diff options
| author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2018-08-19 22:25:26 -0300 |
|---|---|---|
| committer | gdkchan <gab.dark.100@gmail.com> | 2018-08-19 22:25:26 -0300 |
| commit | 726de8c46ab10f1b0684fe14bca1ca96ba6d2832 (patch) | |
| tree | 5da68699e9062f1c01ef3da9d9eceb75657b2f93 /Ryujinx.HLE/Gpu/Engines | |
| parent | 056c2840b1851657c3855fb72776837c89ff59d3 (diff) | |
Rendertarget attachments, texture and image changes (#358)
* Add multiple color outputs for fragment shaders
* Add registers and gal enums
* Use textures for framebuffers and split color and zeta framebuffers
* Abstract texture and framebuffer targets as an image
* Share images between framebuffers and textures
* Unstub formats
* Add some formats
* Disable multiple attachments
* Cache framebuffer attachments
* Handle format types
* Add some rendertarget formats
* Code cleanup
* Fixup half float types
* Address feedback
* Disable multiple attachments in shaders
* Add A4B4G4R4 image format
* Add reversed section for image enums
Diffstat (limited to 'Ryujinx.HLE/Gpu/Engines')
| -rw-r--r-- | Ryujinx.HLE/Gpu/Engines/NvGpuEngine2d.cs | 4 | ||||
| -rw-r--r-- | Ryujinx.HLE/Gpu/Engines/NvGpuEngine3d.cs | 71 | ||||
| -rw-r--r-- | Ryujinx.HLE/Gpu/Engines/NvGpuEngine3dReg.cs | 8 |
3 files changed, 68 insertions, 15 deletions
diff --git a/Ryujinx.HLE/Gpu/Engines/NvGpuEngine2d.cs b/Ryujinx.HLE/Gpu/Engines/NvGpuEngine2d.cs index d2c5f126..7fb5ea8a 100644 --- a/Ryujinx.HLE/Gpu/Engines/NvGpuEngine2d.cs +++ b/Ryujinx.HLE/Gpu/Engines/NvGpuEngine2d.cs @@ -154,16 +154,12 @@ namespace Ryujinx.HLE.Gpu.Engines } else if (IsDstFb) { - //Texture -> Frame Buffer copy. - const GalTextureFormat Format = GalTextureFormat.A8B8G8R8; - byte[] Buffer = TextureReader.Read(Vmm, SrcTexture()); Gpu.Renderer.FrameBuffer.SetBufferData( DstKey, DstWidth, DstHeight, - Format, Buffer); } else diff --git a/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3d.cs b/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3d.cs index 6f601244..1d0834dd 100644 --- a/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3d.cs +++ b/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3d.cs @@ -102,7 +102,9 @@ namespace Ryujinx.HLE.Gpu.Engines SetAlphaBlending(State); SetPrimitiveRestart(State); + //Enabling multiple framebuffer attachments cause graphics reggresions SetFrameBuffer(Vmm, 0); + SetZeta(Vmm); long[] Keys = UploadShaders(Vmm); @@ -149,9 +151,11 @@ namespace Ryujinx.HLE.Gpu.Engines int Stencil = ReadRegister(NvGpuEngine3dReg.ClearStencil); SetFrameBuffer(Vmm, FbIndex); + SetZeta(Vmm); Gpu.Renderer.Rasterizer.ClearBuffers( Flags, + FbIndex, Red, Green, Blue, Alpha, Depth, Stencil); @@ -161,6 +165,15 @@ namespace Ryujinx.HLE.Gpu.Engines { long VA = MakeInt64From2xInt32(NvGpuEngine3dReg.FrameBufferNAddress + FbIndex * 0x10); + int Format = ReadRegister(NvGpuEngine3dReg.FrameBufferNFormat + FbIndex * 0x10); + + if (VA == 0 || Format == 0) + { + Gpu.Renderer.FrameBuffer.UnbindColor(FbIndex); + + return; + } + long Key = Vmm.GetPhysicalAddress(VA); FrameBuffers.Add(Key); @@ -168,11 +181,11 @@ namespace Ryujinx.HLE.Gpu.Engines int Width = ReadRegister(NvGpuEngine3dReg.FrameBufferNWidth + FbIndex * 0x10); int Height = ReadRegister(NvGpuEngine3dReg.FrameBufferNHeight + FbIndex * 0x10); - float TX = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNTranslateX + FbIndex * 4); - float TY = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNTranslateY + FbIndex * 4); + float TX = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNTranslateX + FbIndex * 8); + float TY = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNTranslateY + FbIndex * 8); - float SX = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNScaleX + FbIndex * 4); - float SY = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNScaleY + FbIndex * 4); + 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)); @@ -180,12 +193,48 @@ namespace Ryujinx.HLE.Gpu.Engines int VpW = (int)(TX + MathF.Abs(SX)) - VpX; int VpH = (int)(TY + MathF.Abs(SY)) - VpY; - Gpu.Renderer.FrameBuffer.Create(Key, Width, Height); - Gpu.Renderer.FrameBuffer.Bind(Key); + GalImageFormat ImageFormat = ImageFormatConverter.ConvertFrameBuffer((GalFrameBufferFormat)Format); + + GalImage Image = new GalImage(Width, Height, ImageFormat); + + long Size = TextureHelper.GetTextureSize(Image); + + Gpu.Renderer.Texture.CreateFb(Key, Size, Image); + Gpu.Renderer.FrameBuffer.BindColor(Key, FbIndex); Gpu.Renderer.FrameBuffer.SetViewport(VpX, VpY, VpW, VpH); } + private void SetZeta(NvGpuVmm Vmm) + { + long ZA = MakeInt64From2xInt32(NvGpuEngine3dReg.ZetaAddress); + + int Format = ReadRegister(NvGpuEngine3dReg.ZetaFormat); + + bool ZetaEnable = (ReadRegister(NvGpuEngine3dReg.ZetaEnable) & 1) != 0; + + if (ZA == 0 || Format == 0 || !ZetaEnable) + { + Gpu.Renderer.FrameBuffer.UnbindZeta(); + + return; + } + + long Key = Vmm.GetPhysicalAddress(ZA); + + int Width = ReadRegister(NvGpuEngine3dReg.ZetaHoriz); + int Height = ReadRegister(NvGpuEngine3dReg.ZetaVert); + + GalImageFormat ImageFormat = ImageFormatConverter.ConvertZeta((GalZetaFormat)Format); + + GalImage Image = new GalImage(Width, Height, ImageFormat); + + long Size = TextureHelper.GetTextureSize(Image); + + Gpu.Renderer.Texture.CreateFb(Key, Size, Image); + Gpu.Renderer.FrameBuffer.BindZeta(Key); + } + private long[] UploadShaders(NvGpuVmm Vmm) { long[] Keys = new long[5]; @@ -442,15 +491,15 @@ namespace Ryujinx.HLE.Gpu.Engines } else { - GalTexture NewTexture = TextureFactory.MakeTexture(Vmm, TicPosition); + GalImage NewImage = TextureFactory.MakeTexture(Vmm, TicPosition); - long Size = (uint)TextureHelper.GetTextureSize(NewTexture); + long Size = (uint)TextureHelper.GetTextureSize(NewImage); bool HasCachedTexture = false; - if (Gpu.Renderer.Texture.TryGetCachedTexture(Key, Size, out GalTexture Texture)) + if (Gpu.Renderer.Texture.TryGetCachedTexture(Key, Size, out GalImage Image)) { - if (NewTexture.Equals(Texture) && !QueryKeyUpload(Vmm, Key, Size, NvGpuBufferType.Texture)) + if (NewImage.Equals(Image) && !QueryKeyUpload(Vmm, Key, Size, NvGpuBufferType.Texture)) { Gpu.Renderer.Texture.Bind(Key, TexIndex); @@ -462,7 +511,7 @@ namespace Ryujinx.HLE.Gpu.Engines { byte[] Data = TextureFactory.GetTextureData(Vmm, TicPosition); - Gpu.Renderer.Texture.Create(Key, Data, NewTexture); + Gpu.Renderer.Texture.Create(Key, Data, NewImage); } Gpu.Renderer.Texture.Bind(Key, TexIndex); diff --git a/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3dReg.cs b/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3dReg.cs index 39a5ee8c..b03aef02 100644 --- a/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3dReg.cs +++ b/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3dReg.cs @@ -22,7 +22,14 @@ namespace Ryujinx.HLE.Gpu.Engines StencilBackFuncRef = 0x3d5, StencilBackMask = 0x3d6, StencilBackFuncMask = 0x3d7, + ZetaAddress = 0x3f8, + ZetaFormat = 0x3fa, + ZetaBlockDimensions = 0x3fb, + ZetaLayerStride = 0x3fc, VertexAttribNFormat = 0x458, + ZetaHoriz = 0x48a, + ZetaVert = 0x48b, + ZetaArrayMode = 0x48c, DepthTestEnable = 0x4b3, IBlendEnable = 0x4b9, DepthTestFunction = 0x4c3, @@ -44,6 +51,7 @@ namespace Ryujinx.HLE.Gpu.Engines StencilFrontFuncMask = 0x4e6, StencilFrontMask = 0x4e7, VertexArrayElemBase = 0x50d, + ZetaEnable = 0x54e, TexHeaderPoolOffset = 0x55d, TexSamplerPoolOffset = 0x557, StencilTwoSideEnable = 0x565, |
