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-rw-r--r--Ryujinx.Graphics/NvGpuEngine3d.cs898
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diff --git a/Ryujinx.Graphics/NvGpuEngine3d.cs b/Ryujinx.Graphics/NvGpuEngine3d.cs
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+using Ryujinx.Graphics.Gal;
+using Ryujinx.Graphics.Memory;
+using Ryujinx.Graphics.Texture;
+using System;
+using System.Collections.Generic;
+
+namespace Ryujinx.Graphics
+{
+ public 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 HashSet<long> FrameBuffers;
+
+ private List<long>[] UploadedKeys;
+
+ 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];
+ }
+
+ FrameBuffers = new HashSet<long>();
+
+ UploadedKeys = new List<long>[(int)NvGpuBufferType.Count];
+
+ for (int i = 0; i < UploadedKeys.Length; i++)
+ {
+ UploadedKeys[i] = new List<long>();
+ }
+ }
+
+ public void CallMethod(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
+ {
+ if (Methods.TryGetValue(PBEntry.Method, out NvGpuMethod Method))
+ {
+ Method(Vmm, PBEntry);
+ }
+ else
+ {
+ WriteRegister(PBEntry);
+ }
+ }
+
+ public void ResetCache()
+ {
+ foreach (List<long> Uploaded in UploadedKeys)
+ {
+ Uploaded.Clear();
+ }
+ }
+
+ private void VertexEndGl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
+ {
+ LockCaches();
+
+ GalPipelineState State = new GalPipelineState();
+
+ SetFlip(State);
+ SetFrontFace(State);
+ SetCullFace(State);
+ SetDepth(State);
+ SetStencil(State);
+ SetAlphaBlending(State);
+ SetPrimitiveRestart(State);
+
+ for (int FbIndex = 0; FbIndex < 8; FbIndex++)
+ {
+ SetFrameBuffer(Vmm, 0);
+ }
+
+ 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, NvGpuPBEntry PBEntry)
+ {
+ int Arg0 = PBEntry.Arguments[0];
+
+ int FbIndex = (Arg0 >> 6) & 0xf;
+
+ GalClearBufferFlags Flags = (GalClearBufferFlags)(Arg0 & 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, FbIndex);
+
+ SetZeta(Vmm);
+
+ Gpu.Renderer.Rasterizer.ClearBuffers(
+ Flags,
+ FbIndex,
+ Red, Green, Blue, Alpha,
+ Depth,
+ Stencil);
+ }
+
+ private void SetFrameBuffer(NvGpuVmm Vmm, int FbIndex)
+ {
+ long VA = MakeInt64From2xInt32(NvGpuEngine3dReg.FrameBufferNAddress + FbIndex * 0x10);
+
+ int Format = ReadRegister(NvGpuEngine3dReg.FrameBufferNFormat + FbIndex * 0x10);
+
+ if (VA == 0 || Format == 0)
+ {
+ Gpu.Renderer.RenderTarget.UnbindColor(FbIndex);
+
+ return;
+ }
+
+ long Key = Vmm.GetPhysicalAddress(VA);
+
+ FrameBuffers.Add(Key);
+
+ int Width = ReadRegister(NvGpuEngine3dReg.FrameBufferNWidth + FbIndex * 0x10);
+ int Height = ReadRegister(NvGpuEngine3dReg.FrameBufferNHeight + FbIndex * 0x10);
+
+ 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 ImageFormat = ImageUtils.ConvertSurface((GalSurfaceFormat)Format);
+
+ GalImage Image = new GalImage(Width, Height, ImageFormat);
+
+ long Size = ImageUtils.GetSize(Image);
+
+ Gpu.Renderer.Texture.CreateFb(Key, Size, Image);
+
+ Gpu.Renderer.RenderTarget.BindColor(Key, FbIndex);
+
+ Gpu.Renderer.RenderTarget.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.RenderTarget.UnbindZeta();
+
+ return;
+ }
+
+ long Key = Vmm.GetPhysicalAddress(ZA);
+
+ int Width = ReadRegister(NvGpuEngine3dReg.ZetaHoriz);
+ int Height = ReadRegister(NvGpuEngine3dReg.ZetaVert);
+
+ GalImageFormat ImageFormat = ImageUtils.ConvertZeta((GalZetaFormat)Format);
+
+ GalImage Image = new GalImage(Width, Height, ImageFormat);
+
+ long Size = ImageUtils.GetSize(Image);
+
+ Gpu.Renderer.Texture.CreateFb(Key, Size, Image);
+
+ Gpu.Renderer.RenderTarget.BindZeta(Key);
+ }
+
+ 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 SetFlip(GalPipelineState State)
+ {
+ State.FlipX = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleX);
+ State.FlipY = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleY);
+ }
+
+ 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 = (ReadRegister(NvGpuEngine3dReg.CullFaceEnable) & 1) != 0;
+
+ if (State.CullFaceEnabled)
+ {
+ State.CullFace = (GalCullFace)ReadRegister(NvGpuEngine3dReg.CullFace);
+ }
+ }
+
+ private void SetDepth(GalPipelineState State)
+ {
+ State.DepthTestEnabled = (ReadRegister(NvGpuEngine3dReg.DepthTestEnable) & 1) != 0;
+
+ if (State.DepthTestEnabled)
+ {
+ State.DepthFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.DepthTestFunction);
+ }
+ }
+
+ private void SetStencil(GalPipelineState State)
+ {
+ State.StencilTestEnabled = (ReadRegister(NvGpuEngine3dReg.StencilEnable) & 1) != 0;
+
+ 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 SetAlphaBlending(GalPipelineState State)
+ {
+ //TODO: Support independent blend properly.
+ State.BlendEnabled = (ReadRegister(NvGpuEngine3dReg.IBlendNEnable) & 1) != 0;
+
+ if (State.BlendEnabled)
+ {
+ State.BlendSeparateAlpha = (ReadRegister(NvGpuEngine3dReg.IBlendNSeparateAlpha) & 1) != 0;
+
+ State.BlendEquationRgb = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationRgb);
+ State.BlendFuncSrcRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcRgb);
+ State.BlendFuncDstRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstRgb);
+ State.BlendEquationAlpha = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationAlpha);
+ State.BlendFuncSrcAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcAlpha);
+ State.BlendFuncDstAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstAlpha);
+ }
+ }
+
+ private void SetPrimitiveRestart(GalPipelineState State)
+ {
+ State.PrimitiveRestartEnabled = (ReadRegister(NvGpuEngine3dReg.PrimRestartEnable) & 1) != 0;
+
+ if (State.PrimitiveRestartEnabled)
+ {
+ State.PrimitiveRestartIndex = (uint)ReadRegister(NvGpuEngine3dReg.PrimRestartIndex);
+ }
+ }
+
+ private void SetRenderTargets()
+ {
+ bool SeparateFragData = (ReadRegister(NvGpuEngine3dReg.RTSeparateFragData) & 1) != 0;
+
+ if (SeparateFragData)
+ {
+ uint Control = (uint)(ReadRegister(NvGpuEngine3dReg.RTControl));
+
+ uint Count = Control & 0xf;
+
+ int[] Map = new int[Count];
+
+ for (int i = 0; i < Count; i++)
+ {
+ int Shift = 4 + i * 3;
+
+ Map[i] = (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);
+
+ int TexIndex = 0;
+
+ 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);
+
+ UploadTexture(Vmm, TexIndex, TextureHandle);
+
+ TexIndex++;
+ }
+ }
+ }
+
+ private void UploadTexture(NvGpuVmm Vmm, int TexIndex, int TextureHandle)
+ {
+ if (TextureHandle == 0)
+ {
+ //TODO: Is this correct?
+ //Some games like puyo puyo will have 0 handles.
+ //It may be just normal behaviour or a bug caused by sync issues.
+ //The game does initialize the value properly after through.
+ return;
+ }
+
+ int TicIndex = (TextureHandle >> 0) & 0xfffff;
+ int TscIndex = (TextureHandle >> 20) & 0xfff;
+
+ long TicPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexHeaderPoolOffset);
+ long TscPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexSamplerPoolOffset);
+
+ TicPosition += TicIndex * 0x20;
+ TscPosition += TscIndex * 0x20;
+
+ GalTextureSampler Sampler = TextureFactory.MakeSampler(Gpu, Vmm, TscPosition);
+
+ long Key = Vmm.ReadInt64(TicPosition + 4) & 0xffffffffffff;
+
+ Key = Vmm.GetPhysicalAddress(Key);
+
+ if (Key == -1)
+ {
+ //FIXME: Should'nt ignore invalid addresses.
+ return;
+ }
+
+ if (IsFrameBufferPosition(Key))
+ {
+ //This texture is a frame buffer texture,
+ //we shouldn't read anything from memory and bind
+ //the frame buffer texture instead, since we're not
+ //really writing anything to memory.
+ Gpu.Renderer.RenderTarget.BindTexture(Key, TexIndex);
+ }
+ else
+ {
+ GalImage NewImage = TextureFactory.MakeTexture(Vmm, TicPosition);
+
+ long Size = (uint)ImageUtils.GetSize(NewImage);
+
+ bool HasCachedTexture = false;
+
+ if (Gpu.Renderer.Texture.TryGetCachedTexture(Key, Size, out GalImage Image))
+ {
+ if (NewImage.Equals(Image) && !QueryKeyUpload(Vmm, Key, Size, NvGpuBufferType.Texture))
+ {
+ Gpu.Renderer.Texture.Bind(Key, TexIndex);
+
+ HasCachedTexture = true;
+ }
+ }
+
+ if (!HasCachedTexture)
+ {
+ byte[] Data = TextureFactory.GetTextureData(Vmm, TicPosition);
+
+ Gpu.Renderer.Texture.Create(Key, Data, NewImage);
+ }
+
+ Gpu.Renderer.Texture.Bind(Key, TexIndex);
+ }
+
+ Gpu.Renderer.Texture.SetSampler(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 (QueryKeyUpload(Vmm, Key, Cb.Size, NvGpuBufferType.ConstBuffer))
+ {
+ IntPtr Source = Vmm.GetHostAddress(Cb.Position, Cb.Size);
+
+ Gpu.Renderer.Buffer.SetData(Key, Cb.Size, Source);
+ }
+
+ State.ConstBufferKeys[Stage][DeclInfo.Cbuf] = Key;
+ }
+ }
+ }
+
+ private void UploadVertexArrays(NvGpuVmm Vmm, GalPipelineState State)
+ {
+ long IndexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);
+
+ long IboKey = Vmm.GetPhysicalAddress(IndexPosition);
+
+ int IndexEntryFmt = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
+ int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);
+
+ GalIndexFormat IndexFormat = (GalIndexFormat)IndexEntryFmt;
+
+ int IndexEntrySize = 1 << IndexEntryFmt;
+
+ if (IndexEntrySize > 4)
+ {
+ throw new InvalidOperationException();
+ }
+
+ if (IndexCount != 0)
+ {
+ int IbSize = IndexCount * IndexEntrySize;
+
+ bool IboCached = Gpu.Renderer.Rasterizer.IsIboCached(IboKey, (uint)IbSize);
+
+ if (!IboCached || QueryKeyUpload(Vmm, IboKey, (uint)IbSize, NvGpuBufferType.Index))
+ {
+ IntPtr DataAddress = Vmm.GetHostAddress(IndexPosition, IbSize);
+
+ Gpu.Renderer.Rasterizer.CreateIbo(IboKey, IbSize, DataAddress);
+ }
+
+ Gpu.Renderer.Rasterizer.SetIndexArray(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>();
+ }
+
+ Attribs[ArrayIndex].Add(new GalVertexAttrib(
+ Attr,
+ ((Packed >> 6) & 0x1) != 0,
+ (Packed >> 7) & 0x3fff,
+ (GalVertexAttribSize)((Packed >> 21) & 0x3f),
+ (GalVertexAttribType)((Packed >> 27) & 0x7),
+ ((Packed >> 31) & 0x1) != 0));
+ }
+
+ 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 VertexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + Index * 4);
+ long VertexEndPos = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNEndAddr + Index * 2);
+
+ int VertexDivisor = ReadRegister(NvGpuEngine3dReg.VertexArrayNDivisor + Index * 4);
+
+ bool Instanced = (ReadRegister(NvGpuEngine3dReg.VertexArrayNInstance + Index) & 1) != 0;
+
+ int Stride = Control & 0xfff;
+
+ if (Instanced && VertexDivisor != 0)
+ {
+ VertexPosition += Stride * (CurrentInstance / VertexDivisor);
+ }
+
+ if (VertexPosition > VertexEndPos)
+ {
+ //Instance is invalid, ignore the draw call
+ continue;
+ }
+
+ long VboKey = Vmm.GetPhysicalAddress(VertexPosition);
+
+ long VbSize = (VertexEndPos - VertexPosition) + 1;
+
+ bool VboCached = Gpu.Renderer.Rasterizer.IsVboCached(VboKey, VbSize);
+
+ if (!VboCached || QueryKeyUpload(Vmm, VboKey, VbSize, NvGpuBufferType.Vertex))
+ {
+ IntPtr DataAddress = Vmm.GetHostAddress(VertexPosition, VbSize);
+
+ Gpu.Renderer.Rasterizer.CreateVbo(VboKey, (int)VbSize, DataAddress);
+ }
+
+ 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);
+
+ 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);
+
+ 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, NvGpuPBEntry PBEntry)
+ {
+ WriteRegister(PBEntry);
+
+ 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 = (uint)Environment.TickCount;
+
+ Timestamp = (long)(Timestamp * 615384.615385);
+
+ Vmm.WriteInt64(Position + 0, Counter);
+ Vmm.WriteInt64(Position + 8, Timestamp);
+
+ break;
+ }
+ }
+ }
+
+ private void CbData(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
+ {
+ long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.ConstBufferAddress);
+
+ int Offset = ReadRegister(NvGpuEngine3dReg.ConstBufferOffset);
+
+ foreach (int Arg in PBEntry.Arguments)
+ {
+ Vmm.WriteInt32(Position + Offset, Arg);
+
+ Offset += 4;
+ }
+
+ WriteRegister(NvGpuEngine3dReg.ConstBufferOffset, Offset);
+
+ UploadedKeys[(int)NvGpuBufferType.ConstBuffer].Clear();
+ }
+
+ private void CbBind(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
+ {
+ int Stage = (PBEntry.Method - 0x904) >> 3;
+
+ int Index = PBEntry.Arguments[0];
+
+ 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(NvGpuPBEntry PBEntry)
+ {
+ int ArgsCount = PBEntry.Arguments.Count;
+
+ if (ArgsCount > 0)
+ {
+ Registers[PBEntry.Method] = PBEntry.Arguments[ArgsCount - 1];
+ }
+ }
+
+ private int ReadRegister(NvGpuEngine3dReg Reg)
+ {
+ return Registers[(int)Reg];
+ }
+
+ private float ReadRegisterFloat(NvGpuEngine3dReg Reg)
+ {
+ return BitConverter.Int32BitsToSingle(ReadRegister(Reg));
+ }
+
+ private void WriteRegister(NvGpuEngine3dReg Reg, int Value)
+ {
+ Registers[(int)Reg] = Value;
+ }
+
+ public bool IsFrameBufferPosition(long Position)
+ {
+ return FrameBuffers.Contains(Position);
+ }
+
+ private bool QueryKeyUpload(NvGpuVmm Vmm, long Key, long Size, NvGpuBufferType Type)
+ {
+ List<long> Uploaded = UploadedKeys[(int)Type];
+
+ if (Uploaded.Contains(Key))
+ {
+ return false;
+ }
+
+ Uploaded.Add(Key);
+
+ return Vmm.IsRegionModified(Key, Size, Type);
+ }
+ }
+}