Ryujinx-uplift/Ryujinx.Graphics.Gpu/Engine/MethodDraw.cs

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using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.State;
using System;
using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine
{
partial class Methods
{
private bool _drawIndexed;
private int _firstIndex;
private int _indexCount;
private bool _instancedDrawPending;
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private bool _instancedIndexed;
private int _instancedFirstIndex;
private int _instancedFirstVertex;
private int _instancedFirstInstance;
private int _instancedIndexCount;
private int _instancedDrawStateFirst;
private int _instancedDrawStateCount;
private int _instanceIndex;
private BufferHandle _inlineIndexBuffer = BufferHandle.Null;
private int _inlineIndexBufferSize;
private int _inlineIndexCount;
/// <summary>
/// Primitive type of the current draw.
/// </summary>
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public PrimitiveType PrimitiveType { get; private set; }
/// <summary>
/// Finishes draw call.
/// This draws geometry on the bound buffers based on the current GPU state.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>
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private void DrawEnd(GpuState state, int argument)
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{
ConditionalRenderEnabled renderEnable = GetRenderEnable(state);
if (renderEnable == ConditionalRenderEnabled.False || _instancedDrawPending)
{
if (renderEnable == ConditionalRenderEnabled.False)
{
PerformDeferredDraws();
}
_drawIndexed = false;
if (renderEnable == ConditionalRenderEnabled.Host)
{
_context.Renderer.Pipeline.EndHostConditionalRendering();
}
return;
}
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UpdateState(state);
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bool instanced = _vsUsesInstanceId || _isAnyVbInstanced;
if (instanced)
{
_instancedDrawPending = true;
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_instancedIndexed = _drawIndexed;
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_instancedFirstIndex = _firstIndex;
_instancedFirstVertex = state.Get<int>(MethodOffset.FirstVertex);
_instancedFirstInstance = state.Get<int>(MethodOffset.FirstInstance);
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_instancedIndexCount = _indexCount;
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var drawState = state.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);
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_instancedDrawStateFirst = drawState.First;
_instancedDrawStateCount = drawState.Count;
_drawIndexed = false;
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if (renderEnable == ConditionalRenderEnabled.Host)
{
_context.Renderer.Pipeline.EndHostConditionalRendering();
}
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return;
}
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int firstInstance = state.Get<int>(MethodOffset.FirstInstance);
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if (_inlineIndexCount != 0)
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{
int firstVertex = state.Get<int>(MethodOffset.FirstVertex);
BufferRange br = new BufferRange(_inlineIndexBuffer, 0, _inlineIndexCount * 4);
_context.Methods.BufferManager.SetIndexBuffer(br, IndexType.UInt);
_context.Renderer.Pipeline.DrawIndexed(
_inlineIndexCount,
1,
_firstIndex,
firstVertex,
firstInstance);
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_inlineIndexCount = 0;
}
else if (_drawIndexed)
{
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int firstVertex = state.Get<int>(MethodOffset.FirstVertex);
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_context.Renderer.Pipeline.DrawIndexed(
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_indexCount,
1,
_firstIndex,
firstVertex,
firstInstance);
}
else
{
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var drawState = state.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);
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_context.Renderer.Pipeline.Draw(
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drawState.Count,
1,
drawState.First,
firstInstance);
}
_drawIndexed = false;
if (renderEnable == ConditionalRenderEnabled.Host)
{
_context.Renderer.Pipeline.EndHostConditionalRendering();
}
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}
/// <summary>
/// Starts draw.
/// This sets primitive type and instanced draw parameters.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>
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private void DrawBegin(GpuState state, int argument)
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{
if ((argument & (1 << 26)) != 0)
{
_instanceIndex++;
}
else if ((argument & (1 << 27)) == 0)
{
PerformDeferredDraws();
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_instanceIndex = 0;
}
PrimitiveType type = (PrimitiveType)(argument & 0xffff);
_context.Renderer.Pipeline.SetPrimitiveTopology(type.Convert());
PrimitiveType = type;
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}
/// <summary>
/// Sets the index buffer count.
/// This also sets internal state that indicates that the next draw is an indexed draw.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>
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private void SetIndexBufferCount(GpuState state, int argument)
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{
_drawIndexed = true;
}
/// <summary>
/// Pushes four 8-bit index buffer elements.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>
private void VbElementU8(GpuState state, int argument)
{
byte i0 = (byte)argument;
byte i1 = (byte)(argument >> 8);
byte i2 = (byte)(argument >> 16);
byte i3 = (byte)(argument >> 24);
Span<uint> data = stackalloc uint[4];
data[0] = i0;
data[1] = i1;
data[2] = i2;
data[3] = i3;
int offset = _inlineIndexCount * 4;
_context.Renderer.SetBufferData(GetInlineIndexBuffer(offset), offset, MemoryMarshal.Cast<uint, byte>(data));
_inlineIndexCount += 4;
}
/// <summary>
/// Pushes two 16-bit index buffer elements.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>
private void VbElementU16(GpuState state, int argument)
{
ushort i0 = (ushort)argument;
ushort i1 = (ushort)(argument >> 16);
Span<uint> data = stackalloc uint[2];
data[0] = i0;
data[1] = i1;
int offset = _inlineIndexCount * 4;
_context.Renderer.SetBufferData(GetInlineIndexBuffer(offset), offset, MemoryMarshal.Cast<uint, byte>(data));
_inlineIndexCount += 2;
}
/// <summary>
/// Pushes one 32-bit index buffer element.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>
private void VbElementU32(GpuState state, int argument)
{
uint i0 = (uint)argument;
Span<uint> data = stackalloc uint[1];
data[0] = i0;
int offset = _inlineIndexCount++ * 4;
_context.Renderer.SetBufferData(GetInlineIndexBuffer(offset), offset, MemoryMarshal.Cast<uint, byte>(data));
}
/// <summary>
/// Gets the handle of a buffer large enough to hold the data that will be written to <paramref name="offset"/>.
/// </summary>
/// <param name="offset">Offset where the data will be written</param>
/// <returns>Buffer handle</returns>
private BufferHandle GetInlineIndexBuffer(int offset)
{
// Calculate a reasonable size for the buffer that can fit all the data,
// and that also won't require frequent resizes if we need to push more data.
int size = BitUtils.AlignUp(offset + 0x10, 0x200);
if (_inlineIndexBuffer == BufferHandle.Null)
{
_inlineIndexBuffer = _context.Renderer.CreateBuffer(size);
_inlineIndexBufferSize = size;
}
else if (_inlineIndexBufferSize < size)
{
BufferHandle oldBuffer = _inlineIndexBuffer;
int oldSize = _inlineIndexBufferSize;
_inlineIndexBuffer = _context.Renderer.CreateBuffer(size);
_inlineIndexBufferSize = size;
_context.Renderer.Pipeline.CopyBuffer(oldBuffer, _inlineIndexBuffer, 0, 0, oldSize);
_context.Renderer.DeleteBuffer(oldBuffer);
}
return _inlineIndexBuffer;
}
/// <summary>
/// Perform any deferred draws.
/// This is used for instanced draws.
/// Since each instance is a separate draw, we defer the draw and accumulate the instance count.
/// Once we detect the last instanced draw, then we perform the host instanced draw,
/// with the accumulated instance count.
/// </summary>
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public void PerformDeferredDraws()
{
// Perform any pending instanced draw.
if (_instancedDrawPending)
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{
_instancedDrawPending = false;
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if (_instancedIndexed)
{
_context.Renderer.Pipeline.DrawIndexed(
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_instancedIndexCount,
_instanceIndex + 1,
_instancedFirstIndex,
_instancedFirstVertex,
_instancedFirstInstance);
}
else
{
_context.Renderer.Pipeline.Draw(
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_instancedDrawStateCount,
_instanceIndex + 1,
_instancedDrawStateFirst,
_instancedFirstInstance);
}
}
}
}
}