aboutsummaryrefslogtreecommitdiff
path: root/Ryujinx.HLE/Gpu/Engines
diff options
context:
space:
mode:
authorReinUsesLisp <reinuseslisp@airmail.cc>2018-08-19 22:25:26 -0300
committergdkchan <gab.dark.100@gmail.com>2018-08-19 22:25:26 -0300
commit726de8c46ab10f1b0684fe14bca1ca96ba6d2832 (patch)
tree5da68699e9062f1c01ef3da9d9eceb75657b2f93 /Ryujinx.HLE/Gpu/Engines
parent056c2840b1851657c3855fb72776837c89ff59d3 (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.cs4
-rw-r--r--Ryujinx.HLE/Gpu/Engines/NvGpuEngine3d.cs71
-rw-r--r--Ryujinx.HLE/Gpu/Engines/NvGpuEngine3dReg.cs8
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,