aboutsummaryrefslogtreecommitdiff
path: root/Ryujinx.Graphics.Gpu/Engine/MethodConditionalRendering.cs
diff options
context:
space:
mode:
authorgdkchan <gab.dark.100@gmail.com>2021-07-11 17:20:40 -0300
committerGitHub <noreply@github.com>2021-07-11 17:20:40 -0300
commit40b21cc3c4d2622bbd4f88d43073341854d9a671 (patch)
tree6e9dc6a42e7c0bae5b03db468481771d5a6937ef /Ryujinx.Graphics.Gpu/Engine/MethodConditionalRendering.cs
parentb5190f16810eb77388c861d1d1773e19644808db (diff)
Separate GPU engines (part 2/2) (#2440)
* 3D engine now uses DeviceState too, plus new state modification tracking * Remove old methods code * Remove GpuState and friends * Optimize DeviceState, force inline some functions * This change was not supposed to go in * Proper channel initialization * Optimize state read/write methods even more * Fix debug build * Do not dirty state if the write is redundant * The YControl register should dirty either the viewport or front face state too, to update the host origin * Avoid redundant vertex buffer updates * Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace * Comments and nits * Fix rebase * PR feedback * Move changed = false to improve codegen * PR feedback * Carry RyuJIT a bit more
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Engine/MethodConditionalRendering.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Engine/MethodConditionalRendering.cs124
1 files changed, 0 insertions, 124 deletions
diff --git a/Ryujinx.Graphics.Gpu/Engine/MethodConditionalRendering.cs b/Ryujinx.Graphics.Gpu/Engine/MethodConditionalRendering.cs
deleted file mode 100644
index 039ed78e..00000000
--- a/Ryujinx.Graphics.Gpu/Engine/MethodConditionalRendering.cs
+++ /dev/null
@@ -1,124 +0,0 @@
-using Ryujinx.Common.Logging;
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Gpu.Memory;
-using Ryujinx.Graphics.Gpu.State;
-
-namespace Ryujinx.Graphics.Gpu.Engine
-{
- partial class Methods
- {
- /// <summary>
- /// Checks if draws and clears should be performed, according
- /// to currently set conditional rendering conditions.
- /// </summary>
- /// <param name="state">GPU state</param>
- /// <returns>True if rendering is enabled, false otherwise</returns>
- private ConditionalRenderEnabled GetRenderEnable(GpuState state)
- {
- ConditionState condState = state.Get<ConditionState>(MethodOffset.ConditionState);
-
- switch (condState.Condition)
- {
- case Condition.Always:
- return ConditionalRenderEnabled.True;
- case Condition.Never:
- return ConditionalRenderEnabled.False;
- case Condition.ResultNonZero:
- return CounterNonZero(state, condState.Address.Pack());
- case Condition.Equal:
- return CounterCompare(state, condState.Address.Pack(), true);
- case Condition.NotEqual:
- return CounterCompare(state, condState.Address.Pack(), false);
- }
-
- Logger.Warning?.Print(LogClass.Gpu, $"Invalid conditional render condition \"{condState.Condition}\".");
-
- return ConditionalRenderEnabled.True;
- }
-
- /// <summary>
- /// Checks if the counter value at a given GPU memory address is non-zero.
- /// </summary>
- /// <param name="state">GPU state</param>
- /// <param name="gpuVa">GPU virtual address of the counter value</param>
- /// <returns>True if the value is not zero, false otherwise. Returns host if handling with host conditional rendering</returns>
- private ConditionalRenderEnabled CounterNonZero(GpuState state, ulong gpuVa)
- {
- ICounterEvent evt = state.Channel.MemoryManager.CounterCache.FindEvent(gpuVa);
-
- if (evt == null)
- {
- return ConditionalRenderEnabled.False;
- }
-
- if (_context.Renderer.Pipeline.TryHostConditionalRendering(evt, 0L, false))
- {
- return ConditionalRenderEnabled.Host;
- }
- else
- {
- evt.Flush();
- return (state.Channel.MemoryManager.Read<ulong>(gpuVa) != 0) ? ConditionalRenderEnabled.True : ConditionalRenderEnabled.False;
- }
- }
-
- /// <summary>
- /// Checks if the counter at a given GPU memory address passes a specified equality comparison.
- /// </summary>
- /// <param name="state">GPU state</param>
- /// <param name="gpuVa">GPU virtual address</param>
- /// <param name="isEqual">True to check if the values are equal, false to check if they are not equal</param>
- /// <returns>True if the condition is met, false otherwise. Returns host if handling with host conditional rendering</returns>
- private ConditionalRenderEnabled CounterCompare(GpuState state, ulong gpuVa, bool isEqual)
- {
- ICounterEvent evt = FindEvent(state.Channel.MemoryManager.CounterCache, gpuVa);
- ICounterEvent evt2 = FindEvent(state.Channel.MemoryManager.CounterCache, gpuVa + 16);
-
- bool useHost;
-
- if (evt != null && evt2 == null)
- {
- useHost = _context.Renderer.Pipeline.TryHostConditionalRendering(evt, state.Channel.MemoryManager.Read<ulong>(gpuVa + 16), isEqual);
- }
- else if (evt == null && evt2 != null)
- {
- useHost = _context.Renderer.Pipeline.TryHostConditionalRendering(evt2, state.Channel.MemoryManager.Read<ulong>(gpuVa), isEqual);
- }
- else if (evt != null && evt2 != null)
- {
- useHost = _context.Renderer.Pipeline.TryHostConditionalRendering(evt, evt2, isEqual);
- }
- else
- {
- useHost = false;
- }
-
- if (useHost)
- {
- return ConditionalRenderEnabled.Host;
- }
- else
- {
- evt?.Flush();
- evt2?.Flush();
-
- ulong x = state.Channel.MemoryManager.Read<ulong>(gpuVa);
- ulong y = state.Channel.MemoryManager.Read<ulong>(gpuVa + 16);
-
- return (isEqual ? x == y : x != y) ? ConditionalRenderEnabled.True : ConditionalRenderEnabled.False;
- }
- }
-
- /// <summary>
- /// Tries to find a counter that is supposed to be written at the specified address,
- /// returning the related event.
- /// </summary>
- /// <param name="counterCache">GPU counter cache to search on</param>
- /// <param name="gpuVa">GPU virtual address where the counter is supposed to be written</param>
- /// <returns>The counter event, or null if not present</returns>
- private static ICounterEvent FindEvent(CounterCache counterCache, ulong gpuVa)
- {
- return counterCache.FindEvent(gpuVa);
- }
- }
-}