mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-12-15 17:51:16 +01:00
4965681e06
* GPU: Swap bindings array instead of copying Reduces work on UpdateShaderState. Now the cost is a few reference moves for arrays, rather than copying data. Downside: bindings arrays are no longer readonly. * Micro optimisation * Add missing docs * Address Feedback
1380 lines
54 KiB
C#
1380 lines
54 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Common.Memory;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Texture;
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using System;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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/// <summary>
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/// GPU state updater.
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/// </summary>
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class StateUpdater
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{
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public const int ShaderStateIndex = 16;
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public const int RasterizerStateIndex = 15;
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public const int ScissorStateIndex = 18;
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public const int VertexBufferStateIndex = 0;
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public const int PrimitiveRestartStateIndex = 12;
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private readonly GpuContext _context;
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private readonly GpuChannel _channel;
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private readonly DeviceStateWithShadow<ThreedClassState> _state;
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private readonly DrawState _drawState;
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private readonly StateUpdateTracker<ThreedClassState> _updateTracker;
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private readonly ShaderProgramInfo[] _currentProgramInfo;
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private ShaderSpecializationState _shaderSpecState;
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private ProgramPipelineState _pipeline;
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private bool _vsUsesDrawParameters;
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private bool _vtgWritesRtLayer;
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private byte _vsClipDistancesWritten;
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private uint _vbEnableMask;
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private bool _prevDrawIndexed;
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private bool _prevDrawIndirect;
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private IndexType _prevIndexType;
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private uint _prevFirstVertex;
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private bool _prevTfEnable;
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private uint _prevRtNoAlphaMask;
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/// <summary>
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/// Creates a new instance of the state updater.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="channel">GPU channel</param>
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/// <param name="state">3D engine state</param>
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/// <param name="drawState">Draw state</param>
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public StateUpdater(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state, DrawState drawState)
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{
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_context = context;
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_channel = channel;
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_state = state;
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_drawState = drawState;
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_currentProgramInfo = new ShaderProgramInfo[Constants.ShaderStages];
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// ShaderState must be updated after other state updates, as pipeline state is sent to the backend when compiling new shaders.
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// Render target state must appear after shader state as it depends on information from the currently bound shader.
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// Rasterizer and scissor states are checked by render target clear, their indexes
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// must be updated on the constants "RasterizerStateIndex" and "ScissorStateIndex" if modified.
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// The vertex buffer state may be forced dirty when a indexed draw starts, the "VertexBufferStateIndex"
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// constant must be updated if modified.
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// The order of the other state updates doesn't matter.
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_updateTracker = new StateUpdateTracker<ThreedClassState>(new[]
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{
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new StateUpdateCallbackEntry(UpdateVertexBufferState,
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nameof(ThreedClassState.VertexBufferDrawState),
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nameof(ThreedClassState.VertexBufferInstanced),
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nameof(ThreedClassState.VertexBufferState),
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nameof(ThreedClassState.VertexBufferEndAddress)),
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// Must be done after vertex buffer updates.
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new StateUpdateCallbackEntry(UpdateVertexAttribState, nameof(ThreedClassState.VertexAttribState)),
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new StateUpdateCallbackEntry(UpdateBlendState,
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nameof(ThreedClassState.BlendIndependent),
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nameof(ThreedClassState.BlendConstant),
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nameof(ThreedClassState.BlendStateCommon),
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nameof(ThreedClassState.BlendEnableCommon),
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nameof(ThreedClassState.BlendEnable),
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nameof(ThreedClassState.BlendState)),
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new StateUpdateCallbackEntry(UpdateFaceState, nameof(ThreedClassState.FaceState)),
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new StateUpdateCallbackEntry(UpdateStencilTestState,
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nameof(ThreedClassState.StencilBackMasks),
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nameof(ThreedClassState.StencilTestState),
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nameof(ThreedClassState.StencilBackTestState)),
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new StateUpdateCallbackEntry(UpdateDepthTestState,
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nameof(ThreedClassState.DepthTestEnable),
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nameof(ThreedClassState.DepthWriteEnable),
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nameof(ThreedClassState.DepthTestFunc)),
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new StateUpdateCallbackEntry(UpdateTessellationState,
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nameof(ThreedClassState.TessOuterLevel),
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nameof(ThreedClassState.TessInnerLevel),
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nameof(ThreedClassState.PatchVertices)),
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new StateUpdateCallbackEntry(UpdateViewportTransform,
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nameof(ThreedClassState.DepthMode),
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nameof(ThreedClassState.ViewportTransform),
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nameof(ThreedClassState.ViewportExtents),
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nameof(ThreedClassState.YControl),
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nameof(ThreedClassState.ViewportTransformEnable)),
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new StateUpdateCallbackEntry(UpdateLogicOpState, nameof(ThreedClassState.LogicOpState)),
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new StateUpdateCallbackEntry(UpdateDepthClampState, nameof(ThreedClassState.ViewVolumeClipControl)),
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new StateUpdateCallbackEntry(UpdatePolygonMode,
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nameof(ThreedClassState.PolygonModeFront),
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nameof(ThreedClassState.PolygonModeBack)),
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new StateUpdateCallbackEntry(UpdateDepthBiasState,
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nameof(ThreedClassState.DepthBiasState),
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nameof(ThreedClassState.DepthBiasFactor),
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nameof(ThreedClassState.DepthBiasUnits),
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nameof(ThreedClassState.DepthBiasClamp)),
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new StateUpdateCallbackEntry(UpdatePrimitiveRestartState, nameof(ThreedClassState.PrimitiveRestartState)),
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new StateUpdateCallbackEntry(UpdateLineState,
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nameof(ThreedClassState.LineWidthSmooth),
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nameof(ThreedClassState.LineSmoothEnable)),
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new StateUpdateCallbackEntry(UpdateRtColorMask,
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nameof(ThreedClassState.RtColorMaskShared),
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nameof(ThreedClassState.RtColorMask)),
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new StateUpdateCallbackEntry(UpdateRasterizerState, nameof(ThreedClassState.RasterizeEnable)),
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new StateUpdateCallbackEntry(UpdateShaderState,
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nameof(ThreedClassState.ShaderBaseAddress),
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nameof(ThreedClassState.ShaderState)),
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new StateUpdateCallbackEntry(UpdateRenderTargetState,
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nameof(ThreedClassState.RtColorState),
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nameof(ThreedClassState.RtDepthStencilState),
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nameof(ThreedClassState.RtControl),
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nameof(ThreedClassState.RtDepthStencilSize),
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nameof(ThreedClassState.RtDepthStencilEnable)),
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new StateUpdateCallbackEntry(UpdateScissorState,
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nameof(ThreedClassState.ScissorState),
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nameof(ThreedClassState.ScreenScissorState)),
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new StateUpdateCallbackEntry(UpdateTfBufferState, nameof(ThreedClassState.TfBufferState)),
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new StateUpdateCallbackEntry(UpdateUserClipState, nameof(ThreedClassState.ClipDistanceEnable)),
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new StateUpdateCallbackEntry(UpdateAlphaTestState,
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nameof(ThreedClassState.AlphaTestEnable),
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nameof(ThreedClassState.AlphaTestRef),
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nameof(ThreedClassState.AlphaTestFunc)),
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new StateUpdateCallbackEntry(UpdateSamplerPoolState,
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nameof(ThreedClassState.SamplerPoolState),
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nameof(ThreedClassState.SamplerIndex)),
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new StateUpdateCallbackEntry(UpdateTexturePoolState, nameof(ThreedClassState.TexturePoolState)),
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new StateUpdateCallbackEntry(UpdatePointState,
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nameof(ThreedClassState.PointSize),
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nameof(ThreedClassState.VertexProgramPointSize),
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nameof(ThreedClassState.PointSpriteEnable),
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nameof(ThreedClassState.PointCoordReplace)),
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new StateUpdateCallbackEntry(UpdateIndexBufferState,
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nameof(ThreedClassState.IndexBufferState),
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nameof(ThreedClassState.IndexBufferCount)),
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new StateUpdateCallbackEntry(UpdateMultisampleState,
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nameof(ThreedClassState.AlphaToCoverageDitherEnable),
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nameof(ThreedClassState.MultisampleControl))
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});
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}
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/// <summary>
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/// Sets a register at a specific offset as dirty.
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/// This must be called if the register value was modified.
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/// </summary>
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/// <param name="offset">Register offset</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetDirty(int offset)
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{
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_updateTracker.SetDirty(offset);
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}
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/// <summary>
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/// Force all the guest state to be marked as dirty.
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/// The next call to <see cref="Update"/> will update all the host state.
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/// </summary>
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public void SetAllDirty()
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{
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_updateTracker.SetAllDirty();
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}
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/// <summary>
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/// Updates host state for any modified guest state, since the last time this function was called.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Update()
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{
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// If any state that the shader depends on changed,
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// then we may need to compile/bind a different version
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// of the shader for the new state.
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if (_shaderSpecState != null)
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{
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if (!_shaderSpecState.MatchesGraphics(_channel, GetPoolState(), GetGraphicsState(), _vsUsesDrawParameters, false))
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{
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ForceShaderUpdate();
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}
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}
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// The vertex buffer size is calculated using a different
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// method when doing indexed draws, so we need to make sure
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// to update the vertex buffers if we are doing a regular
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// draw after a indexed one and vice-versa.
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if (_drawState.DrawIndexed != _prevDrawIndexed)
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{
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_updateTracker.ForceDirty(VertexBufferStateIndex);
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// If PrimitiveRestartDrawArrays is false and this is a non-indexed draw, we need to ensure primitive restart is disabled.
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// If PrimitiveRestartDrawArrays is false and this is a indexed draw, we need to ensure primitive restart enable matches GPU state.
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// If PrimitiveRestartDrawArrays is true, then primitive restart enable should always match GPU state.
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// That is because "PrimitiveRestartDrawArrays" is not configurable on the backend, it is always
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// true on OpenGL and always false on Vulkan.
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if (!_state.State.PrimitiveRestartDrawArrays && _state.State.PrimitiveRestartState.Enable)
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{
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_updateTracker.ForceDirty(PrimitiveRestartStateIndex);
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}
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_prevDrawIndexed = _drawState.DrawIndexed;
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}
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// Some draw parameters are used to restrict the vertex buffer size,
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// but they can't be used on indirect draws because their values are unknown in this case.
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// When switching between indirect and non-indirect draw, we need to
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// make sure the vertex buffer sizes are still correct.
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if (_drawState.DrawIndirect != _prevDrawIndirect)
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{
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_updateTracker.ForceDirty(VertexBufferStateIndex);
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}
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// In some cases, the index type is also used to guess the
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// vertex buffer size, so we must update it if the type changed too.
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if (_drawState.DrawIndexed &&
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(_prevIndexType != _state.State.IndexBufferState.Type ||
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_prevFirstVertex != _state.State.FirstVertex))
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{
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_updateTracker.ForceDirty(VertexBufferStateIndex);
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_prevIndexType = _state.State.IndexBufferState.Type;
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_prevFirstVertex = _state.State.FirstVertex;
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}
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bool tfEnable = _state.State.TfEnable;
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if (!tfEnable && _prevTfEnable)
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{
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_context.Renderer.Pipeline.EndTransformFeedback();
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_prevTfEnable = false;
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}
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_updateTracker.Update(ulong.MaxValue);
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CommitBindings();
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if (tfEnable && !_prevTfEnable)
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{
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_context.Renderer.Pipeline.BeginTransformFeedback(_drawState.Topology);
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_prevTfEnable = true;
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}
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}
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/// <summary>
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/// Updates the host state for any modified guest state group with the respective bit set on <paramref name="mask"/>.
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/// </summary>
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/// <param name="mask">Mask, where each bit set corresponds to a group index that should be checked and updated</param>
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public void Update(ulong mask)
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{
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_updateTracker.Update(mask);
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}
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/// <summary>
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/// Ensures that the bindings are visible to the host GPU.
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/// Note: this actually performs the binding using the host graphics API.
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/// </summary>
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private void CommitBindings()
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{
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var buffers = _channel.BufferManager;
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var hasUnaligned = buffers.HasUnalignedStorageBuffers;
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UpdateStorageBuffers();
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if (!_channel.TextureManager.CommitGraphicsBindings(_shaderSpecState) || (buffers.HasUnalignedStorageBuffers != hasUnaligned))
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{
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// Shader must be reloaded.
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UpdateShaderState();
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}
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_channel.BufferManager.CommitGraphicsBindings();
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}
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/// <summary>
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/// Updates storage buffer bindings.
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/// </summary>
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private void UpdateStorageBuffers()
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{
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for (int stage = 0; stage < Constants.ShaderStages; stage++)
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{
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ShaderProgramInfo info = _currentProgramInfo[stage];
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if (info == null)
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{
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continue;
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}
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for (int index = 0; index < info.SBuffers.Count; index++)
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{
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BufferDescriptor sb = info.SBuffers[index];
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ulong sbDescAddress = _channel.BufferManager.GetGraphicsUniformBufferAddress(stage, 0);
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int sbDescOffset = 0x110 + stage * 0x100 + sb.Slot * 0x10;
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sbDescAddress += (ulong)sbDescOffset;
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SbDescriptor sbDescriptor = _channel.MemoryManager.Physical.Read<SbDescriptor>(sbDescAddress);
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_channel.BufferManager.SetGraphicsStorageBuffer(stage, sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags);
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}
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}
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}
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/// <summary>
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/// Updates tessellation state based on the guest GPU state.
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/// </summary>
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private void UpdateTessellationState()
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{
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_pipeline.PatchControlPoints = (uint)_state.State.PatchVertices;
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_context.Renderer.Pipeline.SetPatchParameters(
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_state.State.PatchVertices,
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_state.State.TessOuterLevel.AsSpan(),
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_state.State.TessInnerLevel.AsSpan());
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}
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/// <summary>
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/// Updates transform feedback buffer state based on the guest GPU state.
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/// </summary>
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private void UpdateTfBufferState()
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{
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for (int index = 0; index < Constants.TotalTransformFeedbackBuffers; index++)
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{
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TfBufferState tfb = _state.State.TfBufferState[index];
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if (!tfb.Enable)
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{
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_channel.BufferManager.SetTransformFeedbackBuffer(index, 0, 0);
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continue;
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}
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_channel.BufferManager.SetTransformFeedbackBuffer(index, tfb.Address.Pack(), (uint)tfb.Size);
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}
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}
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/// <summary>
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/// Updates Rasterizer primitive discard state based on guest gpu state.
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/// </summary>
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private void UpdateRasterizerState()
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{
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bool enable = _state.State.RasterizeEnable;
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_pipeline.RasterizerDiscard = !enable;
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_context.Renderer.Pipeline.SetRasterizerDiscard(!enable);
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}
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/// <summary>
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/// Updates render targets (color and depth-stencil buffers) based on current render target state.
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/// </summary>
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private void UpdateRenderTargetState()
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{
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UpdateRenderTargetState(true);
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}
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/// <summary>
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/// Updates render targets (color and depth-stencil buffers) based on current render target state.
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/// </summary>
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/// <param name="useControl">Use draw buffers information from render target control register</param>
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/// <param name="layered">Indicates if the texture is layered</param>
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/// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
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public void UpdateRenderTargetState(bool useControl, bool layered = false, int singleUse = -1)
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{
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var memoryManager = _channel.MemoryManager;
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var rtControl = _state.State.RtControl;
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int count = useControl ? rtControl.UnpackCount() : Constants.TotalRenderTargets;
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var msaaMode = _state.State.RtMsaaMode;
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int samplesInX = msaaMode.SamplesInX();
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int samplesInY = msaaMode.SamplesInY();
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var scissor = _state.State.ScreenScissorState;
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Size sizeHint = new Size(scissor.X + scissor.Width, scissor.Y + scissor.Height, 1);
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int clipRegionWidth = int.MaxValue;
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int clipRegionHeight = int.MaxValue;
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bool changedScale = false;
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uint rtNoAlphaMask = 0;
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for (int index = 0; index < Constants.TotalRenderTargets; index++)
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{
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int rtIndex = useControl ? rtControl.UnpackPermutationIndex(index) : index;
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var colorState = _state.State.RtColorState[rtIndex];
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if (index >= count || !IsRtEnabled(colorState))
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{
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changedScale |= _channel.TextureManager.SetRenderTargetColor(index, null);
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continue;
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}
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if (colorState.Format.NoAlpha())
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{
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rtNoAlphaMask |= 1u << index;
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}
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Image.Texture color = memoryManager.Physical.TextureCache.FindOrCreateTexture(
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memoryManager,
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colorState,
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_vtgWritesRtLayer || layered,
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samplesInX,
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samplesInY,
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sizeHint);
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changedScale |= _channel.TextureManager.SetRenderTargetColor(index, color);
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if (color != null)
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{
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if (clipRegionWidth > color.Width / samplesInX)
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{
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clipRegionWidth = color.Width / samplesInX;
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}
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if (clipRegionHeight > color.Height / samplesInY)
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{
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clipRegionHeight = color.Height / samplesInY;
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}
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}
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}
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bool dsEnable = _state.State.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 = _state.State.RtDepthStencilState;
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var dsSize = _state.State.RtDepthStencilSize;
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depthStencil = memoryManager.Physical.TextureCache.FindOrCreateTexture(
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memoryManager,
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dsState,
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dsSize,
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_vtgWritesRtLayer || layered,
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samplesInX,
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samplesInY,
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sizeHint);
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if (depthStencil != null)
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{
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if (clipRegionWidth > depthStencil.Width / samplesInX)
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{
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clipRegionWidth = depthStencil.Width / samplesInX;
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}
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if (clipRegionHeight > depthStencil.Height / samplesInY)
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{
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clipRegionHeight = depthStencil.Height / samplesInY;
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}
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}
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}
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changedScale |= _channel.TextureManager.SetRenderTargetDepthStencil(depthStencil);
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if (changedScale)
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{
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float oldScale = _channel.TextureManager.RenderTargetScale;
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_channel.TextureManager.UpdateRenderTargetScale(singleUse);
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if (oldScale != _channel.TextureManager.RenderTargetScale)
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{
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_context.Renderer.Pipeline.SetRenderTargetScale(_channel.TextureManager.RenderTargetScale);
|
|
|
|
UpdateViewportTransform();
|
|
UpdateScissorState();
|
|
}
|
|
}
|
|
|
|
_channel.TextureManager.SetClipRegion(clipRegionWidth, clipRegionHeight);
|
|
|
|
if (useControl && _prevRtNoAlphaMask != rtNoAlphaMask)
|
|
{
|
|
_prevRtNoAlphaMask = rtNoAlphaMask;
|
|
|
|
UpdateBlendState();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if a render target color buffer is used.
|
|
/// </summary>
|
|
/// <param name="colorState">Color buffer information</param>
|
|
/// <returns>True if the specified buffer is enabled/used, false otherwise</returns>
|
|
private static bool IsRtEnabled(RtColorState colorState)
|
|
{
|
|
// Colors are disabled by writing 0 to the format.
|
|
return colorState.Format != 0 && colorState.WidthOrStride != 0;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host scissor test state based on current GPU state.
|
|
/// </summary>
|
|
public void UpdateScissorState()
|
|
{
|
|
const int MinX = 0;
|
|
const int MinY = 0;
|
|
const int MaxW = 0xffff;
|
|
const int MaxH = 0xffff;
|
|
|
|
Span<Rectangle<int>> regions = stackalloc Rectangle<int>[Constants.TotalViewports];
|
|
|
|
for (int index = 0; index < Constants.TotalViewports; index++)
|
|
{
|
|
ScissorState scissor = _state.State.ScissorState[index];
|
|
|
|
bool enable = scissor.Enable && (scissor.X1 != MinX ||
|
|
scissor.Y1 != MinY ||
|
|
scissor.X2 != MaxW ||
|
|
scissor.Y2 != MaxH);
|
|
|
|
if (enable)
|
|
{
|
|
int x = scissor.X1;
|
|
int y = scissor.Y1;
|
|
int width = scissor.X2 - x;
|
|
int height = scissor.Y2 - y;
|
|
|
|
if (_state.State.YControl.HasFlag(YControl.NegateY))
|
|
{
|
|
ref var screenScissor = ref _state.State.ScreenScissorState;
|
|
y = screenScissor.Height - height - y;
|
|
|
|
if (y < 0)
|
|
{
|
|
height += y;
|
|
y = 0;
|
|
}
|
|
}
|
|
|
|
float scale = _channel.TextureManager.RenderTargetScale;
|
|
if (scale != 1f)
|
|
{
|
|
x = (int)(x * scale);
|
|
y = (int)(y * scale);
|
|
width = (int)MathF.Ceiling(width * scale);
|
|
height = (int)MathF.Ceiling(height * scale);
|
|
}
|
|
|
|
regions[index] = new Rectangle<int>(x, y, width, height);
|
|
}
|
|
else
|
|
{
|
|
regions[index] = new Rectangle<int>(MinX, MinY, MaxW, MaxH);
|
|
}
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetScissors(regions);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host depth clamp state based on current GPU state.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
private void UpdateDepthClampState()
|
|
{
|
|
ViewVolumeClipControl clip = _state.State.ViewVolumeClipControl;
|
|
bool clamp = (clip & ViewVolumeClipControl.DepthClampDisabled) == 0;
|
|
|
|
_pipeline.DepthClampEnable = clamp;
|
|
_context.Renderer.Pipeline.SetDepthClamp(clamp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host alpha test state based on current GPU state.
|
|
/// </summary>
|
|
private void UpdateAlphaTestState()
|
|
{
|
|
_context.Renderer.Pipeline.SetAlphaTest(
|
|
_state.State.AlphaTestEnable,
|
|
_state.State.AlphaTestRef,
|
|
_state.State.AlphaTestFunc);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host depth test state based on current GPU state.
|
|
/// </summary>
|
|
private void UpdateDepthTestState()
|
|
{
|
|
DepthTestDescriptor descriptor = new DepthTestDescriptor(
|
|
_state.State.DepthTestEnable,
|
|
_state.State.DepthWriteEnable,
|
|
_state.State.DepthTestFunc);
|
|
|
|
_pipeline.DepthTest = descriptor;
|
|
_context.Renderer.Pipeline.SetDepthTest(descriptor);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host viewport transform and clipping state based on current GPU state.
|
|
/// </summary>
|
|
private void UpdateViewportTransform()
|
|
{
|
|
var yControl = _state.State.YControl;
|
|
var face = _state.State.FaceState;
|
|
|
|
bool disableTransform = _state.State.ViewportTransformEnable == 0;
|
|
|
|
UpdateFrontFace(yControl, face.FrontFace);
|
|
UpdateDepthMode();
|
|
|
|
bool flipY = yControl.HasFlag(YControl.NegateY);
|
|
|
|
Span<Viewport> viewports = stackalloc Viewport[Constants.TotalViewports];
|
|
|
|
for (int index = 0; index < Constants.TotalViewports; index++)
|
|
{
|
|
if (disableTransform)
|
|
{
|
|
ref var scissor = ref _state.State.ScreenScissorState;
|
|
|
|
float rScale = _channel.TextureManager.RenderTargetScale;
|
|
var scissorRect = new Rectangle<float>(0, 0, (scissor.X + scissor.Width) * rScale, (scissor.Y + scissor.Height) * rScale);
|
|
|
|
viewports[index] = new Viewport(scissorRect, ViewportSwizzle.PositiveX, ViewportSwizzle.PositiveY, ViewportSwizzle.PositiveZ, ViewportSwizzle.PositiveW, 0, 1);
|
|
continue;
|
|
}
|
|
|
|
ref var transform = ref _state.State.ViewportTransform[index];
|
|
ref var extents = ref _state.State.ViewportExtents[index];
|
|
|
|
float scaleX = MathF.Abs(transform.ScaleX);
|
|
float scaleY = transform.ScaleY;
|
|
|
|
if (flipY)
|
|
{
|
|
scaleY = -scaleY;
|
|
}
|
|
|
|
if (!_context.Capabilities.SupportsViewportSwizzle && transform.UnpackSwizzleY() == ViewportSwizzle.NegativeY)
|
|
{
|
|
scaleY = -scaleY;
|
|
}
|
|
|
|
float x = transform.TranslateX - scaleX;
|
|
float y = transform.TranslateY - scaleY;
|
|
|
|
float width = scaleX * 2;
|
|
float height = scaleY * 2;
|
|
|
|
float scale = _channel.TextureManager.RenderTargetScale;
|
|
if (scale != 1f)
|
|
{
|
|
x *= scale;
|
|
y *= scale;
|
|
width *= scale;
|
|
height *= scale;
|
|
}
|
|
|
|
Rectangle<float> region = new Rectangle<float>(x, y, width, height);
|
|
|
|
ViewportSwizzle swizzleX = transform.UnpackSwizzleX();
|
|
ViewportSwizzle swizzleY = transform.UnpackSwizzleY();
|
|
ViewportSwizzle swizzleZ = transform.UnpackSwizzleZ();
|
|
ViewportSwizzle swizzleW = transform.UnpackSwizzleW();
|
|
|
|
float depthNear = extents.DepthNear;
|
|
float depthFar = extents.DepthFar;
|
|
|
|
if (transform.ScaleZ < 0)
|
|
{
|
|
float temp = depthNear;
|
|
depthNear = depthFar;
|
|
depthFar = temp;
|
|
}
|
|
|
|
viewports[index] = new Viewport(region, swizzleX, swizzleY, swizzleZ, swizzleW, depthNear, depthFar);
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetDepthMode(GetDepthMode());
|
|
_context.Renderer.Pipeline.SetViewports(viewports, disableTransform);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the depth mode (0 to 1 or -1 to 1) based on the current viewport and depth mode register state.
|
|
/// </summary>
|
|
private void UpdateDepthMode()
|
|
{
|
|
_context.Renderer.Pipeline.SetDepthMode(GetDepthMode());
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates polygon mode state based on current GPU state.
|
|
/// </summary>
|
|
private void UpdatePolygonMode()
|
|
{
|
|
_context.Renderer.Pipeline.SetPolygonMode(_state.State.PolygonModeFront, _state.State.PolygonModeBack);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host depth bias (also called polygon offset) state based on current GPU state.
|
|
/// </summary>
|
|
private void UpdateDepthBiasState()
|
|
{
|
|
var depthBias = _state.State.DepthBiasState;
|
|
|
|
float factor = _state.State.DepthBiasFactor;
|
|
float units = _state.State.DepthBiasUnits;
|
|
float clamp = _state.State.DepthBiasClamp;
|
|
|
|
PolygonModeMask enables;
|
|
|
|
enables = (depthBias.PointEnable ? PolygonModeMask.Point : 0);
|
|
enables |= (depthBias.LineEnable ? PolygonModeMask.Line : 0);
|
|
enables |= (depthBias.FillEnable ? PolygonModeMask.Fill : 0);
|
|
|
|
_pipeline.BiasEnable = enables;
|
|
_context.Renderer.Pipeline.SetDepthBias(enables, factor, units / 2f, clamp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host stencil test state based on current GPU state.
|
|
/// </summary>
|
|
private void UpdateStencilTestState()
|
|
{
|
|
var backMasks = _state.State.StencilBackMasks;
|
|
var test = _state.State.StencilTestState;
|
|
var backTest = _state.State.StencilBackTestState;
|
|
|
|
CompareOp backFunc;
|
|
StencilOp backSFail;
|
|
StencilOp backDpPass;
|
|
StencilOp backDpFail;
|
|
int backFuncRef;
|
|
int backFuncMask;
|
|
int backMask;
|
|
|
|
if (backTest.TwoSided)
|
|
{
|
|
backFunc = backTest.BackFunc;
|
|
backSFail = backTest.BackSFail;
|
|
backDpPass = backTest.BackDpPass;
|
|
backDpFail = backTest.BackDpFail;
|
|
backFuncRef = backMasks.FuncRef;
|
|
backFuncMask = backMasks.FuncMask;
|
|
backMask = backMasks.Mask;
|
|
}
|
|
else
|
|
{
|
|
backFunc = test.FrontFunc;
|
|
backSFail = test.FrontSFail;
|
|
backDpPass = test.FrontDpPass;
|
|
backDpFail = test.FrontDpFail;
|
|
backFuncRef = test.FrontFuncRef;
|
|
backFuncMask = test.FrontFuncMask;
|
|
backMask = test.FrontMask;
|
|
}
|
|
|
|
StencilTestDescriptor descriptor = new StencilTestDescriptor(
|
|
test.Enable,
|
|
test.FrontFunc,
|
|
test.FrontSFail,
|
|
test.FrontDpPass,
|
|
test.FrontDpFail,
|
|
test.FrontFuncRef,
|
|
test.FrontFuncMask,
|
|
test.FrontMask,
|
|
backFunc,
|
|
backSFail,
|
|
backDpPass,
|
|
backDpFail,
|
|
backFuncRef,
|
|
backFuncMask,
|
|
backMask);
|
|
|
|
_pipeline.StencilTest = descriptor;
|
|
_context.Renderer.Pipeline.SetStencilTest(descriptor);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates user-defined clipping based on the guest GPU state.
|
|
/// </summary>
|
|
private void UpdateUserClipState()
|
|
{
|
|
uint clipMask = _state.State.ClipDistanceEnable & _vsClipDistancesWritten;
|
|
|
|
for (int i = 0; i < Constants.TotalClipDistances; ++i)
|
|
{
|
|
_context.Renderer.Pipeline.SetUserClipDistance(i, (clipMask & (1 << i)) != 0);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates current sampler pool address and size based on guest GPU state.
|
|
/// </summary>
|
|
private void UpdateSamplerPoolState()
|
|
{
|
|
var texturePool = _state.State.TexturePoolState;
|
|
var samplerPool = _state.State.SamplerPoolState;
|
|
|
|
var samplerIndex = _state.State.SamplerIndex;
|
|
|
|
int maximumId = samplerIndex == SamplerIndex.ViaHeaderIndex
|
|
? texturePool.MaximumId
|
|
: samplerPool.MaximumId;
|
|
|
|
_channel.TextureManager.SetGraphicsSamplerPool(samplerPool.Address.Pack(), maximumId, samplerIndex);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates current texture pool address and size based on guest GPU state.
|
|
/// </summary>
|
|
private void UpdateTexturePoolState()
|
|
{
|
|
var texturePool = _state.State.TexturePoolState;
|
|
|
|
_channel.TextureManager.SetGraphicsTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
|
|
_channel.TextureManager.SetGraphicsTextureBufferIndex((int)_state.State.TextureBufferIndex);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host vertex attributes based on guest GPU state.
|
|
/// </summary>
|
|
private void UpdateVertexAttribState()
|
|
{
|
|
uint vbEnableMask = _vbEnableMask;
|
|
|
|
Span<VertexAttribDescriptor> vertexAttribs = stackalloc VertexAttribDescriptor[Constants.TotalVertexAttribs];
|
|
|
|
for (int index = 0; index < Constants.TotalVertexAttribs; index++)
|
|
{
|
|
var vertexAttrib = _state.State.VertexAttribState[index];
|
|
|
|
int bufferIndex = vertexAttrib.UnpackBufferIndex();
|
|
|
|
if ((vbEnableMask & (1u << bufferIndex)) == 0)
|
|
{
|
|
// Using a vertex buffer that doesn't exist is invalid, so let's use a dummy attribute for those cases.
|
|
vertexAttribs[index] = new VertexAttribDescriptor(0, 0, true, Format.R32G32B32A32Float);
|
|
continue;
|
|
}
|
|
|
|
if (!FormatTable.TryGetAttribFormat(vertexAttrib.UnpackFormat(), out Format format))
|
|
{
|
|
Logger.Debug?.Print(LogClass.Gpu, $"Invalid attribute format 0x{vertexAttrib.UnpackFormat():X}.");
|
|
|
|
format = Format.R32G32B32A32Float;
|
|
}
|
|
|
|
vertexAttribs[index] = new VertexAttribDescriptor(
|
|
bufferIndex,
|
|
vertexAttrib.UnpackOffset(),
|
|
vertexAttrib.UnpackIsConstant(),
|
|
format);
|
|
}
|
|
|
|
_pipeline.SetVertexAttribs(vertexAttribs);
|
|
_context.Renderer.Pipeline.SetVertexAttribs(vertexAttribs);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host line width based on guest GPU state.
|
|
/// </summary>
|
|
private void UpdateLineState()
|
|
{
|
|
float width = _state.State.LineWidthSmooth;
|
|
bool smooth = _state.State.LineSmoothEnable;
|
|
|
|
_pipeline.LineWidth = width;
|
|
_context.Renderer.Pipeline.SetLineParameters(width, smooth);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host point size based on guest GPU state.
|
|
/// </summary>
|
|
private void UpdatePointState()
|
|
{
|
|
float size = _state.State.PointSize;
|
|
bool isProgramPointSize = _state.State.VertexProgramPointSize;
|
|
bool enablePointSprite = _state.State.PointSpriteEnable;
|
|
|
|
// TODO: Need to figure out a way to map PointCoordReplace enable bit.
|
|
Origin origin = (_state.State.PointCoordReplace & 4) == 0 ? Origin.LowerLeft : Origin.UpperLeft;
|
|
|
|
_context.Renderer.Pipeline.SetPointParameters(size, isProgramPointSize, enablePointSprite, origin);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host primitive restart based on guest GPU state.
|
|
/// </summary>
|
|
private void UpdatePrimitiveRestartState()
|
|
{
|
|
PrimitiveRestartState primitiveRestart = _state.State.PrimitiveRestartState;
|
|
bool enable = primitiveRestart.Enable && (_drawState.DrawIndexed || _state.State.PrimitiveRestartDrawArrays);
|
|
|
|
_pipeline.PrimitiveRestartEnable = enable;
|
|
_context.Renderer.Pipeline.SetPrimitiveRestart(enable, primitiveRestart.Index);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host index buffer binding based on guest GPU state.
|
|
/// </summary>
|
|
private void UpdateIndexBufferState()
|
|
{
|
|
var indexBuffer = _state.State.IndexBufferState;
|
|
|
|
if (_drawState.IndexCount == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
ulong gpuVa = indexBuffer.Address.Pack();
|
|
|
|
// Do not use the end address to calculate the size, because
|
|
// the result may be much larger than the real size of the index buffer.
|
|
ulong size = (ulong)(_drawState.FirstIndex + _drawState.IndexCount);
|
|
|
|
switch (indexBuffer.Type)
|
|
{
|
|
case IndexType.UShort: size *= 2; break;
|
|
case IndexType.UInt: size *= 4; break;
|
|
}
|
|
|
|
_channel.BufferManager.SetIndexBuffer(gpuVa, size, indexBuffer.Type);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host vertex buffer bindings based on guest GPU state.
|
|
/// </summary>
|
|
private void UpdateVertexBufferState()
|
|
{
|
|
IndexType indexType = _state.State.IndexBufferState.Type;
|
|
bool indexTypeSmall = indexType == IndexType.UByte || indexType == IndexType.UShort;
|
|
|
|
_drawState.IsAnyVbInstanced = false;
|
|
|
|
bool drawIndexed = _drawState.DrawIndexed;
|
|
bool drawIndirect = _drawState.DrawIndirect;
|
|
uint vbEnableMask = 0;
|
|
|
|
for (int index = 0; index < Constants.TotalVertexBuffers; index++)
|
|
{
|
|
var vertexBuffer = _state.State.VertexBufferState[index];
|
|
|
|
if (!vertexBuffer.UnpackEnable())
|
|
{
|
|
_pipeline.VertexBuffers[index] = new BufferPipelineDescriptor(false, 0, 0);
|
|
_channel.BufferManager.SetVertexBuffer(index, 0, 0, 0, 0);
|
|
|
|
continue;
|
|
}
|
|
|
|
GpuVa endAddress = _state.State.VertexBufferEndAddress[index];
|
|
|
|
ulong address = vertexBuffer.Address.Pack();
|
|
|
|
if (_channel.MemoryManager.IsMapped(address))
|
|
{
|
|
vbEnableMask |= 1u << index;
|
|
}
|
|
|
|
int stride = vertexBuffer.UnpackStride();
|
|
|
|
bool instanced = _state.State.VertexBufferInstanced[index];
|
|
|
|
int divisor = instanced ? vertexBuffer.Divisor : 0;
|
|
|
|
_drawState.IsAnyVbInstanced |= divisor != 0;
|
|
|
|
ulong vbSize = endAddress.Pack() - address + 1;
|
|
ulong size;
|
|
|
|
if (_drawState.IbStreamer.HasInlineIndexData || drawIndexed || stride == 0 || instanced)
|
|
{
|
|
// This size may be (much) larger than the real vertex buffer size.
|
|
// Avoid calculating it this way, unless we don't have any other option.
|
|
|
|
size = vbSize;
|
|
|
|
if (stride > 0 && indexTypeSmall && drawIndexed && !drawIndirect && !instanced)
|
|
{
|
|
// If the index type is a small integer type, then we might be still able
|
|
// to reduce the vertex buffer size based on the maximum possible index value.
|
|
|
|
ulong maxVertexBufferSize = indexType == IndexType.UByte ? 0x100UL : 0x10000UL;
|
|
|
|
maxVertexBufferSize += _state.State.FirstVertex;
|
|
maxVertexBufferSize *= (uint)stride;
|
|
|
|
size = Math.Min(size, maxVertexBufferSize);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// For non-indexed draws, we can guess the size from the vertex count
|
|
// and stride.
|
|
|
|
int firstInstance = (int)_state.State.FirstInstance;
|
|
|
|
var drawState = _state.State.VertexBufferDrawState;
|
|
|
|
size = Math.Min(vbSize, (ulong)((firstInstance + drawState.First + drawState.Count) * stride));
|
|
}
|
|
|
|
_pipeline.VertexBuffers[index] = new BufferPipelineDescriptor(_channel.MemoryManager.IsMapped(address), stride, divisor);
|
|
_channel.BufferManager.SetVertexBuffer(index, address, size, stride, divisor);
|
|
}
|
|
|
|
if (_vbEnableMask != vbEnableMask)
|
|
{
|
|
_vbEnableMask = vbEnableMask;
|
|
UpdateVertexAttribState();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host face culling and orientation based on guest GPU state.
|
|
/// </summary>
|
|
private void UpdateFaceState()
|
|
{
|
|
var yControl = _state.State.YControl;
|
|
var face = _state.State.FaceState;
|
|
|
|
_pipeline.CullEnable = face.CullEnable;
|
|
_pipeline.CullMode = face.CullFace;
|
|
_context.Renderer.Pipeline.SetFaceCulling(face.CullEnable, face.CullFace);
|
|
|
|
UpdateFrontFace(yControl, face.FrontFace);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the front face based on the current front face and the origin.
|
|
/// </summary>
|
|
/// <param name="yControl">Y control register value, where the origin is located</param>
|
|
/// <param name="frontFace">Front face</param>
|
|
private void UpdateFrontFace(YControl yControl, FrontFace frontFace)
|
|
{
|
|
bool isUpperLeftOrigin = !yControl.HasFlag(YControl.TriangleRastFlip);
|
|
|
|
if (isUpperLeftOrigin)
|
|
{
|
|
frontFace = frontFace == FrontFace.CounterClockwise ? FrontFace.Clockwise : FrontFace.CounterClockwise;
|
|
}
|
|
|
|
_pipeline.FrontFace = frontFace;
|
|
_context.Renderer.Pipeline.SetFrontFace(frontFace);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host render target color masks, based on guest GPU state.
|
|
/// This defines which color channels are written to each color buffer.
|
|
/// </summary>
|
|
private void UpdateRtColorMask()
|
|
{
|
|
bool rtColorMaskShared = _state.State.RtColorMaskShared;
|
|
|
|
Span<uint> componentMasks = stackalloc uint[Constants.TotalRenderTargets];
|
|
|
|
for (int index = 0; index < Constants.TotalRenderTargets; index++)
|
|
{
|
|
var colorMask = _state.State.RtColorMask[rtColorMaskShared ? 0 : index];
|
|
|
|
uint componentMask;
|
|
|
|
componentMask = (colorMask.UnpackRed() ? 1u : 0u);
|
|
componentMask |= (colorMask.UnpackGreen() ? 2u : 0u);
|
|
componentMask |= (colorMask.UnpackBlue() ? 4u : 0u);
|
|
componentMask |= (colorMask.UnpackAlpha() ? 8u : 0u);
|
|
|
|
componentMasks[index] = componentMask;
|
|
_pipeline.ColorWriteMask[index] = componentMask;
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetRenderTargetColorMasks(componentMasks);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host render target color buffer blending state, based on guest state.
|
|
/// </summary>
|
|
private void UpdateBlendState()
|
|
{
|
|
bool blendIndependent = _state.State.BlendIndependent;
|
|
ColorF blendConstant = _state.State.BlendConstant;
|
|
|
|
if (blendIndependent)
|
|
{
|
|
for (int index = 0; index < Constants.TotalRenderTargets; index++)
|
|
{
|
|
bool enable = _state.State.BlendEnable[index];
|
|
var blend = _state.State.BlendState[index];
|
|
|
|
var descriptor = new BlendDescriptor(
|
|
enable,
|
|
blendConstant,
|
|
blend.ColorOp,
|
|
FilterBlendFactor(blend.ColorSrcFactor, index),
|
|
FilterBlendFactor(blend.ColorDstFactor, index),
|
|
blend.AlphaOp,
|
|
FilterBlendFactor(blend.AlphaSrcFactor, index),
|
|
FilterBlendFactor(blend.AlphaDstFactor, index));
|
|
|
|
_pipeline.BlendDescriptors[index] = descriptor;
|
|
_context.Renderer.Pipeline.SetBlendState(index, descriptor);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bool enable = _state.State.BlendEnable[0];
|
|
var blend = _state.State.BlendStateCommon;
|
|
|
|
var descriptor = new BlendDescriptor(
|
|
enable,
|
|
blendConstant,
|
|
blend.ColorOp,
|
|
FilterBlendFactor(blend.ColorSrcFactor, 0),
|
|
FilterBlendFactor(blend.ColorDstFactor, 0),
|
|
blend.AlphaOp,
|
|
FilterBlendFactor(blend.AlphaSrcFactor, 0),
|
|
FilterBlendFactor(blend.AlphaDstFactor, 0));
|
|
|
|
for (int index = 0; index < Constants.TotalRenderTargets; index++)
|
|
{
|
|
_pipeline.BlendDescriptors[index] = descriptor;
|
|
_context.Renderer.Pipeline.SetBlendState(index, descriptor);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a blend factor for the color target currently.
|
|
/// This will return <paramref name="factor"/> unless the target format has no alpha component,
|
|
/// in which case it will replace destination alpha factor with a constant factor of one or zero.
|
|
/// </summary>
|
|
/// <param name="factor">Input factor</param>
|
|
/// <param name="index">Color target index</param>
|
|
/// <returns>New blend factor</returns>
|
|
private BlendFactor FilterBlendFactor(BlendFactor factor, int index)
|
|
{
|
|
// If any color target format without alpha is being used, we need to make sure that
|
|
// if blend is active, it will not use destination alpha as a factor.
|
|
// That is required because RGBX formats are emulated using host RGBA formats.
|
|
|
|
if (_state.State.RtColorState[index].Format.NoAlpha())
|
|
{
|
|
switch (factor)
|
|
{
|
|
case BlendFactor.DstAlpha:
|
|
case BlendFactor.DstAlphaGl:
|
|
factor = BlendFactor.One;
|
|
break;
|
|
case BlendFactor.OneMinusDstAlpha:
|
|
case BlendFactor.OneMinusDstAlphaGl:
|
|
factor = BlendFactor.Zero;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return factor;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host logical operation state, based on guest state.
|
|
/// </summary>
|
|
private void UpdateLogicOpState()
|
|
{
|
|
LogicalOpState logicOpState = _state.State.LogicOpState;
|
|
|
|
_pipeline.SetLogicOpState(logicOpState.Enable, logicOpState.LogicalOp);
|
|
_context.Renderer.Pipeline.SetLogicOpState(logicOpState.Enable, logicOpState.LogicalOp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates multisample state, based on guest state.
|
|
/// </summary>
|
|
private void UpdateMultisampleState()
|
|
{
|
|
bool alphaToCoverageEnable = (_state.State.MultisampleControl & 1) != 0;
|
|
bool alphaToOneEnable = (_state.State.MultisampleControl & 0x10) != 0;
|
|
|
|
_context.Renderer.Pipeline.SetMultisampleState(new MultisampleDescriptor(
|
|
alphaToCoverageEnable,
|
|
_state.State.AlphaToCoverageDitherEnable,
|
|
alphaToOneEnable));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host shaders based on the guest GPU state.
|
|
/// </summary>
|
|
private void UpdateShaderState()
|
|
{
|
|
var shaderCache = _channel.MemoryManager.Physical.ShaderCache;
|
|
|
|
_vtgWritesRtLayer = false;
|
|
|
|
ShaderAddresses addresses = new ShaderAddresses();
|
|
Span<ulong> addressesSpan = addresses.AsSpan();
|
|
|
|
ulong baseAddress = _state.State.ShaderBaseAddress.Pack();
|
|
|
|
for (int index = 0; index < 6; index++)
|
|
{
|
|
var shader = _state.State.ShaderState[index];
|
|
if (!shader.UnpackEnable() && index != 1)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
addressesSpan[index] = baseAddress + shader.Offset;
|
|
}
|
|
|
|
GpuChannelPoolState poolState = GetPoolState();
|
|
GpuChannelGraphicsState graphicsState = GetGraphicsState();
|
|
|
|
CachedShaderProgram gs = shaderCache.GetGraphicsShader(ref _state.State, ref _pipeline, _channel, poolState, graphicsState, addresses);
|
|
|
|
_shaderSpecState = gs.SpecializationState;
|
|
|
|
byte oldVsClipDistancesWritten = _vsClipDistancesWritten;
|
|
|
|
_drawState.VsUsesInstanceId = gs.Shaders[1]?.Info.UsesInstanceId ?? false;
|
|
_vsUsesDrawParameters = gs.Shaders[1]?.Info.UsesDrawParameters ?? false;
|
|
_vsClipDistancesWritten = gs.Shaders[1]?.Info.ClipDistancesWritten ?? 0;
|
|
|
|
if (oldVsClipDistancesWritten != _vsClipDistancesWritten)
|
|
{
|
|
UpdateUserClipState();
|
|
}
|
|
|
|
UpdateShaderBindings(gs.Bindings);
|
|
|
|
for (int stageIndex = 0; stageIndex < Constants.ShaderStages; stageIndex++)
|
|
{
|
|
_currentProgramInfo[stageIndex] = gs.Shaders[stageIndex + 1]?.Info;
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetProgram(gs.HostProgram);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates bindings consumed by the shader on the texture and buffer managers.
|
|
/// </summary>
|
|
/// <param name="bindings">Bindings for the active shader</param>
|
|
private void UpdateShaderBindings(CachedShaderBindings bindings)
|
|
{
|
|
_channel.TextureManager.SetGraphicsBindings(bindings);
|
|
_channel.BufferManager.SetGraphicsBufferBindings(bindings);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the current texture pool state.
|
|
/// </summary>
|
|
/// <returns>Texture pool state</returns>
|
|
private GpuChannelPoolState GetPoolState()
|
|
{
|
|
return new GpuChannelPoolState(
|
|
_state.State.TexturePoolState.Address.Pack(),
|
|
_state.State.TexturePoolState.MaximumId,
|
|
(int)_state.State.TextureBufferIndex);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the current GPU channel state for shader creation or compatibility verification.
|
|
/// </summary>
|
|
/// <returns>Current GPU channel state</returns>
|
|
private GpuChannelGraphicsState GetGraphicsState()
|
|
{
|
|
ref var vertexAttribState = ref _state.State.VertexAttribState;
|
|
|
|
Array32<AttributeType> attributeTypes = new Array32<AttributeType>();
|
|
|
|
for (int location = 0; location < attributeTypes.Length; location++)
|
|
{
|
|
VertexAttribType type = vertexAttribState[location].UnpackType();
|
|
|
|
attributeTypes[location] = type switch
|
|
{
|
|
VertexAttribType.Sint => AttributeType.Sint,
|
|
VertexAttribType.Uint => AttributeType.Uint,
|
|
_ => AttributeType.Float
|
|
};
|
|
}
|
|
|
|
return new GpuChannelGraphicsState(
|
|
_state.State.EarlyZForce,
|
|
_drawState.Topology,
|
|
_state.State.TessMode,
|
|
(_state.State.MultisampleControl & 1) != 0,
|
|
_state.State.AlphaToCoverageDitherEnable,
|
|
_state.State.ViewportTransformEnable == 0,
|
|
GetDepthMode() == DepthMode.MinusOneToOne,
|
|
_state.State.VertexProgramPointSize,
|
|
_state.State.PointSize,
|
|
_state.State.AlphaTestEnable,
|
|
_state.State.AlphaTestFunc,
|
|
_state.State.AlphaTestRef,
|
|
ref attributeTypes,
|
|
_drawState.HasConstantBufferDrawParameters,
|
|
_channel.BufferManager.HasUnalignedStorageBuffers);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the depth mode that is currently being used (zero to one or minus one to one).
|
|
/// </summary>
|
|
/// <returns>Current depth mode</returns>
|
|
private DepthMode GetDepthMode()
|
|
{
|
|
ref var transform = ref _state.State.ViewportTransform[0];
|
|
ref var extents = ref _state.State.ViewportExtents[0];
|
|
|
|
DepthMode depthMode;
|
|
|
|
if (!float.IsInfinity(extents.DepthNear) &&
|
|
!float.IsInfinity(extents.DepthFar) &&
|
|
(extents.DepthFar - extents.DepthNear) != 0)
|
|
{
|
|
// Try to guess the depth mode being used on the high level API
|
|
// based on current transform.
|
|
// It is setup like so by said APIs:
|
|
// If depth mode is ZeroToOne:
|
|
// TranslateZ = Near
|
|
// ScaleZ = Far - Near
|
|
// If depth mode is MinusOneToOne:
|
|
// TranslateZ = (Near + Far) / 2
|
|
// ScaleZ = (Far - Near) / 2
|
|
// DepthNear/Far are sorted such as that Near is always less than Far.
|
|
depthMode = extents.DepthNear != transform.TranslateZ &&
|
|
extents.DepthFar != transform.TranslateZ
|
|
? DepthMode.MinusOneToOne
|
|
: DepthMode.ZeroToOne;
|
|
}
|
|
else
|
|
{
|
|
// If we can't guess from the viewport transform, then just use the depth mode register.
|
|
depthMode = (DepthMode)(_state.State.DepthMode & 1);
|
|
}
|
|
|
|
return depthMode;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Forces the shaders to be rebound on the next draw.
|
|
/// </summary>
|
|
public void ForceShaderUpdate()
|
|
{
|
|
_updateTracker.ForceDirty(ShaderStateIndex);
|
|
}
|
|
}
|
|
}
|