2018-04-08 21:17:35 +02:00
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using Ryujinx.Graphics.Gal;
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using System;
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using System.Collections.Generic;
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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namespace Ryujinx.Core.Gpu
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2018-04-08 21:17:35 +02:00
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{
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2018-04-13 20:12:58 +02:00
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public class NvGpuEngine3d : INvGpuEngine
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2018-04-08 21:17:35 +02:00
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{
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public int[] Registers { get; private set; }
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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private NvGpu Gpu;
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2018-04-08 21:17:35 +02:00
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private Dictionary<int, NvGpuMethod> Methods;
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private struct ConstBuffer
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{
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public bool Enabled;
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public long Position;
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public int Size;
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}
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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private ConstBuffer[][] ConstBuffers;
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2018-04-08 21:17:35 +02:00
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2018-04-13 20:12:58 +02:00
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private HashSet<long> FrameBuffers;
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2018-04-08 21:17:35 +02:00
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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public NvGpuEngine3d(NvGpu Gpu)
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2018-04-08 21:17:35 +02:00
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{
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this.Gpu = Gpu;
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Registers = new int[0xe00];
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Methods = new Dictionary<int, NvGpuMethod>();
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void AddMethod(int Meth, int Count, int Stride, NvGpuMethod Method)
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{
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while (Count-- > 0)
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{
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Methods.Add(Meth, Method);
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Meth += Stride;
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}
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}
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AddMethod(0x585, 1, 1, VertexEndGl);
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AddMethod(0x674, 1, 1, ClearBuffers);
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AddMethod(0x6c3, 1, 1, QueryControl);
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AddMethod(0x8e4, 16, 1, CbData);
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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AddMethod(0x904, 5, 8, CbBind);
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2018-04-08 21:17:35 +02:00
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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ConstBuffers = new ConstBuffer[6][];
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for (int Index = 0; Index < ConstBuffers.Length; Index++)
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{
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ConstBuffers[Index] = new ConstBuffer[18];
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}
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2018-04-13 20:12:58 +02:00
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FrameBuffers = new HashSet<long>();
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2018-04-08 21:17:35 +02:00
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}
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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public void CallMethod(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
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2018-04-08 21:17:35 +02:00
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{
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if (Methods.TryGetValue(PBEntry.Method, out NvGpuMethod Method))
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{
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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Method(Vmm, PBEntry);
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2018-04-08 21:17:35 +02:00
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}
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else
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{
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WriteRegister(PBEntry);
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}
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}
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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private void VertexEndGl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
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2018-04-08 21:17:35 +02:00
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{
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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SetFrameBuffer(Vmm, 0);
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2018-04-08 21:17:35 +02:00
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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long[] Tags = UploadShaders(Vmm);
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2018-04-08 21:17:35 +02:00
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Gpu.Renderer.BindProgram();
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SetAlphaBlending();
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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UploadTextures(Vmm, Tags);
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UploadUniforms(Vmm);
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UploadVertexArrays(Vmm);
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2018-04-08 21:17:35 +02:00
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}
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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private void ClearBuffers(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
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2018-04-08 21:17:35 +02:00
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{
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int Arg0 = PBEntry.Arguments[0];
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int FbIndex = (Arg0 >> 6) & 0xf;
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int Layer = (Arg0 >> 10) & 0x3ff;
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GalClearBufferFlags Flags = (GalClearBufferFlags)(Arg0 & 0x3f);
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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SetFrameBuffer(Vmm, 0);
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2018-04-08 21:17:35 +02:00
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2018-04-13 20:12:58 +02:00
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//TODO: Enable this once the frame buffer problems are fixed.
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//Gpu.Renderer.ClearBuffers(Layer, Flags);
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2018-04-08 21:17:35 +02:00
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}
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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private void SetFrameBuffer(NvGpuVmm Vmm, int FbIndex)
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2018-04-08 21:17:35 +02:00
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{
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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long VA = MakeInt64From2xInt32(NvGpuEngine3dReg.FrameBufferNAddress + FbIndex * 0x10);
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2018-04-13 20:12:58 +02:00
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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long PA = Vmm.GetPhysicalAddress(VA);
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FrameBuffers.Add(PA);
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2018-04-13 20:12:58 +02:00
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int Width = ReadRegister(NvGpuEngine3dReg.FrameBufferNWidth + FbIndex * 0x10);
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int Height = ReadRegister(NvGpuEngine3dReg.FrameBufferNHeight + FbIndex * 0x10);
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2018-04-08 21:17:35 +02:00
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2018-04-13 20:12:58 +02:00
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//Note: Using the Width/Height results seems to give incorrect results.
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//Maybe the size of all frame buffers is hardcoded to screen size? This seems unlikely.
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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Gpu.Renderer.CreateFrameBuffer(PA, 1280, 720);
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Gpu.Renderer.BindFrameBuffer(PA);
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2018-04-08 21:17:35 +02:00
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}
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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private long[] UploadShaders(NvGpuVmm Vmm)
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2018-04-08 21:17:35 +02:00
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{
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long[] Tags = new long[5];
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long BasePosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
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for (int Index = 0; Index < 6; Index++)
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{
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int Control = ReadRegister(NvGpuEngine3dReg.ShaderNControl + Index * 0x10);
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int Offset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + Index * 0x10);
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//Note: Vertex Program (B) is always enabled.
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bool Enable = (Control & 1) != 0 || Index == 1;
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if (!Enable)
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{
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continue;
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}
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long Tag = BasePosition + (uint)Offset;
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//TODO: Find a better way to calculate the size.
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int Size = 0x20000;
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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byte[] Code = Vmm.ReadBytes(Tag, Size);
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2018-04-08 21:17:35 +02:00
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GalShaderType ShaderType = GetTypeFromProgram(Index);
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Tags[(int)ShaderType] = Tag;
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Gpu.Renderer.CreateShader(Tag, ShaderType, Code);
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Gpu.Renderer.BindShader(Tag);
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}
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2018-04-14 05:39:24 +02:00
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int RawSX = ReadRegister(NvGpuEngine3dReg.ViewportScaleX);
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int RawSY = ReadRegister(NvGpuEngine3dReg.ViewportScaleY);
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float SX = BitConverter.Int32BitsToSingle(RawSX);
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float SY = BitConverter.Int32BitsToSingle(RawSY);
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float SignX = MathF.Sign(SX);
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float SignY = MathF.Sign(SY);
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Gpu.Renderer.SetUniform2F(GalConsts.FlipUniformName, SignX, SignY);
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2018-04-08 21:17:35 +02:00
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return Tags;
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}
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private static GalShaderType GetTypeFromProgram(int Program)
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{
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switch (Program)
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{
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case 0:
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case 1: return GalShaderType.Vertex;
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case 2: return GalShaderType.TessControl;
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case 3: return GalShaderType.TessEvaluation;
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case 4: return GalShaderType.Geometry;
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case 5: return GalShaderType.Fragment;
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}
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throw new ArgumentOutOfRangeException(nameof(Program));
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}
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private void SetAlphaBlending()
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{
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2018-04-13 20:12:58 +02:00
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//TODO: Support independent blend properly.
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2018-04-14 03:42:55 +02:00
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bool Enable = (ReadRegister(NvGpuEngine3dReg.IBlendNEnable) & 1) != 0;
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2018-04-08 21:17:35 +02:00
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2018-04-13 20:12:58 +02:00
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Gpu.Renderer.SetBlendEnable(Enable);
|
2018-04-08 21:17:35 +02:00
|
|
|
|
2018-04-13 20:12:58 +02:00
|
|
|
bool BlendSeparateAlpha = (ReadRegister(NvGpuEngine3dReg.IBlendNSeparateAlpha) & 1) != 0;
|
2018-04-08 21:17:35 +02:00
|
|
|
|
2018-04-13 20:12:58 +02:00
|
|
|
GalBlendEquation EquationRgb = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationRgb);
|
2018-04-08 21:17:35 +02:00
|
|
|
|
2018-04-13 20:12:58 +02:00
|
|
|
GalBlendFactor FuncSrcRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcRgb);
|
|
|
|
GalBlendFactor FuncDstRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstRgb);
|
2018-04-08 21:17:35 +02:00
|
|
|
|
|
|
|
if (BlendSeparateAlpha)
|
|
|
|
{
|
2018-04-13 20:12:58 +02:00
|
|
|
GalBlendEquation EquationAlpha = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationAlpha);
|
2018-04-08 21:17:35 +02:00
|
|
|
|
2018-04-13 20:12:58 +02:00
|
|
|
GalBlendFactor FuncSrcAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcAlpha);
|
|
|
|
GalBlendFactor FuncDstAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstAlpha);
|
2018-04-08 21:17:35 +02:00
|
|
|
|
|
|
|
Gpu.Renderer.SetBlendSeparate(
|
|
|
|
EquationRgb,
|
|
|
|
EquationAlpha,
|
|
|
|
FuncSrcRgb,
|
|
|
|
FuncDstRgb,
|
|
|
|
FuncSrcAlpha,
|
|
|
|
FuncDstAlpha);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Gpu.Renderer.SetBlend(EquationRgb, FuncSrcRgb, FuncDstRgb);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
private void UploadTextures(NvGpuVmm Vmm, long[] Tags)
|
2018-04-08 21:17:35 +02:00
|
|
|
{
|
|
|
|
long BaseShPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
|
|
|
|
|
|
|
|
int TextureCbIndex = ReadRegister(NvGpuEngine3dReg.TextureCbIndex);
|
|
|
|
|
2018-04-13 20:12:58 +02:00
|
|
|
//Note: On the emulator renderer, Texture Unit 0 is
|
|
|
|
//reserved for drawing the frame buffer.
|
|
|
|
int TexIndex = 1;
|
2018-04-08 21:17:35 +02:00
|
|
|
|
|
|
|
for (int Index = 0; Index < Tags.Length; Index++)
|
|
|
|
{
|
|
|
|
foreach (ShaderDeclInfo DeclInfo in Gpu.Renderer.GetTextureUsage(Tags[Index]))
|
|
|
|
{
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
long Position = ConstBuffers[Index][TextureCbIndex].Position;
|
2018-04-08 21:17:35 +02:00
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
UploadTexture(Vmm, Position, TexIndex, DeclInfo.Index);
|
2018-04-08 21:17:35 +02:00
|
|
|
|
|
|
|
Gpu.Renderer.SetUniform1(DeclInfo.Name, TexIndex);
|
|
|
|
|
|
|
|
TexIndex++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
private void UploadTexture(NvGpuVmm Vmm, long BasePosition, int TexIndex, int HndIndex)
|
2018-04-08 21:17:35 +02:00
|
|
|
{
|
|
|
|
long Position = BasePosition + HndIndex * 4;
|
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
int TextureHandle = Vmm.ReadInt32(Position);
|
2018-04-08 21:17:35 +02:00
|
|
|
|
|
|
|
int TicIndex = (TextureHandle >> 0) & 0xfffff;
|
|
|
|
int TscIndex = (TextureHandle >> 20) & 0xfff;
|
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
long TicPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexHeaderPoolOffset);
|
|
|
|
long TscPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexSamplerPoolOffset);
|
2018-04-08 21:17:35 +02:00
|
|
|
|
|
|
|
TicPosition += TicIndex * 0x20;
|
|
|
|
TscPosition += TscIndex * 0x20;
|
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
GalTextureSampler Sampler = TextureFactory.MakeSampler(Gpu, Vmm, TscPosition);
|
2018-04-13 20:12:58 +02:00
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
long TextureAddress = Vmm.ReadInt64(TicPosition + 4) & 0xffffffffffff;
|
2018-04-13 20:12:58 +02:00
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
TextureAddress = Vmm.GetPhysicalAddress(TextureAddress);
|
|
|
|
|
|
|
|
if (IsFrameBufferPosition(TextureAddress))
|
2018-04-13 20:12:58 +02:00
|
|
|
{
|
|
|
|
//This texture is a frame buffer texture,
|
|
|
|
//we shouldn't read anything from memory and bind
|
|
|
|
//the frame buffer texture instead, since we're not
|
|
|
|
//really writing anything to memory.
|
|
|
|
Gpu.Renderer.BindFrameBufferTexture(TextureAddress, TexIndex, Sampler);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
GalTexture Texture = TextureFactory.MakeTexture(Gpu, Vmm, TicPosition);
|
2018-04-13 20:12:58 +02:00
|
|
|
|
|
|
|
Gpu.Renderer.SetTextureAndSampler(TexIndex, Texture, Sampler);
|
|
|
|
Gpu.Renderer.BindTexture(TexIndex);
|
|
|
|
}
|
2018-04-08 21:17:35 +02:00
|
|
|
}
|
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
private void UploadUniforms(NvGpuVmm Vmm)
|
2018-04-08 21:17:35 +02:00
|
|
|
{
|
|
|
|
long BasePosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
|
|
|
|
|
|
|
|
for (int Index = 0; Index < 5; Index++)
|
|
|
|
{
|
|
|
|
int Control = ReadRegister(NvGpuEngine3dReg.ShaderNControl + (Index + 1) * 0x10);
|
|
|
|
int Offset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + (Index + 1) * 0x10);
|
|
|
|
|
|
|
|
//Note: Vertex Program (B) is always enabled.
|
|
|
|
bool Enable = (Control & 1) != 0 || Index == 0;
|
|
|
|
|
|
|
|
if (!Enable)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
2018-04-13 20:12:58 +02:00
|
|
|
for (int Cbuf = 0; Cbuf < ConstBuffers.Length; Cbuf++)
|
2018-04-08 21:17:35 +02:00
|
|
|
{
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
ConstBuffer Cb = ConstBuffers[Index][Cbuf];
|
2018-04-08 21:17:35 +02:00
|
|
|
|
|
|
|
if (Cb.Enabled)
|
|
|
|
{
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
byte[] Data = Vmm.ReadBytes(Cb.Position, (uint)Cb.Size);
|
2018-04-08 21:17:35 +02:00
|
|
|
|
|
|
|
Gpu.Renderer.SetConstBuffer(BasePosition + (uint)Offset, Cbuf, Data);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
private void UploadVertexArrays(NvGpuVmm Vmm)
|
2018-04-08 21:17:35 +02:00
|
|
|
{
|
|
|
|
long IndexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);
|
|
|
|
|
|
|
|
int IndexSize = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
|
|
|
|
int IndexFirst = ReadRegister(NvGpuEngine3dReg.IndexBatchFirst);
|
|
|
|
int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);
|
|
|
|
|
|
|
|
GalIndexFormat IndexFormat = (GalIndexFormat)IndexSize;
|
|
|
|
|
|
|
|
IndexSize = 1 << IndexSize;
|
|
|
|
|
|
|
|
if (IndexSize > 4)
|
|
|
|
{
|
|
|
|
throw new InvalidOperationException();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (IndexSize != 0)
|
|
|
|
{
|
|
|
|
int BufferSize = IndexCount * IndexSize;
|
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
byte[] Data = Vmm.ReadBytes(IndexPosition, BufferSize);
|
2018-04-08 21:17:35 +02:00
|
|
|
|
|
|
|
Gpu.Renderer.SetIndexArray(Data, IndexFormat);
|
|
|
|
}
|
|
|
|
|
|
|
|
List<GalVertexAttrib>[] Attribs = new List<GalVertexAttrib>[32];
|
|
|
|
|
|
|
|
for (int Attr = 0; Attr < 16; Attr++)
|
|
|
|
{
|
|
|
|
int Packed = ReadRegister(NvGpuEngine3dReg.VertexAttribNFormat + Attr);
|
|
|
|
|
|
|
|
int ArrayIndex = Packed & 0x1f;
|
|
|
|
|
|
|
|
if (Attribs[ArrayIndex] == null)
|
|
|
|
{
|
|
|
|
Attribs[ArrayIndex] = new List<GalVertexAttrib>();
|
|
|
|
}
|
|
|
|
|
|
|
|
Attribs[ArrayIndex].Add(new GalVertexAttrib(
|
2018-04-29 22:58:38 +02:00
|
|
|
Attr,
|
2018-04-08 21:17:35 +02:00
|
|
|
((Packed >> 6) & 0x1) != 0,
|
|
|
|
(Packed >> 7) & 0x3fff,
|
|
|
|
(GalVertexAttribSize)((Packed >> 21) & 0x3f),
|
|
|
|
(GalVertexAttribType)((Packed >> 27) & 0x7),
|
|
|
|
((Packed >> 31) & 0x1) != 0));
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int Index = 0; Index < 32; Index++)
|
|
|
|
{
|
2018-04-26 04:11:26 +02:00
|
|
|
int VertexFirst = ReadRegister(NvGpuEngine3dReg.VertexArrayFirst);
|
|
|
|
int VertexCount = ReadRegister(NvGpuEngine3dReg.VertexArrayCount);
|
|
|
|
|
2018-04-08 21:17:35 +02:00
|
|
|
int Control = ReadRegister(NvGpuEngine3dReg.VertexArrayNControl + Index * 4);
|
|
|
|
|
|
|
|
bool Enable = (Control & 0x1000) != 0;
|
|
|
|
|
2018-04-29 22:58:38 +02:00
|
|
|
long VertexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + Index * 4);
|
|
|
|
|
2018-04-08 21:17:35 +02:00
|
|
|
if (!Enable)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
2018-04-29 22:58:38 +02:00
|
|
|
int Stride = Control & 0xfff;
|
2018-04-08 21:17:35 +02:00
|
|
|
|
2018-04-29 22:58:38 +02:00
|
|
|
long Size = 0;
|
2018-04-08 21:17:35 +02:00
|
|
|
|
2018-04-29 22:58:38 +02:00
|
|
|
if (IndexCount != 0)
|
|
|
|
{
|
|
|
|
Size = GetVertexCountFromIndexBuffer(
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
Vmm,
|
2018-04-29 22:58:38 +02:00
|
|
|
IndexPosition,
|
|
|
|
IndexCount,
|
|
|
|
IndexSize);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Size = VertexCount;
|
|
|
|
}
|
|
|
|
|
|
|
|
//TODO: Support cases where the Stride is 0.
|
|
|
|
//In this case, we need to use the size of the attribute.
|
|
|
|
Size *= Stride;
|
2018-04-08 21:17:35 +02:00
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
byte[] Data = Vmm.ReadBytes(VertexPosition, Size);
|
2018-04-08 21:17:35 +02:00
|
|
|
|
|
|
|
GalVertexAttrib[] AttribArray = Attribs[Index]?.ToArray() ?? new GalVertexAttrib[0];
|
|
|
|
|
|
|
|
Gpu.Renderer.SetVertexArray(Index, Stride, Data, AttribArray);
|
|
|
|
|
|
|
|
int PrimCtrl = ReadRegister(NvGpuEngine3dReg.VertexBeginGl);
|
|
|
|
|
|
|
|
GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff);
|
|
|
|
|
|
|
|
if (IndexCount != 0)
|
|
|
|
{
|
|
|
|
Gpu.Renderer.DrawElements(Index, IndexFirst, PrimType);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2018-04-26 04:11:26 +02:00
|
|
|
Gpu.Renderer.DrawArrays(Index, VertexFirst, VertexCount, PrimType);
|
2018-04-08 21:17:35 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-04-29 22:58:38 +02:00
|
|
|
private int GetVertexCountFromIndexBuffer(
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
NvGpuVmm Vmm,
|
|
|
|
long IndexPosition,
|
|
|
|
int IndexCount,
|
|
|
|
int IndexSize)
|
2018-04-29 22:58:38 +02:00
|
|
|
{
|
|
|
|
int MaxIndex = -1;
|
|
|
|
|
|
|
|
if (IndexSize == 2)
|
|
|
|
{
|
|
|
|
while (IndexCount -- > 0)
|
|
|
|
{
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
ushort Value = Vmm.ReadUInt16(IndexPosition);
|
2018-04-29 22:58:38 +02:00
|
|
|
|
|
|
|
IndexPosition += 2;
|
|
|
|
|
|
|
|
if (MaxIndex < Value)
|
|
|
|
{
|
|
|
|
MaxIndex = Value;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (IndexSize == 1)
|
|
|
|
{
|
|
|
|
while (IndexCount -- > 0)
|
|
|
|
{
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
byte Value = Vmm.ReadByte(IndexPosition++);
|
2018-04-29 22:58:38 +02:00
|
|
|
|
|
|
|
if (MaxIndex < Value)
|
|
|
|
{
|
|
|
|
MaxIndex = Value;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (IndexSize == 4)
|
|
|
|
{
|
|
|
|
while (IndexCount -- > 0)
|
|
|
|
{
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
uint Value = Vmm.ReadUInt32(IndexPosition);
|
2018-04-29 22:58:38 +02:00
|
|
|
|
|
|
|
IndexPosition += 2;
|
|
|
|
|
|
|
|
if (MaxIndex < Value)
|
|
|
|
{
|
|
|
|
MaxIndex = (int)Value;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
throw new ArgumentOutOfRangeException(nameof(IndexSize));
|
|
|
|
}
|
|
|
|
|
|
|
|
return MaxIndex + 1;
|
|
|
|
}
|
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
private void QueryControl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
|
2018-04-08 21:17:35 +02:00
|
|
|
{
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.QueryAddress);
|
2018-04-08 21:17:35 +02:00
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
int Seq = Registers[(int)NvGpuEngine3dReg.QuerySequence];
|
|
|
|
int Ctrl = Registers[(int)NvGpuEngine3dReg.QueryControl];
|
2018-04-08 21:17:35 +02:00
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
int Mode = Ctrl & 3;
|
|
|
|
|
|
|
|
if (Mode == 0)
|
|
|
|
{
|
|
|
|
//Write mode.
|
|
|
|
Vmm.WriteInt32(Position, Seq);
|
2018-04-08 21:17:35 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
WriteRegister(PBEntry);
|
|
|
|
}
|
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
private void CbData(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
|
2018-04-08 21:17:35 +02:00
|
|
|
{
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.ConstBufferAddress);
|
2018-04-08 21:17:35 +02:00
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
int Offset = ReadRegister(NvGpuEngine3dReg.ConstBufferOffset);
|
2018-04-08 21:17:35 +02:00
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
foreach (int Arg in PBEntry.Arguments)
|
|
|
|
{
|
|
|
|
Vmm.WriteInt32(Position + Offset, Arg);
|
2018-04-08 21:17:35 +02:00
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
Offset += 4;
|
2018-04-08 21:17:35 +02:00
|
|
|
}
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
|
|
|
|
WriteRegister(NvGpuEngine3dReg.ConstBufferOffset, Offset);
|
2018-04-08 21:17:35 +02:00
|
|
|
}
|
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
private void CbBind(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
|
2018-04-08 21:17:35 +02:00
|
|
|
{
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
int Stage = (PBEntry.Method - 0x904) >> 3;
|
|
|
|
|
2018-04-08 21:17:35 +02:00
|
|
|
int Index = PBEntry.Arguments[0];
|
|
|
|
|
|
|
|
bool Enabled = (Index & 1) != 0;
|
|
|
|
|
|
|
|
Index = (Index >> 4) & 0x1f;
|
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.ConstBufferAddress);
|
2018-04-08 21:17:35 +02:00
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
ConstBuffers[Stage][Index].Position = Position;
|
|
|
|
ConstBuffers[Stage][Index].Enabled = Enabled;
|
2018-04-08 21:17:35 +02:00
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
ConstBuffers[Stage][Index].Size = ReadRegister(NvGpuEngine3dReg.ConstBufferSize);
|
2018-04-08 21:17:35 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
private long MakeInt64From2xInt32(NvGpuEngine3dReg Reg)
|
|
|
|
{
|
|
|
|
return
|
|
|
|
(long)Registers[(int)Reg + 0] << 32 |
|
|
|
|
(uint)Registers[(int)Reg + 1];
|
|
|
|
}
|
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
|
|
|
private void WriteRegister(NvGpuPBEntry PBEntry)
|
2018-04-08 21:17:35 +02:00
|
|
|
{
|
|
|
|
int ArgsCount = PBEntry.Arguments.Count;
|
|
|
|
|
|
|
|
if (ArgsCount > 0)
|
|
|
|
{
|
|
|
|
Registers[PBEntry.Method] = PBEntry.Arguments[ArgsCount - 1];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private int ReadRegister(NvGpuEngine3dReg Reg)
|
|
|
|
{
|
|
|
|
return Registers[(int)Reg];
|
|
|
|
}
|
|
|
|
|
|
|
|
private void WriteRegister(NvGpuEngine3dReg Reg, int Value)
|
|
|
|
{
|
|
|
|
Registers[(int)Reg] = Value;
|
|
|
|
}
|
2018-04-13 20:12:58 +02:00
|
|
|
|
|
|
|
public bool IsFrameBufferPosition(long Position)
|
|
|
|
{
|
|
|
|
return FrameBuffers.Contains(Position);
|
|
|
|
}
|
2018-04-08 21:17:35 +02:00
|
|
|
}
|
|
|
|
}
|