48f6570557
Here come Salieri, my implementation of a disk shader cache! "I'm sure you know why I named it that." "It doesn't really mean anything." This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
1143 lines
44 KiB
C#
1143 lines
44 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Texture;
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using System;
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using System.Linq;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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using Texture = Image.Texture;
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/// <summary>
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/// GPU method implementations.
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/// </summary>
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partial class Methods
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{
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private readonly GpuContext _context;
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private readonly ShaderProgramInfo[] _currentProgramInfo;
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/// <summary>
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/// In-memory shader cache.
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/// </summary>
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public ShaderCache ShaderCache { get; }
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/// <summary>
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/// GPU buffer manager.
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/// </summary>
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public BufferManager BufferManager { get; }
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/// <summary>
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/// GPU texture manager.
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/// </summary>
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public TextureManager TextureManager { get; }
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private bool _isAnyVbInstanced;
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private bool _vsUsesInstanceId;
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private bool _forceShaderUpdate;
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private bool _prevTfEnable;
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/// <summary>
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/// Creates a new instance of the GPU methods class.
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/// </summary>
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/// <param name="context">GPU context</param>
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public Methods(GpuContext context)
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{
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_context = context;
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ShaderCache = new ShaderCache(_context);
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_currentProgramInfo = new ShaderProgramInfo[Constants.ShaderStages];
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BufferManager = new BufferManager(context);
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TextureManager = new TextureManager(context);
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context.MemoryManager.MemoryUnmapped += _counterCache.MemoryUnmappedHandler;
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context.MemoryManager.MemoryUnmapped += TextureManager.MemoryUnmappedHandler;
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}
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/// <summary>
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/// Register callback for GPU method calls that triggers an action on the GPU.
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/// </summary>
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/// <param name="state">GPU state where the triggers will be registered</param>
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public void RegisterCallbacks(GpuState state)
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{
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state.RegisterCallback(MethodOffset.LaunchDma, LaunchDma);
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state.RegisterCallback(MethodOffset.LoadInlineData, LoadInlineData);
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state.RegisterCallback(MethodOffset.Dispatch, Dispatch);
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state.RegisterCallback(MethodOffset.SyncpointAction, IncrementSyncpoint);
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state.RegisterCallback(MethodOffset.CopyBuffer, CopyBuffer);
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state.RegisterCallback(MethodOffset.CopyTexture, CopyTexture);
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state.RegisterCallback(MethodOffset.TextureBarrier, TextureBarrier);
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state.RegisterCallback(MethodOffset.TextureBarrierTiled, TextureBarrierTiled);
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state.RegisterCallback(MethodOffset.VbElementU8, VbElementU8);
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state.RegisterCallback(MethodOffset.VbElementU16, VbElementU16);
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state.RegisterCallback(MethodOffset.VbElementU32, VbElementU32);
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state.RegisterCallback(MethodOffset.ResetCounter, ResetCounter);
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state.RegisterCallback(MethodOffset.DrawEnd, DrawEnd);
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state.RegisterCallback(MethodOffset.DrawBegin, DrawBegin);
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state.RegisterCallback(MethodOffset.DrawIndexedSmall, DrawIndexedSmall);
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state.RegisterCallback(MethodOffset.DrawIndexedSmall2, DrawIndexedSmall2);
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state.RegisterCallback(MethodOffset.DrawIndexedSmallIncInstance, DrawIndexedSmallIncInstance);
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state.RegisterCallback(MethodOffset.DrawIndexedSmallIncInstance2, DrawIndexedSmallIncInstance2);
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state.RegisterCallback(MethodOffset.IndexBufferCount, SetIndexBufferCount);
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state.RegisterCallback(MethodOffset.Clear, Clear);
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state.RegisterCallback(MethodOffset.Report, Report);
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state.RegisterCallback(MethodOffset.FirmwareCall4, FirmwareCall4);
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state.RegisterCallback(MethodOffset.UniformBufferUpdateData, 16, UniformBufferUpdate);
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state.RegisterCallback(MethodOffset.UniformBufferBindVertex, UniformBufferBindVertex);
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state.RegisterCallback(MethodOffset.UniformBufferBindTessControl, UniformBufferBindTessControl);
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state.RegisterCallback(MethodOffset.UniformBufferBindTessEvaluation, UniformBufferBindTessEvaluation);
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state.RegisterCallback(MethodOffset.UniformBufferBindGeometry, UniformBufferBindGeometry);
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state.RegisterCallback(MethodOffset.UniformBufferBindFragment, UniformBufferBindFragment);
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}
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/// <summary>
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/// Updates host state based on the current guest GPU state.
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/// </summary>
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/// <param name="state">Guest GPU state</param>
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/// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
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/// <param name="indexCount">Number of index buffer elements used on the draw</param>
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private void UpdateState(GpuState state, int firstIndex, int indexCount)
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{
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bool tfEnable = state.Get<Boolean32>(MethodOffset.TfEnable);
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if (!tfEnable && _prevTfEnable)
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{
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_context.Renderer.Pipeline.EndTransformFeedback();
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_prevTfEnable = false;
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}
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// Shaders must be the first one to be updated if modified, because
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// some of the other state depends on information from the currently
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// bound shaders.
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if (state.QueryModified(MethodOffset.ShaderBaseAddress, MethodOffset.ShaderState) || _forceShaderUpdate)
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{
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_forceShaderUpdate = false;
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UpdateShaderState(state);
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}
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if (state.QueryModified(MethodOffset.TfBufferState))
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{
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UpdateTfBufferState(state);
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}
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if (state.QueryModified(MethodOffset.ClipDistanceEnable))
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{
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UpdateUserClipState(state);
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}
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if (state.QueryModified(MethodOffset.RasterizeEnable))
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{
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UpdateRasterizerState(state);
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}
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if (state.QueryModified(MethodOffset.RtColorState,
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MethodOffset.RtDepthStencilState,
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MethodOffset.RtControl,
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MethodOffset.RtDepthStencilSize,
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MethodOffset.RtDepthStencilEnable))
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{
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UpdateRenderTargetState(state, useControl: true);
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}
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if (state.QueryModified(MethodOffset.ScissorState))
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{
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UpdateScissorState(state);
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}
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if (state.QueryModified(MethodOffset.ViewVolumeClipControl))
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{
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UpdateDepthClampState(state);
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}
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if (state.QueryModified(MethodOffset.AlphaTestEnable,
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MethodOffset.AlphaTestRef,
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MethodOffset.AlphaTestFunc))
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{
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UpdateAlphaTestState(state);
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}
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if (state.QueryModified(MethodOffset.DepthTestEnable,
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MethodOffset.DepthWriteEnable,
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MethodOffset.DepthTestFunc))
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{
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UpdateDepthTestState(state);
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}
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if (state.QueryModified(MethodOffset.DepthMode,
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MethodOffset.ViewportTransform,
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MethodOffset.ViewportExtents))
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{
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UpdateViewportTransform(state);
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}
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if (state.QueryModified(MethodOffset.DepthBiasState,
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MethodOffset.DepthBiasFactor,
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MethodOffset.DepthBiasUnits,
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MethodOffset.DepthBiasClamp))
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{
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UpdateDepthBiasState(state);
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}
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if (state.QueryModified(MethodOffset.StencilBackMasks,
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MethodOffset.StencilTestState,
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MethodOffset.StencilBackTestState))
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{
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UpdateStencilTestState(state);
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}
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// Pools.
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if (state.QueryModified(MethodOffset.SamplerPoolState, MethodOffset.SamplerIndex))
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{
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UpdateSamplerPoolState(state);
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}
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if (state.QueryModified(MethodOffset.TexturePoolState))
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{
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UpdateTexturePoolState(state);
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}
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// Input assembler state.
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if (state.QueryModified(MethodOffset.VertexAttribState))
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{
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UpdateVertexAttribState(state);
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}
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if (state.QueryModified(MethodOffset.PointSize,
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MethodOffset.VertexProgramPointSize,
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MethodOffset.PointSpriteEnable,
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MethodOffset.PointCoordReplace))
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{
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UpdatePointState(state);
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}
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if (state.QueryModified(MethodOffset.PrimitiveRestartState))
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{
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UpdatePrimitiveRestartState(state);
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}
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if (state.QueryModified(MethodOffset.IndexBufferState))
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{
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UpdateIndexBufferState(state, firstIndex, indexCount);
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}
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if (state.QueryModified(MethodOffset.VertexBufferDrawState,
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MethodOffset.VertexBufferInstanced,
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MethodOffset.VertexBufferState,
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MethodOffset.VertexBufferEndAddress))
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{
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UpdateVertexBufferState(state);
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}
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if (state.QueryModified(MethodOffset.FaceState))
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{
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UpdateFaceState(state);
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}
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if (state.QueryModified(MethodOffset.RtColorMaskShared, MethodOffset.RtColorMask))
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{
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UpdateRtColorMask(state);
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}
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if (state.QueryModified(MethodOffset.BlendIndependent,
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MethodOffset.BlendConstant,
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MethodOffset.BlendStateCommon,
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MethodOffset.BlendEnableCommon,
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MethodOffset.BlendEnable,
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MethodOffset.BlendState))
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{
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UpdateBlendState(state);
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}
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if (state.QueryModified(MethodOffset.LogicOpState))
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{
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UpdateLogicOpState(state);
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}
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CommitBindings();
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if (tfEnable && !_prevTfEnable)
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{
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_context.Renderer.Pipeline.BeginTransformFeedback(Topology);
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_prevTfEnable = true;
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}
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}
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/// <summary>
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/// Updates Rasterizer primitive discard state based on guest gpu state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateRasterizerState(GpuState state)
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{
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Boolean32 enable = state.Get<Boolean32>(MethodOffset.RasterizeEnable);
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_context.Renderer.Pipeline.SetRasterizerDiscard(!enable);
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}
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/// <summary>
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/// Ensures that the bindings are visible to the host GPU.
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/// Note: this actually performs the binding using the host graphics API.
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/// </summary>
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private void CommitBindings()
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{
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UpdateStorageBuffers();
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BufferManager.CommitGraphicsBindings();
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TextureManager.CommitGraphicsBindings();
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}
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/// <summary>
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/// Updates storage buffer bindings.
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/// </summary>
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private void UpdateStorageBuffers()
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{
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for (int stage = 0; stage < _currentProgramInfo.Length; stage++)
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{
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ShaderProgramInfo info = _currentProgramInfo[stage];
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if (info == null)
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{
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continue;
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}
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for (int index = 0; index < info.SBuffers.Count; index++)
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{
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BufferDescriptor sb = info.SBuffers[index];
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ulong sbDescAddress = BufferManager.GetGraphicsUniformBufferAddress(stage, 0);
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int sbDescOffset = 0x110 + stage * 0x100 + sb.Slot * 0x10;
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sbDescAddress += (ulong)sbDescOffset;
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SbDescriptor sbDescriptor = _context.PhysicalMemory.Read<SbDescriptor>(sbDescAddress);
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BufferManager.SetGraphicsStorageBuffer(stage, sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size);
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}
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}
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}
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/// <summary>
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/// Updates render targets (color and depth-stencil buffers) based on current render target state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="useControl">Use draw buffers information from render target control register</param>
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/// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
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private void UpdateRenderTargetState(GpuState state, bool useControl, int singleUse = -1)
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{
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var rtControl = state.Get<RtControl>(MethodOffset.RtControl);
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int count = useControl ? rtControl.UnpackCount() : Constants.TotalRenderTargets;
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var msaaMode = state.Get<TextureMsaaMode>(MethodOffset.RtMsaaMode);
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int samplesInX = msaaMode.SamplesInX();
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int samplesInY = msaaMode.SamplesInY();
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var extents = state.Get<ViewportExtents>(MethodOffset.ViewportExtents, 0);
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Size sizeHint = new Size(extents.X + extents.Width, extents.Y + extents.Height, 1);
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bool changedScale = false;
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for (int index = 0; index < Constants.TotalRenderTargets; index++)
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{
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int rtIndex = useControl ? rtControl.UnpackPermutationIndex(index) : index;
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var colorState = state.Get<RtColorState>(MethodOffset.RtColorState, rtIndex);
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if (index >= count || !IsRtEnabled(colorState))
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{
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changedScale |= TextureManager.SetRenderTargetColor(index, null);
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continue;
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}
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Texture color = TextureManager.FindOrCreateTexture(colorState, samplesInX, samplesInY, sizeHint);
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changedScale |= TextureManager.SetRenderTargetColor(index, color);
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if (color != null)
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{
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color.SignalModified();
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}
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}
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bool dsEnable = state.Get<Boolean32>(MethodOffset.RtDepthStencilEnable);
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Texture depthStencil = null;
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if (dsEnable)
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{
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var dsState = state.Get<RtDepthStencilState>(MethodOffset.RtDepthStencilState);
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var dsSize = state.Get<Size3D>(MethodOffset.RtDepthStencilSize);
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depthStencil = TextureManager.FindOrCreateTexture(dsState, dsSize, samplesInX, samplesInY, sizeHint);
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}
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changedScale |= TextureManager.SetRenderTargetDepthStencil(depthStencil);
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if (changedScale)
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{
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TextureManager.UpdateRenderTargetScale(singleUse);
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_context.Renderer.Pipeline.SetRenderTargetScale(TextureManager.RenderTargetScale);
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UpdateViewportTransform(state);
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UpdateScissorState(state);
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}
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if (depthStencil != null)
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{
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depthStencil.SignalModified();
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}
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}
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/// <summary>
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/// Checks if a render target color buffer is used.
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/// </summary>
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/// <param name="colorState">Color buffer information</param>
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/// <returns>True if the specified buffer is enabled/used, false otherwise</returns>
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private static bool IsRtEnabled(RtColorState colorState)
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{
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// Colors are disabled by writing 0 to the format.
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return colorState.Format != 0 && colorState.WidthOrStride != 0;
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}
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/// <summary>
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/// Updates host scissor test state based on current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateScissorState(GpuState state)
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{
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for (int index = 0; index < Constants.TotalViewports; index++)
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{
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ScissorState scissor = state.Get<ScissorState>(MethodOffset.ScissorState, index);
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bool enable = scissor.Enable && (scissor.X1 != 0 || scissor.Y1 != 0 || scissor.X2 != 0xffff || scissor.Y2 != 0xffff);
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_context.Renderer.Pipeline.SetScissorEnable(index, enable);
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if (enable)
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{
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int x = scissor.X1;
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int y = scissor.Y1;
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int width = scissor.X2 - x;
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int height = scissor.Y2 - y;
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float scale = TextureManager.RenderTargetScale;
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if (scale != 1f)
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{
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x = (int)(x * scale);
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y = (int)(y * scale);
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width = (int)Math.Ceiling(width * scale);
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height = (int)Math.Ceiling(height * scale);
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}
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_context.Renderer.Pipeline.SetScissor(index, x, y, width, height);
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}
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}
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}
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/// <summary>
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/// Updates host depth clamp state based on current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateDepthClampState(GpuState state)
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{
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ViewVolumeClipControl clip = state.Get<ViewVolumeClipControl>(MethodOffset.ViewVolumeClipControl);
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_context.Renderer.Pipeline.SetDepthClamp((clip & ViewVolumeClipControl.DepthClampDisabled) == 0);
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}
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/// <summary>
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/// Updates host alpha test state based on current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateAlphaTestState(GpuState state)
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{
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_context.Renderer.Pipeline.SetAlphaTest(
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state.Get<Boolean32>(MethodOffset.AlphaTestEnable),
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state.Get<float>(MethodOffset.AlphaTestRef),
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state.Get<CompareOp>(MethodOffset.AlphaTestFunc));
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}
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/// <summary>
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/// Updates host depth test state based on current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateDepthTestState(GpuState state)
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{
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_context.Renderer.Pipeline.SetDepthTest(new DepthTestDescriptor(
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state.Get<Boolean32>(MethodOffset.DepthTestEnable),
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state.Get<Boolean32>(MethodOffset.DepthWriteEnable),
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state.Get<CompareOp>(MethodOffset.DepthTestFunc)));
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}
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/// <summary>
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/// Updates host viewport transform and clipping state based on current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateViewportTransform(GpuState state)
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{
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var yControl = state.Get<YControl> (MethodOffset.YControl);
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var face = state.Get<FaceState>(MethodOffset.FaceState);
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UpdateFrontFace(yControl, face.FrontFace);
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bool flipY = yControl.HasFlag(YControl.NegateY);
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Span<Viewport> viewports = stackalloc Viewport[Constants.TotalViewports];
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for (int index = 0; index < Constants.TotalViewports; index++)
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{
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var transform = state.Get<ViewportTransform>(MethodOffset.ViewportTransform, index);
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var extents = state.Get<ViewportExtents> (MethodOffset.ViewportExtents, index);
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float scaleX = MathF.Abs(transform.ScaleX);
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float scaleY = transform.ScaleY;
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if (flipY)
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{
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scaleY = -scaleY;
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}
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if (!_context.Capabilities.SupportsViewportSwizzle && transform.UnpackSwizzleY() == ViewportSwizzle.NegativeY)
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{
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scaleY = -scaleY;
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}
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if (index == 0)
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{
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// Try to guess the depth mode being used on the high level API
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// based on current transform.
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// It is setup like so by said APIs:
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// If depth mode is ZeroToOne:
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// TranslateZ = Near
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// ScaleZ = Far - Near
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// If depth mode is MinusOneToOne:
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// TranslateZ = (Near + Far) / 2
|
|
// ScaleZ = (Far - Near) / 2
|
|
// DepthNear/Far are sorted such as that Near is always less than Far.
|
|
DepthMode depthMode = extents.DepthNear != transform.TranslateZ &&
|
|
extents.DepthFar != transform.TranslateZ ? DepthMode.MinusOneToOne : DepthMode.ZeroToOne;
|
|
|
|
_context.Renderer.Pipeline.SetDepthMode(depthMode);
|
|
}
|
|
|
|
float x = transform.TranslateX - scaleX;
|
|
float y = transform.TranslateY - scaleY;
|
|
|
|
float width = scaleX * 2;
|
|
float height = scaleY * 2;
|
|
|
|
float scale = TextureManager.RenderTargetScale;
|
|
if (scale != 1f)
|
|
{
|
|
x *= scale;
|
|
y *= scale;
|
|
width *= scale;
|
|
height *= scale;
|
|
}
|
|
|
|
RectangleF region = new RectangleF(x, y, width, height);
|
|
|
|
ViewportSwizzle swizzleX = transform.UnpackSwizzleX();
|
|
ViewportSwizzle swizzleY = transform.UnpackSwizzleY();
|
|
ViewportSwizzle swizzleZ = transform.UnpackSwizzleZ();
|
|
ViewportSwizzle swizzleW = transform.UnpackSwizzleW();
|
|
|
|
float depthNear = extents.DepthNear;
|
|
float depthFar = extents.DepthFar;
|
|
|
|
if (transform.ScaleZ < 0)
|
|
{
|
|
float temp = depthNear;
|
|
depthNear = depthFar;
|
|
depthFar = temp;
|
|
}
|
|
|
|
viewports[index] = new Viewport(region, swizzleX, swizzleY, swizzleZ, swizzleW, depthNear, depthFar);
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetViewports(0, viewports);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host depth bias (also called polygon offset) state based on current GPU state.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
private void UpdateDepthBiasState(GpuState state)
|
|
{
|
|
var depthBias = state.Get<DepthBiasState>(MethodOffset.DepthBiasState);
|
|
|
|
float factor = state.Get<float>(MethodOffset.DepthBiasFactor);
|
|
float units = state.Get<float>(MethodOffset.DepthBiasUnits);
|
|
float clamp = state.Get<float>(MethodOffset.DepthBiasClamp);
|
|
|
|
PolygonModeMask enables;
|
|
|
|
enables = (depthBias.PointEnable ? PolygonModeMask.Point : 0);
|
|
enables |= (depthBias.LineEnable ? PolygonModeMask.Line : 0);
|
|
enables |= (depthBias.FillEnable ? PolygonModeMask.Fill : 0);
|
|
|
|
_context.Renderer.Pipeline.SetDepthBias(enables, factor, units / 2f, clamp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host stencil test state based on current GPU state.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
private void UpdateStencilTestState(GpuState state)
|
|
{
|
|
var backMasks = state.Get<StencilBackMasks>(MethodOffset.StencilBackMasks);
|
|
var test = state.Get<StencilTestState>(MethodOffset.StencilTestState);
|
|
var backTest = state.Get<StencilBackTestState>(MethodOffset.StencilBackTestState);
|
|
|
|
CompareOp backFunc;
|
|
StencilOp backSFail;
|
|
StencilOp backDpPass;
|
|
StencilOp backDpFail;
|
|
int backFuncRef;
|
|
int backFuncMask;
|
|
int backMask;
|
|
|
|
if (backTest.TwoSided)
|
|
{
|
|
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.Pipeline.SetStencilTest(new StencilTestDescriptor(
|
|
test.Enable,
|
|
test.FrontFunc,
|
|
test.FrontSFail,
|
|
test.FrontDpPass,
|
|
test.FrontDpFail,
|
|
test.FrontFuncRef,
|
|
test.FrontFuncMask,
|
|
test.FrontMask,
|
|
backFunc,
|
|
backSFail,
|
|
backDpPass,
|
|
backDpFail,
|
|
backFuncRef,
|
|
backFuncMask,
|
|
backMask));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates current sampler pool address and size based on guest GPU state.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
private void UpdateSamplerPoolState(GpuState state)
|
|
{
|
|
var texturePool = state.Get<PoolState>(MethodOffset.TexturePoolState);
|
|
var samplerPool = state.Get<PoolState>(MethodOffset.SamplerPoolState);
|
|
|
|
var samplerIndex = state.Get<SamplerIndex>(MethodOffset.SamplerIndex);
|
|
|
|
int maximumId = samplerIndex == SamplerIndex.ViaHeaderIndex
|
|
? texturePool.MaximumId
|
|
: samplerPool.MaximumId;
|
|
|
|
TextureManager.SetGraphicsSamplerPool(samplerPool.Address.Pack(), maximumId, samplerIndex);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates current texture pool address and size based on guest GPU state.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
private void UpdateTexturePoolState(GpuState state)
|
|
{
|
|
var texturePool = state.Get<PoolState>(MethodOffset.TexturePoolState);
|
|
|
|
TextureManager.SetGraphicsTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
|
|
|
|
TextureManager.SetGraphicsTextureBufferIndex(state.Get<int>(MethodOffset.TextureBufferIndex));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host vertex attributes based on guest GPU state.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
private void UpdateVertexAttribState(GpuState state)
|
|
{
|
|
Span<VertexAttribDescriptor> vertexAttribs = stackalloc VertexAttribDescriptor[Constants.TotalVertexAttribs];
|
|
|
|
for (int index = 0; index < Constants.TotalVertexAttribs; index++)
|
|
{
|
|
var vertexAttrib = state.Get<VertexAttribState>(MethodOffset.VertexAttribState, index);
|
|
|
|
if (!FormatTable.TryGetAttribFormat(vertexAttrib.UnpackFormat(), out Format format))
|
|
{
|
|
Logger.Debug?.Print(LogClass.Gpu, $"Invalid attribute format 0x{vertexAttrib.UnpackFormat():X}.");
|
|
|
|
format = Format.R32G32B32A32Float;
|
|
}
|
|
|
|
vertexAttribs[index] = new VertexAttribDescriptor(
|
|
vertexAttrib.UnpackBufferIndex(),
|
|
vertexAttrib.UnpackOffset(),
|
|
vertexAttrib.UnpackIsConstant(),
|
|
format);
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetVertexAttribs(vertexAttribs);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host point size based on guest GPU state.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
private void UpdatePointState(GpuState state)
|
|
{
|
|
float size = state.Get<float>(MethodOffset.PointSize);
|
|
bool isProgramPointSize = state.Get<Boolean32>(MethodOffset.VertexProgramPointSize);
|
|
bool enablePointSprite = state.Get<Boolean32>(MethodOffset.PointSpriteEnable);
|
|
|
|
// TODO: Need to figure out a way to map PointCoordReplace enable bit.
|
|
Origin origin = (state.Get<int>(MethodOffset.PointCoordReplace) & 4) == 0 ? Origin.LowerLeft : Origin.UpperLeft;
|
|
|
|
_context.Renderer.Pipeline.SetPointParameters(size, isProgramPointSize, enablePointSprite, origin);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host primitive restart based on guest GPU state.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
private void UpdatePrimitiveRestartState(GpuState state)
|
|
{
|
|
PrimitiveRestartState primitiveRestart = state.Get<PrimitiveRestartState>(MethodOffset.PrimitiveRestartState);
|
|
|
|
_context.Renderer.Pipeline.SetPrimitiveRestart(
|
|
primitiveRestart.Enable,
|
|
primitiveRestart.Index);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host index buffer binding based on guest GPU state.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
/// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
|
|
/// <param name="indexCount">Number of index buffer elements used on the draw</param>
|
|
private void UpdateIndexBufferState(GpuState state, int firstIndex, int indexCount)
|
|
{
|
|
var indexBuffer = state.Get<IndexBufferState>(MethodOffset.IndexBufferState);
|
|
|
|
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(state);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host vertex buffer bindings based on guest GPU state.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
private void UpdateVertexBufferState(GpuState state)
|
|
{
|
|
_isAnyVbInstanced = false;
|
|
|
|
for (int index = 0; index < Constants.TotalVertexBuffers; index++)
|
|
{
|
|
var vertexBuffer = state.Get<VertexBufferState>(MethodOffset.VertexBufferState, index);
|
|
|
|
if (!vertexBuffer.UnpackEnable())
|
|
{
|
|
BufferManager.SetVertexBuffer(index, 0, 0, 0, 0);
|
|
|
|
continue;
|
|
}
|
|
|
|
GpuVa endAddress = state.Get<GpuVa>(MethodOffset.VertexBufferEndAddress, index);
|
|
|
|
ulong address = vertexBuffer.Address.Pack();
|
|
|
|
int stride = vertexBuffer.UnpackStride();
|
|
|
|
bool instanced = state.Get<Boolean32>(MethodOffset.VertexBufferInstanced + index);
|
|
|
|
int divisor = instanced ? vertexBuffer.Divisor : 0;
|
|
|
|
_isAnyVbInstanced |= divisor != 0;
|
|
|
|
ulong size;
|
|
|
|
if (_ibStreamer.HasInlineIndexData || _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 = state.Get<int>(MethodOffset.FirstInstance);
|
|
|
|
var drawState = state.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);
|
|
|
|
size = (ulong)((firstInstance + drawState.First + drawState.Count) * stride);
|
|
}
|
|
|
|
BufferManager.SetVertexBuffer(index, address, size, stride, divisor);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host face culling and orientation based on guest GPU state.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
private void UpdateFaceState(GpuState state)
|
|
{
|
|
var yControl = state.Get<YControl> (MethodOffset.YControl);
|
|
var face = state.Get<FaceState>(MethodOffset.FaceState);
|
|
|
|
_context.Renderer.Pipeline.SetFaceCulling(face.CullEnable, face.CullFace);
|
|
|
|
UpdateFrontFace(yControl, face.FrontFace);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the front face based on the current front face and the origin.
|
|
/// </summary>
|
|
/// <param name="yControl">Y control register value, where the origin is located</param>
|
|
/// <param name="frontFace">Front face</param>
|
|
private void UpdateFrontFace(YControl yControl, FrontFace frontFace)
|
|
{
|
|
bool isUpperLeftOrigin = !yControl.HasFlag(YControl.TriangleRastFlip);
|
|
|
|
if (isUpperLeftOrigin)
|
|
{
|
|
frontFace = frontFace == FrontFace.CounterClockwise ? FrontFace.Clockwise : FrontFace.CounterClockwise;
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetFrontFace(frontFace);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host render target color masks, based on guest GPU state.
|
|
/// This defines which color channels are written to each color buffer.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
private void UpdateRtColorMask(GpuState state)
|
|
{
|
|
bool rtColorMaskShared = state.Get<Boolean32>(MethodOffset.RtColorMaskShared);
|
|
|
|
Span<uint> componentMasks = stackalloc uint[Constants.TotalRenderTargets];
|
|
|
|
for (int index = 0; index < Constants.TotalRenderTargets; index++)
|
|
{
|
|
var colorMask = state.Get<RtColorMask>(MethodOffset.RtColorMask, rtColorMaskShared ? 0 : index);
|
|
|
|
uint componentMask;
|
|
|
|
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.Pipeline.SetRenderTargetColorMasks(componentMasks);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host render target color buffer blending state, based on guest state.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
private void UpdateBlendState(GpuState state)
|
|
{
|
|
bool blendIndependent = state.Get<Boolean32>(MethodOffset.BlendIndependent);
|
|
ColorF blendConstant = state.Get<ColorF>(MethodOffset.BlendConstant);
|
|
|
|
for (int index = 0; index < Constants.TotalRenderTargets; index++)
|
|
{
|
|
BlendDescriptor descriptor;
|
|
|
|
if (blendIndependent)
|
|
{
|
|
bool enable = state.Get<Boolean32> (MethodOffset.BlendEnable, index);
|
|
var blend = state.Get<BlendState>(MethodOffset.BlendState, index);
|
|
|
|
descriptor = new BlendDescriptor(
|
|
enable,
|
|
blendConstant,
|
|
blend.ColorOp,
|
|
blend.ColorSrcFactor,
|
|
blend.ColorDstFactor,
|
|
blend.AlphaOp,
|
|
blend.AlphaSrcFactor,
|
|
blend.AlphaDstFactor);
|
|
}
|
|
else
|
|
{
|
|
bool enable = state.Get<Boolean32> (MethodOffset.BlendEnable, 0);
|
|
var blend = state.Get<BlendStateCommon>(MethodOffset.BlendStateCommon);
|
|
|
|
descriptor = new BlendDescriptor(
|
|
enable,
|
|
blendConstant,
|
|
blend.ColorOp,
|
|
blend.ColorSrcFactor,
|
|
blend.ColorDstFactor,
|
|
blend.AlphaOp,
|
|
blend.AlphaSrcFactor,
|
|
blend.AlphaDstFactor);
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetBlendState(index, descriptor);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host logical operation state, based on guest state.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
public void UpdateLogicOpState(GpuState state)
|
|
{
|
|
LogicalOpState logicOpState = state.Get<LogicalOpState>(MethodOffset.LogicOpState);
|
|
|
|
_context.Renderer.Pipeline.SetLogicOpState(logicOpState.Enable, logicOpState.LogicalOp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Storage buffer address and size information.
|
|
/// </summary>
|
|
private struct SbDescriptor
|
|
{
|
|
#pragma warning disable CS0649
|
|
public uint AddressLow;
|
|
public uint AddressHigh;
|
|
public int Size;
|
|
public int Padding;
|
|
#pragma warning restore CS0649
|
|
|
|
public ulong PackAddress()
|
|
{
|
|
return AddressLow | ((ulong)AddressHigh << 32);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host shaders based on the guest GPU state.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
private void UpdateShaderState(GpuState state)
|
|
{
|
|
ShaderAddresses addresses = new ShaderAddresses();
|
|
|
|
Span<ShaderAddresses> addressesSpan = MemoryMarshal.CreateSpan(ref addresses, 1);
|
|
|
|
Span<ulong> addressesArray = MemoryMarshal.Cast<ShaderAddresses, ulong>(addressesSpan);
|
|
|
|
ulong baseAddress = state.Get<GpuVa>(MethodOffset.ShaderBaseAddress).Pack();
|
|
|
|
for (int index = 0; index < 6; index++)
|
|
{
|
|
var shader = state.Get<ShaderState>(MethodOffset.ShaderState, index);
|
|
|
|
if (!shader.UnpackEnable() && index != 1)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
addressesArray[index] = baseAddress + shader.Offset;
|
|
}
|
|
|
|
ShaderBundle gs = ShaderCache.GetGraphicsShader(state, addresses);
|
|
|
|
_vsUsesInstanceId = gs.Shaders[0]?.Info.UsesInstanceId ?? false;
|
|
|
|
int storageBufferBindingsCount = 0;
|
|
int uniformBufferBindingsCount = 0;
|
|
|
|
for (int stage = 0; stage < Constants.ShaderStages; stage++)
|
|
{
|
|
ShaderProgramInfo info = gs.Shaders[stage]?.Info;
|
|
|
|
_currentProgramInfo[stage] = info;
|
|
|
|
if (info == null)
|
|
{
|
|
TextureManager.SetGraphicsTextures(stage, Array.Empty<TextureBindingInfo>());
|
|
TextureManager.SetGraphicsImages(stage, Array.Empty<TextureBindingInfo>());
|
|
BufferManager.SetGraphicsStorageBufferBindings(stage, null);
|
|
BufferManager.SetGraphicsUniformBufferBindings(stage, 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 = ShaderTexture.GetTarget(descriptor.Type);
|
|
|
|
textureBindings[index] = new TextureBindingInfo(
|
|
target,
|
|
descriptor.Binding,
|
|
descriptor.CbufSlot,
|
|
descriptor.HandleIndex,
|
|
descriptor.Flags);
|
|
}
|
|
|
|
TextureManager.SetGraphicsTextures(stage, textureBindings);
|
|
|
|
var imageBindings = new TextureBindingInfo[info.Images.Count];
|
|
|
|
for (int index = 0; index < info.Images.Count; index++)
|
|
{
|
|
var descriptor = info.Images[index];
|
|
|
|
Target target = ShaderTexture.GetTarget(descriptor.Type);
|
|
Format format = ShaderTexture.GetFormat(descriptor.Format);
|
|
|
|
imageBindings[index] = new TextureBindingInfo(
|
|
target,
|
|
format,
|
|
descriptor.Binding,
|
|
descriptor.CbufSlot,
|
|
descriptor.HandleIndex,
|
|
descriptor.Flags);
|
|
}
|
|
|
|
TextureManager.SetGraphicsImages(stage, imageBindings);
|
|
|
|
BufferManager.SetGraphicsStorageBufferBindings(stage, info.SBuffers);
|
|
BufferManager.SetGraphicsUniformBufferBindings(stage, info.CBuffers);
|
|
|
|
if (info.SBuffers.Count != 0)
|
|
{
|
|
storageBufferBindingsCount = Math.Max(storageBufferBindingsCount, info.SBuffers.Max(x => x.Binding) + 1);
|
|
}
|
|
|
|
if (info.CBuffers.Count != 0)
|
|
{
|
|
uniformBufferBindingsCount = Math.Max(uniformBufferBindingsCount, info.CBuffers.Max(x => x.Binding) + 1);
|
|
}
|
|
}
|
|
|
|
BufferManager.SetGraphicsStorageBufferBindingsCount(storageBufferBindingsCount);
|
|
BufferManager.SetGraphicsUniformBufferBindingsCount(uniformBufferBindingsCount);
|
|
|
|
_context.Renderer.Pipeline.SetProgram(gs.HostProgram);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates transform feedback buffer state based on the guest GPU state.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
private void UpdateTfBufferState(GpuState state)
|
|
{
|
|
for (int index = 0; index < Constants.TotalTransformFeedbackBuffers; index++)
|
|
{
|
|
TfBufferState tfb = state.Get<TfBufferState>(MethodOffset.TfBufferState, index);
|
|
|
|
if (!tfb.Enable)
|
|
{
|
|
BufferManager.SetTransformFeedbackBuffer(index, 0, 0);
|
|
|
|
continue;
|
|
}
|
|
|
|
BufferManager.SetTransformFeedbackBuffer(index, tfb.Address.Pack(), (uint)tfb.Size);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates user-defined clipping based on the guest GPU state.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
private void UpdateUserClipState(GpuState state)
|
|
{
|
|
int clipMask = state.Get<int>(MethodOffset.ClipDistanceEnable);
|
|
|
|
for (int i = 0; i < Constants.TotalClipDistances; ++i)
|
|
{
|
|
_context.Renderer.Pipeline.SetUserClipDistance(i, (clipMask & (1 << i)) != 0);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Issues a texture barrier.
|
|
/// This waits until previous texture writes from the GPU to finish, before
|
|
/// performing new operations with said textures.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state (unused)</param>
|
|
/// <param name="argument">Method call argument (unused)</param>
|
|
private void TextureBarrier(GpuState state, int argument)
|
|
{
|
|
_context.Renderer.Pipeline.TextureBarrier();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Issues a texture barrier.
|
|
/// This waits until previous texture writes from the GPU to finish, before
|
|
/// performing new operations with said textures.
|
|
/// This performs a per-tile wait, it is only valid if both the previous write
|
|
/// and current access has the same access patterns.
|
|
/// This may be faster than the regular barrier on tile-based rasterizers.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state (unused)</param>
|
|
/// <param name="argument">Method call argument (unused)</param>
|
|
private void TextureBarrierTiled(GpuState state, int argument)
|
|
{
|
|
_context.Renderer.Pipeline.TextureBarrierTiled();
|
|
}
|
|
}
|
|
} |