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