diff options
| author | gdkchan <gab.dark.100@gmail.com> | 2018-12-03 00:38:47 -0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2018-12-03 00:38:47 -0200 |
| commit | c86aacde76b5f8e503e2b412385c8491ecc86b3b (patch) | |
| tree | 8e4737422fba15199c1a6ce7c6345996c0e907b5 /Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs | |
| parent | ad00fd02442cf9c0f00c4562635738042b521efa (diff) | |
NVDEC implementation using FFmpeg (#443)
* Initial nvdec implementation using FFmpeg
* Fix swapped channels on the video decoder and the G8R8 texture format
* Fix texture samplers not being set properly (regression)
* Rebased
* Remove unused code introduced on the rebase
* Add support for RGBA8 output format on the video image composer
* Correct spacing
* Some fixes for rebase and other tweaks
* Allow size mismatch on frame copy
* Get rid of GetHostAddress calls on VDec
Diffstat (limited to 'Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs')
| -rw-r--r-- | Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs | 1014 |
1 files changed, 1014 insertions, 0 deletions
diff --git a/Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs b/Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs new file mode 100644 index 00000000..6fb038ac --- /dev/null +++ b/Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs @@ -0,0 +1,1014 @@ +using Ryujinx.Common; +using Ryujinx.Graphics.Gal; +using Ryujinx.Graphics.Memory; +using Ryujinx.Graphics.Texture; +using System; +using System.Collections.Generic; + +namespace Ryujinx.Graphics.Graphics3d +{ + class NvGpuEngine3d : INvGpuEngine + { + public int[] Registers { get; private set; } + + private NvGpu Gpu; + + private Dictionary<int, NvGpuMethod> Methods; + + private struct ConstBuffer + { + public bool Enabled; + public long Position; + public int Size; + } + + private ConstBuffer[][] ConstBuffers; + + private int CurrentInstance = 0; + + public NvGpuEngine3d(NvGpu Gpu) + { + this.Gpu = Gpu; + + Registers = new int[0xe00]; + + Methods = new Dictionary<int, NvGpuMethod>(); + + void AddMethod(int Meth, int Count, int Stride, NvGpuMethod Method) + { + while (Count-- > 0) + { + Methods.Add(Meth, Method); + + Meth += Stride; + } + } + + AddMethod(0x585, 1, 1, VertexEndGl); + AddMethod(0x674, 1, 1, ClearBuffers); + AddMethod(0x6c3, 1, 1, QueryControl); + AddMethod(0x8e4, 16, 1, CbData); + AddMethod(0x904, 5, 8, CbBind); + + ConstBuffers = new ConstBuffer[6][]; + + for (int Index = 0; Index < ConstBuffers.Length; Index++) + { + ConstBuffers[Index] = new ConstBuffer[18]; + } + + //Ensure that all components are enabled by default. + //FIXME: Is this correct? + WriteRegister(NvGpuEngine3dReg.ColorMaskN, 0x1111); + + WriteRegister(NvGpuEngine3dReg.FrameBufferSrgb, 1); + + for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++) + { + WriteRegister(NvGpuEngine3dReg.IBlendNEquationRgb + Index * 8, (int)GalBlendEquation.FuncAdd); + WriteRegister(NvGpuEngine3dReg.IBlendNFuncSrcRgb + Index * 8, (int)GalBlendFactor.One); + WriteRegister(NvGpuEngine3dReg.IBlendNFuncDstRgb + Index * 8, (int)GalBlendFactor.Zero); + WriteRegister(NvGpuEngine3dReg.IBlendNEquationAlpha + Index * 8, (int)GalBlendEquation.FuncAdd); + WriteRegister(NvGpuEngine3dReg.IBlendNFuncSrcAlpha + Index * 8, (int)GalBlendFactor.One); + WriteRegister(NvGpuEngine3dReg.IBlendNFuncDstAlpha + Index * 8, (int)GalBlendFactor.Zero); + } + } + + public void CallMethod(NvGpuVmm Vmm, GpuMethodCall MethCall) + { + if (Methods.TryGetValue(MethCall.Method, out NvGpuMethod Method)) + { + Method(Vmm, MethCall); + } + else + { + WriteRegister(MethCall); + } + } + + private void VertexEndGl(NvGpuVmm Vmm, GpuMethodCall MethCall) + { + LockCaches(); + + GalPipelineState State = new GalPipelineState(); + + SetFrameBuffer(State); + SetFrontFace(State); + SetCullFace(State); + SetDepth(State); + SetStencil(State); + SetBlending(State); + SetColorMask(State); + SetPrimitiveRestart(State); + + for (int FbIndex = 0; FbIndex < 8; FbIndex++) + { + SetFrameBuffer(Vmm, FbIndex); + } + + SetZeta(Vmm); + + SetRenderTargets(); + + long[] Keys = UploadShaders(Vmm); + + Gpu.Renderer.Shader.BindProgram(); + + UploadTextures(Vmm, State, Keys); + UploadConstBuffers(Vmm, State, Keys); + UploadVertexArrays(Vmm, State); + + DispatchRender(Vmm, State); + + UnlockCaches(); + } + + private void LockCaches() + { + Gpu.Renderer.Buffer.LockCache(); + Gpu.Renderer.Rasterizer.LockCaches(); + Gpu.Renderer.Texture.LockCache(); + } + + private void UnlockCaches() + { + Gpu.Renderer.Buffer.UnlockCache(); + Gpu.Renderer.Rasterizer.UnlockCaches(); + Gpu.Renderer.Texture.UnlockCache(); + } + + private void ClearBuffers(NvGpuVmm Vmm, GpuMethodCall MethCall) + { + int Attachment = (MethCall.Argument >> 6) & 0xf; + + GalClearBufferFlags Flags = (GalClearBufferFlags)(MethCall.Argument & 0x3f); + + float Red = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 0); + float Green = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 1); + float Blue = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 2); + float Alpha = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 3); + + float Depth = ReadRegisterFloat(NvGpuEngine3dReg.ClearDepth); + + int Stencil = ReadRegister(NvGpuEngine3dReg.ClearStencil); + + SetFrameBuffer(Vmm, Attachment); + + SetZeta(Vmm); + + SetRenderTargets(); + + Gpu.Renderer.RenderTarget.Bind(); + + Gpu.Renderer.Rasterizer.ClearBuffers(Flags, Attachment, Red, Green, Blue, Alpha, Depth, Stencil); + + Gpu.Renderer.Pipeline.ResetDepthMask(); + Gpu.Renderer.Pipeline.ResetColorMask(Attachment); + } + + private void SetFrameBuffer(NvGpuVmm Vmm, int FbIndex) + { + long VA = MakeInt64From2xInt32(NvGpuEngine3dReg.FrameBufferNAddress + FbIndex * 0x10); + + int SurfFormat = ReadRegister(NvGpuEngine3dReg.FrameBufferNFormat + FbIndex * 0x10); + + if (VA == 0 || SurfFormat == 0) + { + Gpu.Renderer.RenderTarget.UnbindColor(FbIndex); + + return; + } + + long Key = Vmm.GetPhysicalAddress(VA); + + int Width = ReadRegister(NvGpuEngine3dReg.FrameBufferNWidth + FbIndex * 0x10); + int Height = ReadRegister(NvGpuEngine3dReg.FrameBufferNHeight + FbIndex * 0x10); + + int BlockDim = ReadRegister(NvGpuEngine3dReg.FrameBufferNBlockDim + FbIndex * 0x10); + + int GobBlockHeight = 1 << ((BlockDim >> 4) & 7); + + GalMemoryLayout Layout = (GalMemoryLayout)((BlockDim >> 12) & 1); + + float TX = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNTranslateX + FbIndex * 8); + float TY = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNTranslateY + FbIndex * 8); + + float SX = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNScaleX + FbIndex * 8); + float SY = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNScaleY + FbIndex * 8); + + int VpX = (int)MathF.Max(0, TX - MathF.Abs(SX)); + int VpY = (int)MathF.Max(0, TY - MathF.Abs(SY)); + + int VpW = (int)(TX + MathF.Abs(SX)) - VpX; + int VpH = (int)(TY + MathF.Abs(SY)) - VpY; + + GalImageFormat Format = ImageUtils.ConvertSurface((GalSurfaceFormat)SurfFormat); + + GalImage Image = new GalImage(Width, Height, 1, GobBlockHeight, Layout, Format); + + Gpu.ResourceManager.SendColorBuffer(Vmm, Key, FbIndex, Image); + + Gpu.Renderer.RenderTarget.SetViewport(FbIndex, VpX, VpY, VpW, VpH); + } + + private void SetFrameBuffer(GalPipelineState State) + { + State.FramebufferSrgb = ReadRegisterBool(NvGpuEngine3dReg.FrameBufferSrgb); + + State.FlipX = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleX); + State.FlipY = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleY); + + int ScreenYControl = ReadRegister(NvGpuEngine3dReg.ScreenYControl); + + bool NegateY = (ScreenYControl & 1) != 0; + + if (NegateY) + { + State.FlipY = -State.FlipY; + } + } + + private void SetZeta(NvGpuVmm Vmm) + { + long VA = MakeInt64From2xInt32(NvGpuEngine3dReg.ZetaAddress); + + int ZetaFormat = ReadRegister(NvGpuEngine3dReg.ZetaFormat); + + int BlockDim = ReadRegister(NvGpuEngine3dReg.ZetaBlockDimensions); + + int GobBlockHeight = 1 << ((BlockDim >> 4) & 7); + + GalMemoryLayout Layout = (GalMemoryLayout)((BlockDim >> 12) & 1); //? + + bool ZetaEnable = ReadRegisterBool(NvGpuEngine3dReg.ZetaEnable); + + if (VA == 0 || ZetaFormat == 0 || !ZetaEnable) + { + Gpu.Renderer.RenderTarget.UnbindZeta(); + + return; + } + + long Key = Vmm.GetPhysicalAddress(VA); + + int Width = ReadRegister(NvGpuEngine3dReg.ZetaHoriz); + int Height = ReadRegister(NvGpuEngine3dReg.ZetaVert); + + GalImageFormat Format = ImageUtils.ConvertZeta((GalZetaFormat)ZetaFormat); + + GalImage Image = new GalImage(Width, Height, 1, GobBlockHeight, Layout, Format); + + Gpu.ResourceManager.SendZetaBuffer(Vmm, Key, Image); + } + + private long[] UploadShaders(NvGpuVmm Vmm) + { + long[] Keys = new long[5]; + + long BasePosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress); + + int Index = 1; + + int VpAControl = ReadRegister(NvGpuEngine3dReg.ShaderNControl); + + bool VpAEnable = (VpAControl & 1) != 0; + + if (VpAEnable) + { + //Note: The maxwell supports 2 vertex programs, usually + //only VP B is used, but in some cases VP A is also used. + //In this case, it seems to function as an extra vertex + //shader stage. + //The graphics abstraction layer has a special overload for this + //case, which should merge the two shaders into one vertex shader. + int VpAOffset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset); + int VpBOffset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + 0x10); + + long VpAPos = BasePosition + (uint)VpAOffset; + long VpBPos = BasePosition + (uint)VpBOffset; + + Keys[(int)GalShaderType.Vertex] = VpBPos; + + Gpu.Renderer.Shader.Create(Vmm, VpAPos, VpBPos, GalShaderType.Vertex); + Gpu.Renderer.Shader.Bind(VpBPos); + + Index = 2; + } + + for (; Index < 6; Index++) + { + GalShaderType Type = GetTypeFromProgram(Index); + + int Control = ReadRegister(NvGpuEngine3dReg.ShaderNControl + Index * 0x10); + int Offset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + Index * 0x10); + + //Note: Vertex Program (B) is always enabled. + bool Enable = (Control & 1) != 0 || Index == 1; + + if (!Enable) + { + Gpu.Renderer.Shader.Unbind(Type); + + continue; + } + + long Key = BasePosition + (uint)Offset; + + Keys[(int)Type] = Key; + + Gpu.Renderer.Shader.Create(Vmm, Key, Type); + Gpu.Renderer.Shader.Bind(Key); + } + + return Keys; + } + + private static GalShaderType GetTypeFromProgram(int Program) + { + switch (Program) + { + case 0: + case 1: return GalShaderType.Vertex; + case 2: return GalShaderType.TessControl; + case 3: return GalShaderType.TessEvaluation; + case 4: return GalShaderType.Geometry; + case 5: return GalShaderType.Fragment; + } + + throw new ArgumentOutOfRangeException(nameof(Program)); + } + + private void SetFrontFace(GalPipelineState State) + { + float SignX = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleX); + float SignY = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleY); + + GalFrontFace FrontFace = (GalFrontFace)ReadRegister(NvGpuEngine3dReg.FrontFace); + + //Flipping breaks facing. Flipping front facing too fixes it + if (SignX != SignY) + { + switch (FrontFace) + { + case GalFrontFace.CW: FrontFace = GalFrontFace.CCW; break; + case GalFrontFace.CCW: FrontFace = GalFrontFace.CW; break; + } + } + + State.FrontFace = FrontFace; + } + + private void SetCullFace(GalPipelineState State) + { + State.CullFaceEnabled = ReadRegisterBool(NvGpuEngine3dReg.CullFaceEnable); + + if (State.CullFaceEnabled) + { + State.CullFace = (GalCullFace)ReadRegister(NvGpuEngine3dReg.CullFace); + } + } + + private void SetDepth(GalPipelineState State) + { + State.DepthTestEnabled = ReadRegisterBool(NvGpuEngine3dReg.DepthTestEnable); + + State.DepthWriteEnabled = ReadRegisterBool(NvGpuEngine3dReg.DepthWriteEnable); + + if (State.DepthTestEnabled) + { + State.DepthFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.DepthTestFunction); + } + + State.DepthRangeNear = ReadRegisterFloat(NvGpuEngine3dReg.DepthRangeNNear); + State.DepthRangeFar = ReadRegisterFloat(NvGpuEngine3dReg.DepthRangeNFar); + } + + private void SetStencil(GalPipelineState State) + { + State.StencilTestEnabled = ReadRegisterBool(NvGpuEngine3dReg.StencilEnable); + + if (State.StencilTestEnabled) + { + State.StencilBackFuncFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.StencilBackFuncFunc); + State.StencilBackFuncRef = ReadRegister(NvGpuEngine3dReg.StencilBackFuncRef); + State.StencilBackFuncMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilBackFuncMask); + State.StencilBackOpFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpFail); + State.StencilBackOpZFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpZFail); + State.StencilBackOpZPass = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpZPass); + State.StencilBackMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilBackMask); + + State.StencilFrontFuncFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.StencilFrontFuncFunc); + State.StencilFrontFuncRef = ReadRegister(NvGpuEngine3dReg.StencilFrontFuncRef); + State.StencilFrontFuncMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilFrontFuncMask); + State.StencilFrontOpFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpFail); + State.StencilFrontOpZFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpZFail); + State.StencilFrontOpZPass = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpZPass); + State.StencilFrontMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilFrontMask); + } + } + + private void SetBlending(GalPipelineState State) + { + bool BlendIndependent = ReadRegisterBool(NvGpuEngine3dReg.BlendIndependent); + + State.BlendIndependent = BlendIndependent; + + for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++) + { + if (BlendIndependent) + { + State.Blends[Index].Enabled = ReadRegisterBool(NvGpuEngine3dReg.IBlendNEnable + Index); + + if (State.Blends[Index].Enabled) + { + State.Blends[Index].SeparateAlpha = ReadRegisterBool(NvGpuEngine3dReg.IBlendNSeparateAlpha + Index * 8); + + State.Blends[Index].EquationRgb = ReadBlendEquation(NvGpuEngine3dReg.IBlendNEquationRgb + Index * 8); + State.Blends[Index].FuncSrcRgb = ReadBlendFactor (NvGpuEngine3dReg.IBlendNFuncSrcRgb + Index * 8); + State.Blends[Index].FuncDstRgb = ReadBlendFactor (NvGpuEngine3dReg.IBlendNFuncDstRgb + Index * 8); + State.Blends[Index].EquationAlpha = ReadBlendEquation(NvGpuEngine3dReg.IBlendNEquationAlpha + Index * 8); + State.Blends[Index].FuncSrcAlpha = ReadBlendFactor (NvGpuEngine3dReg.IBlendNFuncSrcAlpha + Index * 8); + State.Blends[Index].FuncDstAlpha = ReadBlendFactor (NvGpuEngine3dReg.IBlendNFuncDstAlpha + Index * 8); + } + } + else + { + //It seems that even when independent blend is disabled, the first IBlend enable + //register is still set to indicate whenever blend is enabled or not (?). + State.Blends[Index].Enabled = ReadRegisterBool(NvGpuEngine3dReg.IBlendNEnable); + + if (State.Blends[Index].Enabled) + { + State.Blends[Index].SeparateAlpha = ReadRegisterBool(NvGpuEngine3dReg.BlendSeparateAlpha); + + State.Blends[Index].EquationRgb = ReadBlendEquation(NvGpuEngine3dReg.BlendEquationRgb); + State.Blends[Index].FuncSrcRgb = ReadBlendFactor (NvGpuEngine3dReg.BlendFuncSrcRgb); + State.Blends[Index].FuncDstRgb = ReadBlendFactor (NvGpuEngine3dReg.BlendFuncDstRgb); + State.Blends[Index].EquationAlpha = ReadBlendEquation(NvGpuEngine3dReg.BlendEquationAlpha); + State.Blends[Index].FuncSrcAlpha = ReadBlendFactor (NvGpuEngine3dReg.BlendFuncSrcAlpha); + State.Blends[Index].FuncDstAlpha = ReadBlendFactor (NvGpuEngine3dReg.BlendFuncDstAlpha); + } + } + } + } + + private GalBlendEquation ReadBlendEquation(NvGpuEngine3dReg Register) + { + return (GalBlendEquation)ReadRegister(Register); + } + + private GalBlendFactor ReadBlendFactor(NvGpuEngine3dReg Register) + { + return (GalBlendFactor)ReadRegister(Register); + } + + private void SetColorMask(GalPipelineState State) + { + bool ColorMaskCommon = ReadRegisterBool(NvGpuEngine3dReg.ColorMaskCommon); + + State.ColorMaskCommon = ColorMaskCommon; + + for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++) + { + int ColorMask = ReadRegister(NvGpuEngine3dReg.ColorMaskN + (ColorMaskCommon ? 0 : Index)); + + State.ColorMasks[Index].Red = ((ColorMask >> 0) & 0xf) != 0; + State.ColorMasks[Index].Green = ((ColorMask >> 4) & 0xf) != 0; + State.ColorMasks[Index].Blue = ((ColorMask >> 8) & 0xf) != 0; + State.ColorMasks[Index].Alpha = ((ColorMask >> 12) & 0xf) != 0; + } + } + + private void SetPrimitiveRestart(GalPipelineState State) + { + State.PrimitiveRestartEnabled = ReadRegisterBool(NvGpuEngine3dReg.PrimRestartEnable); + + if (State.PrimitiveRestartEnabled) + { + State.PrimitiveRestartIndex = (uint)ReadRegister(NvGpuEngine3dReg.PrimRestartIndex); + } + } + + private void SetRenderTargets() + { + //Commercial games do not seem to + //bool SeparateFragData = ReadRegisterBool(NvGpuEngine3dReg.RTSeparateFragData); + + uint Control = (uint)(ReadRegister(NvGpuEngine3dReg.RTControl)); + + uint Count = Control & 0xf; + + if (Count > 0) + { + int[] Map = new int[Count]; + + for (int Index = 0; Index < Count; Index++) + { + int Shift = 4 + Index * 3; + + Map[Index] = (int)((Control >> Shift) & 7); + } + + Gpu.Renderer.RenderTarget.SetMap(Map); + } + else + { + Gpu.Renderer.RenderTarget.SetMap(null); + } + } + + private void UploadTextures(NvGpuVmm Vmm, GalPipelineState State, long[] Keys) + { + long BaseShPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress); + + int TextureCbIndex = ReadRegister(NvGpuEngine3dReg.TextureCbIndex); + + List<(long, GalImage, GalTextureSampler)> UnboundTextures = new List<(long, GalImage, GalTextureSampler)>(); + + for (int Index = 0; Index < Keys.Length; Index++) + { + foreach (ShaderDeclInfo DeclInfo in Gpu.Renderer.Shader.GetTextureUsage(Keys[Index])) + { + long Position; + + if (DeclInfo.IsCb) + { + Position = ConstBuffers[Index][DeclInfo.Cbuf].Position; + } + else + { + Position = ConstBuffers[Index][TextureCbIndex].Position; + } + + int TextureHandle = Vmm.ReadInt32(Position + DeclInfo.Index * 4); + + UnboundTextures.Add(UploadTexture(Vmm, TextureHandle)); + } + } + + for (int Index = 0; Index < UnboundTextures.Count; Index++) + { + (long Key, GalImage Image, GalTextureSampler Sampler) = UnboundTextures[Index]; + + if (Key == 0) + { + continue; + } + + Gpu.Renderer.Texture.Bind(Key, Index, Image); + Gpu.Renderer.Texture.SetSampler(Sampler); + } + } + + private (long, GalImage, GalTextureSampler) UploadTexture(NvGpuVmm Vmm, int TextureHandle) + { + if (TextureHandle == 0) + { + //FIXME: Some games like puyo puyo will use handles with the value 0. + //This is a bug, most likely caused by sync issues. + return (0, default(GalImage), default(GalTextureSampler)); + } + + bool LinkedTsc = ReadRegisterBool(NvGpuEngine3dReg.LinkedTsc); + + int TicIndex = (TextureHandle >> 0) & 0xfffff; + + int TscIndex = LinkedTsc ? TicIndex : (TextureHandle >> 20) & 0xfff; + + long TicPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexHeaderPoolOffset); + long TscPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexSamplerPoolOffset); + + TicPosition += TicIndex * 0x20; + TscPosition += TscIndex * 0x20; + + GalImage Image = TextureFactory.MakeTexture(Vmm, TicPosition); + + GalTextureSampler Sampler = TextureFactory.MakeSampler(Gpu, Vmm, TscPosition); + + long Key = Vmm.ReadInt64(TicPosition + 4) & 0xffffffffffff; + + if (Image.Layout == GalMemoryLayout.BlockLinear) + { + Key &= ~0x1ffL; + } + else if (Image.Layout == GalMemoryLayout.Pitch) + { + Key &= ~0x1fL; + } + + Key = Vmm.GetPhysicalAddress(Key); + + if (Key == -1) + { + //FIXME: Shouldn't ignore invalid addresses. + return (0, default(GalImage), default(GalTextureSampler)); + } + + Gpu.ResourceManager.SendTexture(Vmm, Key, Image); + + return (Key, Image, Sampler); + } + + private void UploadConstBuffers(NvGpuVmm Vmm, GalPipelineState State, long[] Keys) + { + for (int Stage = 0; Stage < Keys.Length; Stage++) + { + foreach (ShaderDeclInfo DeclInfo in Gpu.Renderer.Shader.GetConstBufferUsage(Keys[Stage])) + { + ConstBuffer Cb = ConstBuffers[Stage][DeclInfo.Cbuf]; + + if (!Cb.Enabled) + { + continue; + } + + long Key = Vmm.GetPhysicalAddress(Cb.Position); + + if (Gpu.ResourceManager.MemoryRegionModified(Vmm, Key, Cb.Size, NvGpuBufferType.ConstBuffer)) + { + if (Vmm.TryGetHostAddress(Cb.Position, Cb.Size, out IntPtr CbPtr)) + { + Gpu.Renderer.Buffer.SetData(Key, Cb.Size, CbPtr); + } + else + { + Gpu.Renderer.Buffer.SetData(Key, Vmm.ReadBytes(Cb.Position, Cb.Size)); + } + } + + State.ConstBufferKeys[Stage][DeclInfo.Cbuf] = Key; + } + } + } + + private void UploadVertexArrays(NvGpuVmm Vmm, GalPipelineState State) + { + long IbPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress); + + long IboKey = Vmm.GetPhysicalAddress(IbPosition); + + int IndexEntryFmt = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat); + int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount); + int PrimCtrl = ReadRegister(NvGpuEngine3dReg.VertexBeginGl); + + GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff); + + GalIndexFormat IndexFormat = (GalIndexFormat)IndexEntryFmt; + + int IndexEntrySize = 1 << IndexEntryFmt; + + if (IndexEntrySize > 4) + { + throw new InvalidOperationException("Invalid index entry size \"" + IndexEntrySize + "\"!"); + } + + if (IndexCount != 0) + { + int IbSize = IndexCount * IndexEntrySize; + + bool IboCached = Gpu.Renderer.Rasterizer.IsIboCached(IboKey, (uint)IbSize); + + bool UsesLegacyQuads = + PrimType == GalPrimitiveType.Quads || + PrimType == GalPrimitiveType.QuadStrip; + + if (!IboCached || Gpu.ResourceManager.MemoryRegionModified(Vmm, IboKey, (uint)IbSize, NvGpuBufferType.Index)) + { + if (!UsesLegacyQuads) + { + if (Vmm.TryGetHostAddress(IbPosition, IbSize, out IntPtr IbPtr)) + { + Gpu.Renderer.Rasterizer.CreateIbo(IboKey, IbSize, IbPtr); + } + else + { + Gpu.Renderer.Rasterizer.CreateIbo(IboKey, IbSize, Vmm.ReadBytes(IbPosition, IbSize)); + } + } + else + { + byte[] Buffer = Vmm.ReadBytes(IbPosition, IbSize); + + if (PrimType == GalPrimitiveType.Quads) + { + Buffer = QuadHelper.ConvertIbQuadsToTris(Buffer, IndexEntrySize, IndexCount); + } + else /* if (PrimType == GalPrimitiveType.QuadStrip) */ + { + Buffer = QuadHelper.ConvertIbQuadStripToTris(Buffer, IndexEntrySize, IndexCount); + } + + Gpu.Renderer.Rasterizer.CreateIbo(IboKey, IbSize, Buffer); + } + } + + if (!UsesLegacyQuads) + { + Gpu.Renderer.Rasterizer.SetIndexArray(IbSize, IndexFormat); + } + else + { + if (PrimType == GalPrimitiveType.Quads) + { + Gpu.Renderer.Rasterizer.SetIndexArray(QuadHelper.ConvertIbSizeQuadsToTris(IbSize), IndexFormat); + } + else /* if (PrimType == GalPrimitiveType.QuadStrip) */ + { + Gpu.Renderer.Rasterizer.SetIndexArray(QuadHelper.ConvertIbSizeQuadStripToTris(IbSize), 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>(); + } + + long VbPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + ArrayIndex * 4); + + bool IsConst = ((Packed >> 6) & 1) != 0; + + int Offset = (Packed >> 7) & 0x3fff; + + GalVertexAttribSize Size = (GalVertexAttribSize)((Packed >> 21) & 0x3f); + GalVertexAttribType Type = (GalVertexAttribType)((Packed >> 27) & 0x7); + + bool IsRgba = ((Packed >> 31) & 1) != 0; + + //Note: 16 is the maximum size of an attribute, + //having a component size of 32-bits with 4 elements (a vec4). + byte[] Data = Vmm.ReadBytes(VbPosition + Offset, 16); + + Attribs[ArrayIndex].Add(new GalVertexAttrib(Attr, IsConst, Offset, Data, Size, Type, IsRgba)); + } + + State.VertexBindings = new GalVertexBinding[32]; + + for (int Index = 0; Index < 32; Index++) + { + if (Attribs[Index] == null) + { + continue; + } + + int Control = ReadRegister(NvGpuEngine3dReg.VertexArrayNControl + Index * 4); + + bool Enable = (Control & 0x1000) != 0; + + if (!Enable) + { + continue; + } + + long VbPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + Index * 4); + long VbEndPos = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNEndAddr + Index * 2); + + int VertexDivisor = ReadRegister(NvGpuEngine3dReg.VertexArrayNDivisor + Index * 4); + + bool Instanced = ReadRegisterBool(NvGpuEngine3dReg.VertexArrayNInstance + Index); + + int Stride = Control & 0xfff; + + if (Instanced && VertexDivisor != 0) + { + VbPosition += Stride * (CurrentInstance / VertexDivisor); + } + + if (VbPosition > VbEndPos) + { + //Instance is invalid, ignore the draw call + continue; + } + + long VboKey = Vmm.GetPhysicalAddress(VbPosition); + + long VbSize = (VbEndPos - VbPosition) + 1; + + bool VboCached = Gpu.Renderer.Rasterizer.IsVboCached(VboKey, VbSize); + + if (!VboCached || Gpu.ResourceManager.MemoryRegionModified(Vmm, VboKey, VbSize, NvGpuBufferType.Vertex)) + { + if (Vmm.TryGetHostAddress(VbPosition, VbSize, out IntPtr VbPtr)) + { + Gpu.Renderer.Rasterizer.CreateVbo(VboKey, (int)VbSize, VbPtr); + } + else + { + Gpu.Renderer.Rasterizer.CreateVbo(VboKey, Vmm.ReadBytes(VbPosition, VbSize)); + } + } + + State.VertexBindings[Index].Enabled = true; + State.VertexBindings[Index].Stride = Stride; + State.VertexBindings[Index].VboKey = VboKey; + State.VertexBindings[Index].Instanced = Instanced; + State.VertexBindings[Index].Divisor = VertexDivisor; + State.VertexBindings[Index].Attribs = Attribs[Index].ToArray(); + } + } + + private void DispatchRender(NvGpuVmm Vmm, GalPipelineState State) + { + int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount); + int PrimCtrl = ReadRegister(NvGpuEngine3dReg.VertexBeginGl); + + GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff); + + bool InstanceNext = ((PrimCtrl >> 26) & 1) != 0; + bool InstanceCont = ((PrimCtrl >> 27) & 1) != 0; + + if (InstanceNext && InstanceCont) + { + throw new InvalidOperationException("GPU tried to increase and reset instance count at the same time"); + } + + if (InstanceNext) + { + CurrentInstance++; + } + else if (!InstanceCont) + { + CurrentInstance = 0; + } + + State.Instance = CurrentInstance; + + Gpu.Renderer.Pipeline.Bind(State); + + Gpu.Renderer.RenderTarget.Bind(); + + if (IndexCount != 0) + { + int IndexEntryFmt = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat); + int IndexFirst = ReadRegister(NvGpuEngine3dReg.IndexBatchFirst); + int VertexBase = ReadRegister(NvGpuEngine3dReg.VertexArrayElemBase); + + long IndexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress); + + long IboKey = Vmm.GetPhysicalAddress(IndexPosition); + + //Quad primitive types were deprecated on OpenGL 3.x, + //they are converted to a triangles index buffer on IB creation, + //so we should use the triangles type here too. + if (PrimType == GalPrimitiveType.Quads || + PrimType == GalPrimitiveType.QuadStrip) + { + PrimType = GalPrimitiveType.Triangles; + + //Note: We assume that index first points to the first + //vertex of a quad, if it points to the middle of a + //quad (First % 4 != 0 for Quads) then it will not work properly. + if (PrimType == GalPrimitiveType.Quads) + { + IndexFirst = QuadHelper.ConvertIbSizeQuadsToTris(IndexFirst); + } + else /* if (PrimType == GalPrimitiveType.QuadStrip) */ + { + IndexFirst = QuadHelper.ConvertIbSizeQuadStripToTris(IndexFirst); + } + } + + Gpu.Renderer.Rasterizer.DrawElements(IboKey, IndexFirst, VertexBase, PrimType); + } + else + { + int VertexFirst = ReadRegister(NvGpuEngine3dReg.VertexArrayFirst); + int VertexCount = ReadRegister(NvGpuEngine3dReg.VertexArrayCount); + + Gpu.Renderer.Rasterizer.DrawArrays(VertexFirst, VertexCount, PrimType); + } + + //Is the GPU really clearing those registers after draw? + WriteRegister(NvGpuEngine3dReg.IndexBatchFirst, 0); + WriteRegister(NvGpuEngine3dReg.IndexBatchCount, 0); + } + + private enum QueryMode + { + WriteSeq, + Sync, + WriteCounterAndTimestamp + } + + private void QueryControl(NvGpuVmm Vmm, GpuMethodCall MethCall) + { + WriteRegister(MethCall); + + long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.QueryAddress); + + int Seq = Registers[(int)NvGpuEngine3dReg.QuerySequence]; + int Ctrl = Registers[(int)NvGpuEngine3dReg.QueryControl]; + + QueryMode Mode = (QueryMode)(Ctrl & 3); + + switch (Mode) + { + case QueryMode.WriteSeq: Vmm.WriteInt32(Position, Seq); break; + + case QueryMode.WriteCounterAndTimestamp: + { + //TODO: Implement counters. + long Counter = 1; + + long Timestamp = PerformanceCounter.ElapsedMilliseconds; + + Timestamp = (long)(Timestamp * 615384.615385); + + Vmm.WriteInt64(Position + 0, Counter); + Vmm.WriteInt64(Position + 8, Timestamp); + + break; + } + } + } + + private void CbData(NvGpuVmm Vmm, GpuMethodCall MethCall) + { + long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.ConstBufferAddress); + + int Offset = ReadRegister(NvGpuEngine3dReg.ConstBufferOffset); + + Vmm.WriteInt32(Position + Offset, MethCall.Argument); + + WriteRegister(NvGpuEngine3dReg.ConstBufferOffset, Offset + 4); + + Gpu.ResourceManager.ClearPbCache(NvGpuBufferType.ConstBuffer); + } + + private void CbBind(NvGpuVmm Vmm, GpuMethodCall MethCall) + { + int Stage = (MethCall.Method - 0x904) >> 3; + + int Index = MethCall.Argument; + + bool Enabled = (Index & 1) != 0; + + Index = (Index >> 4) & 0x1f; + + long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.ConstBufferAddress); + + long CbKey = Vmm.GetPhysicalAddress(Position); + + int Size = ReadRegister(NvGpuEngine3dReg.ConstBufferSize); + + if (!Gpu.Renderer.Buffer.IsCached(CbKey, Size)) + { + Gpu.Renderer.Buffer.Create(CbKey, Size); + } + + ConstBuffer Cb = ConstBuffers[Stage][Index]; + + if (Cb.Position != Position || Cb.Enabled != Enabled || Cb.Size != Size) + { + ConstBuffers[Stage][Index].Position = Position; + ConstBuffers[Stage][Index].Enabled = Enabled; + ConstBuffers[Stage][Index].Size = Size; + } + } + + private float GetFlipSign(NvGpuEngine3dReg Reg) + { + return MathF.Sign(ReadRegisterFloat(Reg)); + } + + private long MakeInt64From2xInt32(NvGpuEngine3dReg Reg) + { + return + (long)Registers[(int)Reg + 0] << 32 | + (uint)Registers[(int)Reg + 1]; + } + + private void WriteRegister(GpuMethodCall MethCall) + { + Registers[MethCall.Method] = MethCall.Argument; + } + + private int ReadRegister(NvGpuEngine3dReg Reg) + { + return Registers[(int)Reg]; + } + + private float ReadRegisterFloat(NvGpuEngine3dReg Reg) + { + return BitConverter.Int32BitsToSingle(ReadRegister(Reg)); + } + + private bool ReadRegisterBool(NvGpuEngine3dReg Reg) + { + return (ReadRegister(Reg) & 1) != 0; + } + + private void WriteRegister(NvGpuEngine3dReg Reg, int Value) + { + Registers[(int)Reg] = Value; + } + } +} |
