mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-12-15 09:41:15 +01:00
1080f64df9
* Implement HLE macros for render target clears * Add constants for the offsets
203 lines
7.3 KiB
C#
203 lines
7.3 KiB
C#
using Ryujinx.Common.Logging;
|
|
using Ryujinx.Graphics.Device;
|
|
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Gpu.Engine.GPFifo;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Engine.MME
|
|
{
|
|
/// <summary>
|
|
/// Macro High-level emulation.
|
|
/// </summary>
|
|
class MacroHLE : IMacroEE
|
|
{
|
|
private const int ColorLayerCountOffset = 0x818;
|
|
private const int ColorStructSize = 0x40;
|
|
private const int ZetaLayerCountOffset = 0x1230;
|
|
|
|
private readonly GPFifoProcessor _processor;
|
|
private readonly MacroHLEFunctionName _functionName;
|
|
|
|
/// <summary>
|
|
/// Arguments FIFO.
|
|
/// </summary>
|
|
public Queue<FifoWord> Fifo { get; }
|
|
|
|
/// <summary>
|
|
/// Creates a new instance of the HLE macro handler.
|
|
/// </summary>
|
|
/// <param name="context">GPU context the macro is being executed on</param>
|
|
/// <param name="memoryManager">GPU memory manager</param>
|
|
/// <param name="engine">3D engine where this macro is being called</param>
|
|
/// <param name="functionName">Name of the HLE macro function to be called</param>
|
|
public MacroHLE(GPFifoProcessor processor, MacroHLEFunctionName functionName)
|
|
{
|
|
_processor = processor;
|
|
_functionName = functionName;
|
|
|
|
Fifo = new Queue<FifoWord>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Executes a macro program until it exits.
|
|
/// </summary>
|
|
/// <param name="code">Code of the program to execute</param>
|
|
/// <param name="state">GPU state at the time of the call</param>
|
|
/// <param name="arg0">Optional argument passed to the program, 0 if not used</param>
|
|
public void Execute(ReadOnlySpan<int> code, IDeviceState state, int arg0)
|
|
{
|
|
switch (_functionName)
|
|
{
|
|
case MacroHLEFunctionName.ClearColor:
|
|
ClearColor(state, arg0);
|
|
break;
|
|
case MacroHLEFunctionName.ClearDepthStencil:
|
|
ClearDepthStencil(state, arg0);
|
|
break;
|
|
case MacroHLEFunctionName.MultiDrawElementsIndirectCount:
|
|
MultiDrawElementsIndirectCount(state, arg0);
|
|
break;
|
|
default:
|
|
throw new NotImplementedException(_functionName.ToString());
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clears one bound color target.
|
|
/// </summary>
|
|
/// <param name="state">GPU state at the time of the call</param>
|
|
/// <param name="arg0">First argument of the call</param>
|
|
private void ClearColor(IDeviceState state, int arg0)
|
|
{
|
|
int index = (arg0 >> 6) & 0xf;
|
|
int layerCount = state.Read(ColorLayerCountOffset + index * ColorStructSize);
|
|
|
|
_processor.ThreedClass.Clear(arg0, layerCount);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clears the current depth-stencil target.
|
|
/// </summary>
|
|
/// <param name="state">GPU state at the time of the call</param>
|
|
/// <param name="arg0">First argument of the call</param>
|
|
private void ClearDepthStencil(IDeviceState state, int arg0)
|
|
{
|
|
int layerCount = state.Read(ZetaLayerCountOffset);
|
|
|
|
_processor.ThreedClass.Clear(arg0, layerCount);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a indirect multi-draw, with parameters from a GPU buffer.
|
|
/// </summary>
|
|
/// <param name="state">GPU state at the time of the call</param>
|
|
/// <param name="arg0">First argument of the call</param>
|
|
private void MultiDrawElementsIndirectCount(IDeviceState state, int arg0)
|
|
{
|
|
int arg1 = FetchParam().Word;
|
|
int arg2 = FetchParam().Word;
|
|
int arg3 = FetchParam().Word;
|
|
|
|
int startDraw = arg0;
|
|
int endDraw = arg1;
|
|
var topology = (PrimitiveTopology)arg2;
|
|
int paddingWords = arg3;
|
|
int stride = paddingWords * 4 + 0x14;
|
|
|
|
ulong parameterBufferGpuVa = FetchParam().GpuVa;
|
|
|
|
int maxDrawCount = endDraw - startDraw;
|
|
|
|
if (startDraw != 0)
|
|
{
|
|
int drawCount = _processor.MemoryManager.Read<int>(parameterBufferGpuVa, tracked: true);
|
|
|
|
// Calculate maximum draw count based on the previous draw count and current draw count.
|
|
if ((uint)drawCount <= (uint)startDraw)
|
|
{
|
|
// The start draw is past our total draw count, so all draws were already performed.
|
|
maxDrawCount = 0;
|
|
}
|
|
else
|
|
{
|
|
// Perform just the missing number of draws.
|
|
maxDrawCount = (int)Math.Min((uint)maxDrawCount, (uint)(drawCount - startDraw));
|
|
}
|
|
}
|
|
|
|
if (maxDrawCount == 0)
|
|
{
|
|
Fifo.Clear();
|
|
return;
|
|
}
|
|
|
|
int indirectBufferSize = maxDrawCount * stride;
|
|
|
|
ulong indirectBufferGpuVa = 0;
|
|
int indexCount = 0;
|
|
|
|
for (int i = 0; i < maxDrawCount; i++)
|
|
{
|
|
var count = FetchParam();
|
|
var instanceCount = FetchParam();
|
|
var firstIndex = FetchParam();
|
|
var baseVertex = FetchParam();
|
|
var baseInstance = FetchParam();
|
|
|
|
if (i == 0)
|
|
{
|
|
indirectBufferGpuVa = count.GpuVa;
|
|
}
|
|
|
|
indexCount = Math.Max(indexCount, count.Word + firstIndex.Word);
|
|
|
|
if (i != maxDrawCount - 1)
|
|
{
|
|
for (int j = 0; j < paddingWords; j++)
|
|
{
|
|
FetchParam();
|
|
}
|
|
}
|
|
}
|
|
|
|
// It should be empty at this point, but clear it just to be safe.
|
|
Fifo.Clear();
|
|
|
|
var bufferCache = _processor.MemoryManager.Physical.BufferCache;
|
|
|
|
var parameterBuffer = bufferCache.GetGpuBufferRange(_processor.MemoryManager, parameterBufferGpuVa, 4);
|
|
var indirectBuffer = bufferCache.GetGpuBufferRange(_processor.MemoryManager, indirectBufferGpuVa, (ulong)indirectBufferSize);
|
|
|
|
_processor.ThreedClass.MultiDrawIndirectCount(indexCount, topology, indirectBuffer, parameterBuffer, maxDrawCount, stride);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Fetches a arguments from the arguments FIFO.
|
|
/// </summary>
|
|
/// <returns>The call argument, or a 0 value with null address if the FIFO is empty</returns>
|
|
private FifoWord FetchParam()
|
|
{
|
|
if (!Fifo.TryDequeue(out var value))
|
|
{
|
|
Logger.Warning?.Print(LogClass.Gpu, "Macro attempted to fetch an inexistent argument.");
|
|
|
|
return new FifoWord(0UL, 0);
|
|
}
|
|
|
|
return value;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a GPU method call.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
/// <param name="methAddr">Address, in words, of the method</param>
|
|
/// <param name="value">Call argument</param>
|
|
private static void Send(IDeviceState state, int methAddr, int value)
|
|
{
|
|
state.Write(methAddr * 4, value);
|
|
}
|
|
}
|
|
}
|