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authorgdkchan <gab.dark.100@gmail.com>2018-12-03 00:38:47 -0200
committerGitHub <noreply@github.com>2018-12-03 00:38:47 -0200
commitc86aacde76b5f8e503e2b412385c8491ecc86b3b (patch)
tree8e4737422fba15199c1a6ce7c6345996c0e907b5 /Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs
parentad00fd02442cf9c0f00c4562635738042b521efa (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.cs1014
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;
+ }
+ }
+}