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-rw-r--r--Ryujinx.HLE/Gpu/NvGpuEngine3d.cs531
1 files changed, 531 insertions, 0 deletions
diff --git a/Ryujinx.HLE/Gpu/NvGpuEngine3d.cs b/Ryujinx.HLE/Gpu/NvGpuEngine3d.cs
new file mode 100644
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--- /dev/null
+++ b/Ryujinx.HLE/Gpu/NvGpuEngine3d.cs
@@ -0,0 +1,531 @@
+using Ryujinx.Graphics.Gal;
+using System;
+using System.Collections.Generic;
+
+namespace Ryujinx.HLE.Gpu
+{
+ 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;
+
+ 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>();
+ }
+
+ public void CallMethod(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
+ {
+ if (Methods.TryGetValue(PBEntry.Method, out NvGpuMethod Method))
+ {
+ Method(Vmm, PBEntry);
+ }
+ else
+ {
+ WriteRegister(PBEntry);
+ }
+ }
+
+ private void VertexEndGl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
+ {
+ SetFrameBuffer(Vmm, 0);
+
+ long[] Tags = UploadShaders(Vmm);
+
+ Gpu.Renderer.BindProgram();
+
+ SetAlphaBlending();
+
+ UploadTextures(Vmm, Tags);
+ UploadUniforms(Vmm);
+ UploadVertexArrays(Vmm);
+ }
+
+ private void ClearBuffers(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
+ {
+ int Arg0 = PBEntry.Arguments[0];
+
+ int FbIndex = (Arg0 >> 6) & 0xf;
+
+ int Layer = (Arg0 >> 10) & 0x3ff;
+
+ GalClearBufferFlags Flags = (GalClearBufferFlags)(Arg0 & 0x3f);
+
+ SetFrameBuffer(Vmm, 0);
+
+ //TODO: Enable this once the frame buffer problems are fixed.
+ //Gpu.Renderer.ClearBuffers(Layer, Flags);
+ }
+
+ private void SetFrameBuffer(NvGpuVmm Vmm, int FbIndex)
+ {
+ long VA = MakeInt64From2xInt32(NvGpuEngine3dReg.FrameBufferNAddress + FbIndex * 0x10);
+
+ long PA = Vmm.GetPhysicalAddress(VA);
+
+ FrameBuffers.Add(PA);
+
+ int Width = ReadRegister(NvGpuEngine3dReg.FrameBufferNWidth + FbIndex * 0x10);
+ int Height = ReadRegister(NvGpuEngine3dReg.FrameBufferNHeight + FbIndex * 0x10);
+
+ //Note: Using the Width/Height results seems to give incorrect results.
+ //Maybe the size of all frame buffers is hardcoded to screen size? This seems unlikely.
+ Gpu.Renderer.CreateFrameBuffer(PA, 1280, 720);
+ Gpu.Renderer.BindFrameBuffer(PA);
+ }
+
+ private long[] UploadShaders(NvGpuVmm Vmm)
+ {
+ long[] Tags = new long[5];
+
+ long BasePosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
+
+ for (int Index = 0; Index < 6; 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)
+ {
+ continue;
+ }
+
+ long Tag = BasePosition + (uint)Offset;
+
+ GalShaderType ShaderType = GetTypeFromProgram(Index);
+
+ Tags[(int)ShaderType] = Tag;
+
+ Gpu.Renderer.CreateShader(Vmm, Tag, ShaderType);
+ Gpu.Renderer.BindShader(Tag);
+ }
+
+ int RawSX = ReadRegister(NvGpuEngine3dReg.ViewportScaleX);
+ int RawSY = ReadRegister(NvGpuEngine3dReg.ViewportScaleY);
+
+ float SX = BitConverter.Int32BitsToSingle(RawSX);
+ float SY = BitConverter.Int32BitsToSingle(RawSY);
+
+ float SignX = MathF.Sign(SX);
+ float SignY = MathF.Sign(SY);
+
+ Gpu.Renderer.SetUniform2F(GalConsts.FlipUniformName, SignX, SignY);
+
+ return Tags;
+ }
+
+ 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 SetAlphaBlending()
+ {
+ //TODO: Support independent blend properly.
+ bool Enable = (ReadRegister(NvGpuEngine3dReg.IBlendNEnable) & 1) != 0;
+
+ Gpu.Renderer.SetBlendEnable(Enable);
+
+ if (!Enable)
+ {
+ //If blend is not enabled, then the other values have no effect.
+ //Note that if it is disabled, the register may contain invalid values.
+ return;
+ }
+
+ bool BlendSeparateAlpha = (ReadRegister(NvGpuEngine3dReg.IBlendNSeparateAlpha) & 1) != 0;
+
+ GalBlendEquation EquationRgb = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationRgb);
+
+ GalBlendFactor FuncSrcRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcRgb);
+ GalBlendFactor FuncDstRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstRgb);
+
+ if (BlendSeparateAlpha)
+ {
+ GalBlendEquation EquationAlpha = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationAlpha);
+
+ GalBlendFactor FuncSrcAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcAlpha);
+ GalBlendFactor FuncDstAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstAlpha);
+
+ Gpu.Renderer.SetBlendSeparate(
+ EquationRgb,
+ EquationAlpha,
+ FuncSrcRgb,
+ FuncDstRgb,
+ FuncSrcAlpha,
+ FuncDstAlpha);
+ }
+ else
+ {
+ Gpu.Renderer.SetBlend(EquationRgb, FuncSrcRgb, FuncDstRgb);
+ }
+ }
+
+ private void UploadTextures(NvGpuVmm Vmm, long[] Tags)
+ {
+ long BaseShPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
+
+ int TextureCbIndex = ReadRegister(NvGpuEngine3dReg.TextureCbIndex);
+
+ //Note: On the emulator renderer, Texture Unit 0 is
+ //reserved for drawing the frame buffer.
+ int TexIndex = 1;
+
+ for (int Index = 0; Index < Tags.Length; Index++)
+ {
+ foreach (ShaderDeclInfo DeclInfo in Gpu.Renderer.GetTextureUsage(Tags[Index]))
+ {
+ long Position = ConstBuffers[Index][TextureCbIndex].Position;
+
+ UploadTexture(Vmm, Position, TexIndex, DeclInfo.Index);
+
+ Gpu.Renderer.SetUniform1(DeclInfo.Name, TexIndex);
+
+ TexIndex++;
+ }
+ }
+ }
+
+ private void UploadTexture(NvGpuVmm Vmm, long BasePosition, int TexIndex, int HndIndex)
+ {
+ long Position = BasePosition + HndIndex * 4;
+
+ int TextureHandle = Vmm.ReadInt32(Position);
+
+ 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 TextureAddress = Vmm.ReadInt64(TicPosition + 4) & 0xffffffffffff;
+
+ long Tag = TextureAddress;
+
+ TextureAddress = Vmm.GetPhysicalAddress(TextureAddress);
+
+ if (IsFrameBufferPosition(TextureAddress))
+ {
+ //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.BindFrameBufferTexture(TextureAddress, TexIndex, Sampler);
+ }
+ else
+ {
+ GalTexture NewTexture = TextureFactory.MakeTexture(Vmm, TicPosition);
+
+ long Size = (uint)TextureHelper.GetTextureSize(NewTexture);
+
+ if (Gpu.Renderer.TryGetCachedTexture(Tag, Size, out GalTexture Texture))
+ {
+ if (NewTexture.Equals(Texture) && !Vmm.IsRegionModified(Tag, Size, NvGpuBufferType.Texture))
+ {
+ Gpu.Renderer.BindTexture(Tag, TexIndex);
+
+ return;
+ }
+ }
+
+ byte[] Data = TextureFactory.GetTextureData(Vmm, TicPosition);
+
+ Gpu.Renderer.SetTextureAndSampler(Tag, Data, NewTexture, Sampler);
+
+ Gpu.Renderer.BindTexture(Tag, TexIndex);
+ }
+ }
+
+ private void UploadUniforms(NvGpuVmm Vmm)
+ {
+ long BasePosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
+
+ for (int Index = 0; Index < 5; Index++)
+ {
+ int Control = ReadRegister(NvGpuEngine3dReg.ShaderNControl + (Index + 1) * 0x10);
+ int Offset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + (Index + 1) * 0x10);
+
+ //Note: Vertex Program (B) is always enabled.
+ bool Enable = (Control & 1) != 0 || Index == 0;
+
+ if (!Enable)
+ {
+ continue;
+ }
+
+ for (int Cbuf = 0; Cbuf < ConstBuffers.Length; Cbuf++)
+ {
+ ConstBuffer Cb = ConstBuffers[Index][Cbuf];
+
+ if (Cb.Enabled)
+ {
+ byte[] Data = Vmm.ReadBytes(Cb.Position, (uint)Cb.Size);
+
+ Gpu.Renderer.SetConstBuffer(BasePosition + (uint)Offset, Cbuf, Data);
+ }
+ }
+ }
+ }
+
+ private void UploadVertexArrays(NvGpuVmm Vmm)
+ {
+ long IndexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);
+
+ int IndexSize = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
+ int IndexFirst = ReadRegister(NvGpuEngine3dReg.IndexBatchFirst);
+ int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);
+
+ GalIndexFormat IndexFormat = (GalIndexFormat)IndexSize;
+
+ IndexSize = 1 << IndexSize;
+
+ if (IndexSize > 4)
+ {
+ throw new InvalidOperationException();
+ }
+
+ if (IndexSize != 0)
+ {
+ int IbSize = IndexCount * IndexSize;
+
+ bool IboCached = Gpu.Renderer.IsIboCached(IndexPosition, (uint)IbSize);
+
+ if (!IboCached || Vmm.IsRegionModified(IndexPosition, (uint)IbSize, NvGpuBufferType.Index))
+ {
+ byte[] Data = Vmm.ReadBytes(IndexPosition, (uint)IbSize);
+
+ Gpu.Renderer.CreateIbo(IndexPosition, Data);
+ }
+
+ Gpu.Renderer.SetIndexArray(IndexPosition, 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));
+ }
+
+ int VertexFirst = ReadRegister(NvGpuEngine3dReg.VertexArrayFirst);
+ int VertexCount = ReadRegister(NvGpuEngine3dReg.VertexArrayCount);
+
+ int PrimCtrl = ReadRegister(NvGpuEngine3dReg.VertexBeginGl);
+
+ for (int Index = 0; Index < 32; Index++)
+ {
+ if (Attribs[Index] == null)
+ {
+ continue;
+ }
+
+ int Control = ReadRegister(NvGpuEngine3dReg.VertexArrayNControl + Index * 4);
+
+ bool Enable = (Control & 0x1000) != 0;
+
+ long VertexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + Index * 4);
+ long VertexEndPos = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNEndAddr + Index * 2);
+
+ if (!Enable)
+ {
+ continue;
+ }
+
+ int Stride = Control & 0xfff;
+
+ long VbSize = 0;
+
+ if (IndexCount != 0)
+ {
+ VbSize = (VertexEndPos - VertexPosition) + 1;
+ }
+ else
+ {
+ VbSize = VertexCount * Stride;
+ }
+
+ bool VboCached = Gpu.Renderer.IsVboCached(VertexPosition, VbSize);
+
+ if (!VboCached || Vmm.IsRegionModified(VertexPosition, VbSize, NvGpuBufferType.Vertex))
+ {
+ byte[] Data = Vmm.ReadBytes(VertexPosition, VbSize);
+
+ Gpu.Renderer.CreateVbo(VertexPosition, Data);
+ }
+
+ Gpu.Renderer.SetVertexArray(Index, Stride, VertexPosition, Attribs[Index].ToArray());
+ }
+
+ GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff);
+
+ if (IndexCount != 0)
+ {
+ Gpu.Renderer.DrawElements(IndexPosition, IndexFirst, PrimType);
+ }
+ else
+ {
+ Gpu.Renderer.DrawArrays(VertexFirst, VertexCount, PrimType);
+ }
+ }
+
+ private void QueryControl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
+ {
+ long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.QueryAddress);
+
+ int Seq = Registers[(int)NvGpuEngine3dReg.QuerySequence];
+ int Ctrl = Registers[(int)NvGpuEngine3dReg.QueryControl];
+
+ int Mode = Ctrl & 3;
+
+ if (Mode == 0)
+ {
+ //Write mode.
+ Vmm.WriteInt32(Position, Seq);
+ }
+
+ WriteRegister(PBEntry);
+ }
+
+ 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);
+ }
+
+ 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);
+
+ ConstBuffers[Stage][Index].Position = Position;
+ ConstBuffers[Stage][Index].Enabled = Enabled;
+
+ ConstBuffers[Stage][Index].Size = ReadRegister(NvGpuEngine3dReg.ConstBufferSize);
+ }
+
+ 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 void WriteRegister(NvGpuEngine3dReg Reg, int Value)
+ {
+ Registers[(int)Reg] = Value;
+ }
+
+ public bool IsFrameBufferPosition(long Position)
+ {
+ return FrameBuffers.Contains(Position);
+ }
+ }
+} \ No newline at end of file