;
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@ -45,6 +49,12 @@ 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.ClearColor:
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ClearColor(state, arg0);
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break;
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case MacroHLEFunctionName.ClearDepthStencil:
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ClearDepthStencil(state, arg0);
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break;
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case MacroHLEFunctionName.MultiDrawElementsIndirectCount:
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MultiDrawElementsIndirectCount(state, arg0);
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break;
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@ -53,6 +63,31 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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}
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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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/// <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 ClearColor(IDeviceState state, int arg0)
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{
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int index = (arg0 >> 6) & 0xf;
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int layerCount = state.Read(ColorLayerCountOffset + index * ColorStructSize);
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_processor.ThreedClass.Clear(arg0, layerCount);
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}
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/// <summary>
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/// Clears the current depth-stencil target.
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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 ClearDepthStencil(IDeviceState state, int arg0)
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{
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int layerCount = state.Read(ZetaLayerCountOffset);
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_processor.ThreedClass.Clear(arg0, layerCount);
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}
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/// <summary>
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/// Performs a indirect multi-draw, with parameters from a GPU buffer.
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/// </summary>
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@ -6,6 +6,8 @@
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enum MacroHLEFunctionName
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{
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None,
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ClearColor,
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ClearDepthStencil,
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MultiDrawElementsIndirectCount
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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 TableEntry(MacroHLEFunctionName.ClearColor, new Hash128(0xA9FB28D1DC43645A, 0xB177E5D2EAE67FB0), 0x28),
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new TableEntry(MacroHLEFunctionName.ClearDepthStencil, new Hash128(0x1B96CB77D4879F4F, 0x8557032FE0C965FB), 0x24),
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new TableEntry(MacroHLEFunctionName.MultiDrawElementsIndirectCount, new Hash128(0x890AF57ED3FB1C37, 0x35D0C95C61F5386F), 0x19C)
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};
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private static bool IsMacroHLESupported(Capabilities caps, MacroHLEFunctionName name)
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{
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if (name == MacroHLEFunctionName.MultiDrawElementsIndirectCount)
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if (name == MacroHLEFunctionName.ClearColor ||
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name == MacroHLEFunctionName.ClearDepthStencil)
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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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{
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return caps.SupportsIndirectParameters;
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}
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@ -487,11 +487,23 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// <summary>
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/// Clears the current color and depth-stencil buffers.
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/// Which buffers should be cleared is also specified on the argument.
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/// Which buffers should be cleared can also be specified with the argument.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="argument">Method call argument</param>
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public void Clear(ThreedClass engine, int argument)
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{
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Clear(engine, argument, 1);
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}
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/// <summary>
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/// Clears the current color and depth-stencil buffers.
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/// Which buffers should be cleared can also specified with the arguments.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="argument">Method call argument</param>
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/// <param name="layerCount">For array and 3D textures, indicates how many layers should be cleared</param>
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public void Clear(ThreedClass engine, int argument, int layerCount)
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{
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ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
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_context,
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@ -507,7 +519,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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int index = (argument >> 6) & 0xf;
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int layer = (argument >> 10) & 0x3ff;
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engine.UpdateRenderTargetState(useControl: false, layered: layer != 0, singleUse: index);
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engine.UpdateRenderTargetState(useControl: false, layered: layer != 0 || layerCount > 1, singleUse: index);
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// If there is a mismatch on the host clip region and the one explicitly defined by the guest
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// on the screen scissor state, then we need to force only one texture to be bound to avoid
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@ -578,7 +590,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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bool clearDepth = (argument & 1) != 0;
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bool clearStencil = (argument & 2) != 0;
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uint componentMask = (uint)((argument >> 2) & 0xf);
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if (componentMask != 0)
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@ -587,7 +598,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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ColorF color = new ColorF(clearColor.Red, clearColor.Green, clearColor.Blue, clearColor.Alpha);
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_context.Renderer.Pipeline.ClearRenderTargetColor(index, layer, componentMask, color);
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_context.Renderer.Pipeline.ClearRenderTargetColor(index, layer, layerCount, componentMask, color);
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}
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if (clearDepth || clearStencil)
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@ -609,6 +620,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
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layer,
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layerCount,
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depthValue,
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clearDepth,
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stencilValue,
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@ -497,6 +497,17 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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return 0;
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}
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/// <summary>
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/// Clears the current color and depth-stencil buffers.
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/// Which buffers should be cleared can also specified with the arguments.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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/// <param name="layerCount">For array and 3D textures, indicates how many layers should be cleared</param>
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public void Clear(int argument, int layerCount)
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{
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_drawManager.Clear(this, argument, layerCount);
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}
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/// <summary>
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/// Performs a indirect multi-draw, with parameters from a GPU buffer.
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/// </summary>
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@ -145,6 +145,16 @@ namespace Ryujinx.Graphics.OpenGL
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return format == Format.D16Unorm || format == Format.D32Float;
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}
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public int GetColorLayerCount(int index)
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{
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return _colors[index].Info.GetDepthOrLayers();
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}
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public int GetDepthStencilLayerCount()
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{
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return _depthStencil?.Info.GetDepthOrLayers() ?? 0;
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}
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public void AttachColorLayerForClear(int index, int layer)
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{
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TextureView color = _colors[index];
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@ -110,7 +110,7 @@ namespace Ryujinx.Graphics.OpenGL
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Buffer.Clear(destination, offset, size, value);
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}
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public void ClearRenderTargetColor(int index, int layer, uint componentMask, ColorF color)
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public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
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{
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GL.ColorMask(
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index,
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@ -119,18 +119,28 @@ namespace Ryujinx.Graphics.OpenGL
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(componentMask & 4) != 0,
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(componentMask & 8) != 0);
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_framebuffer.AttachColorLayerForClear(index, layer);
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float[] colors = new float[] { color.Red, color.Green, color.Blue, color.Alpha };
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GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors);
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if (layer != 0 || layerCount != _framebuffer.GetColorLayerCount(index))
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{
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for (int l = layer; l < layer + layerCount; l++)
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{
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_framebuffer.AttachColorLayerForClear(index, l);
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_framebuffer.DetachColorLayerForClear(index);
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GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors);
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}
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_framebuffer.DetachColorLayerForClear(index);
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}
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else
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{
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GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors);
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}
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RestoreComponentMask(index);
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}
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public void ClearRenderTargetDepthStencil(int layer, float depthValue, bool depthMask, int stencilValue, int stencilMask)
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public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
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{
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bool stencilMaskChanged =
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stencilMask != 0 &&
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@ -148,8 +158,35 @@ namespace Ryujinx.Graphics.OpenGL
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GL.DepthMask(depthMask);
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}
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_framebuffer.AttachDepthStencilLayerForClear(layer);
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if (layer != 0 || layerCount != _framebuffer.GetDepthStencilLayerCount())
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{
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for (int l = layer; l < layer + layerCount; l++)
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{
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_framebuffer.AttachDepthStencilLayerForClear(l);
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ClearDepthStencil(depthValue, depthMask, stencilValue, stencilMask);
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}
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_framebuffer.DetachDepthStencilLayerForClear();
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}
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else
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{
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ClearDepthStencil(depthValue, depthMask, stencilValue, stencilMask);
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}
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if (stencilMaskChanged)
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{
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GL.StencilMaskSeparate(StencilFace.Front, _stencilFrontMask);
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}
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if (depthMaskChanged)
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{
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GL.DepthMask(_depthMask);
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}
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}
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private static void ClearDepthStencil(float depthValue, bool depthMask, int stencilValue, int stencilMask)
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{
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if (depthMask && stencilMask != 0)
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{
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GL.ClearBuffer(ClearBufferCombined.DepthStencil, 0, depthValue, stencilValue);
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@ -162,18 +199,6 @@ namespace Ryujinx.Graphics.OpenGL
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{
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GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Stencil, 0, ref stencilValue);
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}
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_framebuffer.DetachDepthStencilLayerForClear();
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if (stencilMaskChanged)
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{
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GL.StencilMaskSeparate(StencilFace.Front, _stencilFrontMask);
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}
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if (depthMaskChanged)
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{
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GL.DepthMask(_depthMask);
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}
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}
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public void CommandBufferBarrier()
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@ -149,14 +149,14 @@ namespace Ryujinx.Graphics.Vulkan
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return texture is TextureView view && view.Valid;
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}
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public ClearRect GetClearRect(Rectangle<int> scissor, int layer)
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public ClearRect GetClearRect(Rectangle<int> scissor, int layer, int layerCount)
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{
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int x = scissor.X;
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int y = scissor.Y;
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int width = Math.Min((int)Width - scissor.X, scissor.Width);
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int height = Math.Min((int)Height - scissor.Y, scissor.Height);
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return new ClearRect(new Rect2D(new Offset2D(x, y), new Extent2D((uint)width, (uint)height)), (uint)layer, 1);
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return new ClearRect(new Rect2D(new Offset2D(x, y), new Extent2D((uint)width, (uint)height)), (uint)layer, (uint)layerCount);
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}
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public unsafe Auto<DisposableFramebuffer> Create(Vk api, CommandBufferScoped cbs, Auto<DisposableRenderPass> renderPass)
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@ -157,7 +157,7 @@ namespace Ryujinx.Graphics.Vulkan
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if (clearAlpha)
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{
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_pipeline.ClearRenderTargetColor(0, 0, new ColorF(0f, 0f, 0f, 1f));
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_pipeline.ClearRenderTargetColor(0, 0, 1, new ColorF(0f, 0f, 0f, 1f));
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}
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_pipeline.SetViewports(viewports, false);
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@ -162,7 +162,7 @@ namespace Ryujinx.Graphics.Vulkan
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size);
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}
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public unsafe void ClearRenderTargetColor(int index, int layer, ColorF color)
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public unsafe void ClearRenderTargetColor(int index, int layer, int layerCount, ColorF color)
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{
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if (FramebufferParams == null || !FramebufferParams.IsValidColorAttachment(index))
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{
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@ -178,12 +178,12 @@ namespace Ryujinx.Graphics.Vulkan
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var clearValue = new ClearValue(new ClearColorValue(color.Red, color.Green, color.Blue, color.Alpha));
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var attachment = new ClearAttachment(ImageAspectFlags.ImageAspectColorBit, (uint)index, clearValue);
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var clearRect = FramebufferParams?.GetClearRect(ClearScissor, layer) ?? default;
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var clearRect = FramebufferParams.GetClearRect(ClearScissor, layer, layerCount);
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Gd.Api.CmdClearAttachments(CommandBuffer, 1, &attachment, 1, &clearRect);
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}
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public unsafe void ClearRenderTargetDepthStencil(int layer, float depthValue, bool depthMask, int stencilValue, int stencilMask)
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public unsafe void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
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{
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// TODO: Use stencilMask (fully)
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@ -208,7 +208,7 @@ namespace Ryujinx.Graphics.Vulkan
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}
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var attachment = new ClearAttachment(flags, 0, clearValue);
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var clearRect = FramebufferParams?.GetClearRect(ClearScissor, layer) ?? default;
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var clearRect = FramebufferParams.GetClearRect(ClearScissor, layer, layerCount);
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Gd.Api.CmdClearAttachments(CommandBuffer, 1, &attachment, 1, &clearRect);
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}
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@ -49,7 +49,7 @@ namespace Ryujinx.Graphics.Vulkan
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_pendingQueryCopies.Clear();
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}
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public void ClearRenderTargetColor(int index, int layer, uint componentMask, ColorF color)
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public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
|
||||
{
|
||||
if (FramebufferParams == null)
|
||||
{
|
||||
@ -85,7 +85,7 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
}
|
||||
else
|
||||
{
|
||||
ClearRenderTargetColor(index, layer, color);
|
||||
ClearRenderTargetColor(index, layer, layerCount, color);
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user