diff options
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClass.cs')
| -rw-r--r-- | src/Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClass.cs | 620 |
1 files changed, 620 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClass.cs b/src/Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClass.cs new file mode 100644 index 00000000..caeee18e --- /dev/null +++ b/src/Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClass.cs @@ -0,0 +1,620 @@ +using Ryujinx.Graphics.Device; +using Ryujinx.Graphics.GAL; +using Ryujinx.Graphics.Gpu.Engine.GPFifo; +using Ryujinx.Graphics.Gpu.Engine.InlineToMemory; +using Ryujinx.Graphics.Gpu.Engine.Threed.Blender; +using System; +using System.Collections.Generic; +using System.Runtime.CompilerServices; + +namespace Ryujinx.Graphics.Gpu.Engine.Threed +{ + /// <summary> + /// Represents a 3D engine class. + /// </summary> + class ThreedClass : IDeviceState + { + private readonly GpuContext _context; + private readonly GPFifoClass _fifoClass; + private readonly DeviceStateWithShadow<ThreedClassState> _state; + + private readonly InlineToMemoryClass _i2mClass; + private readonly AdvancedBlendManager _blendManager; + private readonly DrawManager _drawManager; + private readonly SemaphoreUpdater _semaphoreUpdater; + private readonly ConstantBufferUpdater _cbUpdater; + private readonly StateUpdater _stateUpdater; + + /// <summary> + /// Creates a new instance of the 3D engine class. + /// </summary> + /// <param name="context">GPU context</param> + /// <param name="channel">GPU channel</param> + public ThreedClass(GpuContext context, GpuChannel channel, GPFifoClass fifoClass) + { + _context = context; + _fifoClass = fifoClass; + _state = new DeviceStateWithShadow<ThreedClassState>(new Dictionary<string, RwCallback> + { + { nameof(ThreedClassState.LaunchDma), new RwCallback(LaunchDma, null) }, + { nameof(ThreedClassState.LoadInlineData), new RwCallback(LoadInlineData, null) }, + { nameof(ThreedClassState.SyncpointAction), new RwCallback(IncrementSyncpoint, null) }, + { nameof(ThreedClassState.InvalidateSamplerCacheNoWfi), new RwCallback(InvalidateSamplerCacheNoWfi, null) }, + { nameof(ThreedClassState.InvalidateTextureHeaderCacheNoWfi), new RwCallback(InvalidateTextureHeaderCacheNoWfi, null) }, + { nameof(ThreedClassState.TextureBarrier), new RwCallback(TextureBarrier, null) }, + { nameof(ThreedClassState.LoadBlendUcodeStart), new RwCallback(LoadBlendUcodeStart, null) }, + { nameof(ThreedClassState.LoadBlendUcodeInstruction), new RwCallback(LoadBlendUcodeInstruction, null) }, + { nameof(ThreedClassState.TextureBarrierTiled), new RwCallback(TextureBarrierTiled, null) }, + { nameof(ThreedClassState.DrawTextureSrcY), new RwCallback(DrawTexture, null) }, + { nameof(ThreedClassState.DrawVertexArrayBeginEndInstanceFirst), new RwCallback(DrawVertexArrayBeginEndInstanceFirst, null) }, + { nameof(ThreedClassState.DrawVertexArrayBeginEndInstanceSubsequent), new RwCallback(DrawVertexArrayBeginEndInstanceSubsequent, null) }, + { nameof(ThreedClassState.VbElementU8), new RwCallback(VbElementU8, null) }, + { nameof(ThreedClassState.VbElementU16), new RwCallback(VbElementU16, null) }, + { nameof(ThreedClassState.VbElementU32), new RwCallback(VbElementU32, null) }, + { nameof(ThreedClassState.ResetCounter), new RwCallback(ResetCounter, null) }, + { nameof(ThreedClassState.RenderEnableCondition), new RwCallback(null, Zero) }, + { nameof(ThreedClassState.DrawEnd), new RwCallback(DrawEnd, null) }, + { nameof(ThreedClassState.DrawBegin), new RwCallback(DrawBegin, null) }, + { nameof(ThreedClassState.DrawIndexBuffer32BeginEndInstanceFirst), new RwCallback(DrawIndexBuffer32BeginEndInstanceFirst, null) }, + { nameof(ThreedClassState.DrawIndexBuffer16BeginEndInstanceFirst), new RwCallback(DrawIndexBuffer16BeginEndInstanceFirst, null) }, + { nameof(ThreedClassState.DrawIndexBuffer8BeginEndInstanceFirst), new RwCallback(DrawIndexBuffer8BeginEndInstanceFirst, null) }, + { nameof(ThreedClassState.DrawIndexBuffer32BeginEndInstanceSubsequent), new RwCallback(DrawIndexBuffer32BeginEndInstanceSubsequent, null) }, + { nameof(ThreedClassState.DrawIndexBuffer16BeginEndInstanceSubsequent), new RwCallback(DrawIndexBuffer16BeginEndInstanceSubsequent, null) }, + { nameof(ThreedClassState.DrawIndexBuffer8BeginEndInstanceSubsequent), new RwCallback(DrawIndexBuffer8BeginEndInstanceSubsequent, null) }, + { nameof(ThreedClassState.IndexBufferCount), new RwCallback(SetIndexBufferCount, null) }, + { nameof(ThreedClassState.Clear), new RwCallback(Clear, null) }, + { nameof(ThreedClassState.SemaphoreControl), new RwCallback(Report, null) }, + { nameof(ThreedClassState.SetFalcon04), new RwCallback(SetFalcon04, null) }, + { nameof(ThreedClassState.UniformBufferUpdateData), new RwCallback(ConstantBufferUpdate, null) }, + { nameof(ThreedClassState.UniformBufferBindVertex), new RwCallback(ConstantBufferBindVertex, null) }, + { nameof(ThreedClassState.UniformBufferBindTessControl), new RwCallback(ConstantBufferBindTessControl, null) }, + { nameof(ThreedClassState.UniformBufferBindTessEvaluation), new RwCallback(ConstantBufferBindTessEvaluation, null) }, + { nameof(ThreedClassState.UniformBufferBindGeometry), new RwCallback(ConstantBufferBindGeometry, null) }, + { nameof(ThreedClassState.UniformBufferBindFragment), new RwCallback(ConstantBufferBindFragment, null) } + }); + + _i2mClass = new InlineToMemoryClass(context, channel, initializeState: false); + + var spec = new SpecializationStateUpdater(context); + var drawState = new DrawState(); + + _drawManager = new DrawManager(context, channel, _state, drawState, spec); + _blendManager = new AdvancedBlendManager(_state); + _semaphoreUpdater = new SemaphoreUpdater(context, channel, _state); + _cbUpdater = new ConstantBufferUpdater(channel, _state); + _stateUpdater = new StateUpdater(context, channel, _state, drawState, _blendManager, spec); + + // This defaults to "always", even without any register write. + // Reads just return 0, regardless of what was set there. + _state.State.RenderEnableCondition = Condition.Always; + } + + /// <summary> + /// Reads data from the class registers. + /// </summary> + /// <param name="offset">Register byte offset</param> + /// <returns>Data at the specified offset</returns> + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public int Read(int offset) => _state.Read(offset); + + /// <summary> + /// Writes data to the class registers. + /// </summary> + /// <param name="offset">Register byte offset</param> + /// <param name="data">Data to be written</param> + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public void Write(int offset, int data) + { + _state.WriteWithRedundancyCheck(offset, data, out bool valueChanged); + + if (valueChanged) + { + _stateUpdater.SetDirty(offset); + } + } + + /// <summary> + /// Sets the shadow ram control value of all sub-channels. + /// </summary> + /// <param name="control">New shadow ram control value</param> + public void SetShadowRamControl(int control) + { + _state.State.SetMmeShadowRamControl = (uint)control; + } + + /// <summary> + /// Updates current host state for all registers modified since the last call to this method. + /// </summary> + public void UpdateState() + { + _fifoClass.CreatePendingSyncs(); + _cbUpdater.FlushUboDirty(); + _stateUpdater.Update(); + } + + /// <summary> + /// Updates current host state for all registers modified since the last call to this method. + /// </summary> + /// <param name="mask">Mask where each bit set indicates that the respective state group index should be checked</param> + public void UpdateState(ulong mask) + { + _stateUpdater.Update(mask); + } + + /// <summary> + /// Updates render targets (color and depth-stencil buffers) based on current render target state. + /// </summary> + /// <param name="updateFlags">Flags indicating which render targets should be updated and how</param> + /// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param> + public void UpdateRenderTargetState(RenderTargetUpdateFlags updateFlags, int singleUse = -1) + { + _stateUpdater.UpdateRenderTargetState(updateFlags, singleUse); + } + + /// <summary> + /// Updates scissor based on current render target state. + /// </summary> + public void UpdateScissorState() + { + _stateUpdater.UpdateScissorState(); + } + + /// <summary> + /// Marks the entire state as dirty, forcing a full host state update before the next draw. + /// </summary> + public void ForceStateDirty() + { + _drawManager.ForceStateDirty(); + _stateUpdater.SetAllDirty(); + } + + /// <summary> + /// Marks the specified register offset as dirty, forcing the associated state to update on the next draw. + /// </summary> + /// <param name="offset">Register offset</param> + public void ForceStateDirty(int offset) + { + _stateUpdater.SetDirty(offset); + } + + /// <summary> + /// Forces the shaders to be rebound on the next draw. + /// </summary> + public void ForceShaderUpdate() + { + _stateUpdater.ForceShaderUpdate(); + } + + /// <summary> + /// Create any syncs from WaitForIdle command that are currently pending. + /// </summary> + public void CreatePendingSyncs() + { + _fifoClass.CreatePendingSyncs(); + } + + /// <summary> + /// Flushes any queued UBO updates. + /// </summary> + public void FlushUboDirty() + { + _cbUpdater.FlushUboDirty(); + } + + /// <summary> + /// Perform any deferred draws. + /// </summary> + public void PerformDeferredDraws() + { + _drawManager.PerformDeferredDraws(); + } + + /// <summary> + /// Updates the currently bound constant buffer. + /// </summary> + /// <param name="data">Data to be written to the buffer</param> + public void ConstantBufferUpdate(ReadOnlySpan<int> data) + { + _cbUpdater.Update(data); + } + + /// <summary> + /// Launches the Inline-to-Memory DMA copy operation. + /// </summary> + /// <param name="argument">Method call argument</param> + private void LaunchDma(int argument) + { + _i2mClass.LaunchDma(ref Unsafe.As<ThreedClassState, InlineToMemoryClassState>(ref _state.State), argument); + } + + /// <summary> + /// Pushes a block of data to the Inline-to-Memory engine. + /// </summary> + /// <param name="data">Data to push</param> + public void LoadInlineData(ReadOnlySpan<int> data) + { + _i2mClass.LoadInlineData(data); + } + + /// <summary> + /// Pushes a word of data to the Inline-to-Memory engine. + /// </summary> + /// <param name="argument">Method call argument</param> + private void LoadInlineData(int argument) + { + _i2mClass.LoadInlineData(argument); + } + + /// <summary> + /// Performs an incrementation on a syncpoint. + /// </summary> + /// <param name="argument">Method call argument</param> + public void IncrementSyncpoint(int argument) + { + uint syncpointId = (uint)argument & 0xFFFF; + + _context.AdvanceSequence(); + _context.CreateHostSyncIfNeeded(true, true); + _context.Renderer.UpdateCounters(); // Poll the query counters, the game may want an updated result. + _context.Synchronization.IncrementSyncpoint(syncpointId); + } + + /// <summary> + /// Invalidates the cache with the sampler descriptors from the sampler pool. + /// </summary> + /// <param name="argument">Method call argument (unused)</param> + private void InvalidateSamplerCacheNoWfi(int argument) + { + _context.AdvanceSequence(); + } + + /// <summary> + /// Invalidates the cache with the texture descriptors from the texture pool. + /// </summary> + /// <param name="argument">Method call argument (unused)</param> + private void InvalidateTextureHeaderCacheNoWfi(int argument) + { + _context.AdvanceSequence(); + } + + /// <summary> + /// Issues a texture barrier. + /// This waits until previous texture writes from the GPU to finish, before + /// performing new operations with said textures. + /// </summary> + /// <param name="argument">Method call argument (unused)</param> + private void TextureBarrier(int argument) + { + _context.Renderer.Pipeline.TextureBarrier(); + } + + /// <summary> + /// Sets the start offset of the blend microcode in memory. + /// </summary> + /// <param name="argument">Method call argument</param> + private void LoadBlendUcodeStart(int argument) + { + _blendManager.LoadBlendUcodeStart(argument); + } + + /// <summary> + /// Pushes one word of blend microcode. + /// </summary> + /// <param name="argument">Method call argument</param> + private void LoadBlendUcodeInstruction(int argument) + { + _blendManager.LoadBlendUcodeInstruction(argument); + } + + /// <summary> + /// Issues a texture barrier. + /// This waits until previous texture writes from the GPU to finish, before + /// performing new operations with said textures. + /// This performs a per-tile wait, it is only valid if both the previous write + /// and current access has the same access patterns. + /// This may be faster than the regular barrier on tile-based rasterizers. + /// </summary> + /// <param name="argument">Method call argument (unused)</param> + private void TextureBarrierTiled(int argument) + { + _context.Renderer.Pipeline.TextureBarrierTiled(); + } + + /// <summary> + /// Draws a texture, without needing to specify shader programs. + /// </summary> + /// <param name="argument">Method call argument</param> + private void DrawTexture(int argument) + { + _drawManager.DrawTexture(this, argument); + } + + /// <summary> + /// Performs a non-indexed draw with the specified topology, index and count. + /// </summary> + /// <param name="argument">Method call argument</param> + private void DrawVertexArrayBeginEndInstanceFirst(int argument) + { + _drawManager.DrawVertexArrayBeginEndInstanceFirst(this, argument); + } + + /// <summary> + /// Performs a non-indexed draw with the specified topology, index and count, + /// while incrementing the current instance. + /// </summary> + /// <param name="argument">Method call argument</param> + private void DrawVertexArrayBeginEndInstanceSubsequent(int argument) + { + _drawManager.DrawVertexArrayBeginEndInstanceSubsequent(this, argument); + } + + /// <summary> + /// Pushes four 8-bit index buffer elements. + /// </summary> + /// <param name="argument">Method call argument</param> + private void VbElementU8(int argument) + { + _drawManager.VbElementU8(argument); + } + + /// <summary> + /// Pushes two 16-bit index buffer elements. + /// </summary> + /// <param name="argument">Method call argument</param> + private void VbElementU16(int argument) + { + _drawManager.VbElementU16(argument); + } + + /// <summary> + /// Pushes one 32-bit index buffer element. + /// </summary> + /// <param name="argument">Method call argument</param> + private void VbElementU32(int argument) + { + _drawManager.VbElementU32(argument); + } + + /// <summary> + /// Resets the value of an internal GPU counter back to zero. + /// </summary> + /// <param name="argument">Method call argument</param> + private void ResetCounter(int argument) + { + _semaphoreUpdater.ResetCounter(argument); + } + + /// <summary> + /// Finishes the draw call. + /// This draws geometry on the bound buffers based on the current GPU state. + /// </summary> + /// <param name="argument">Method call argument</param> + private void DrawEnd(int argument) + { + _drawManager.DrawEnd(this, argument); + } + + /// <summary> + /// Starts draw. + /// This sets primitive type and instanced draw parameters. + /// </summary> + /// <param name="argument">Method call argument</param> + private void DrawBegin(int argument) + { + _drawManager.DrawBegin(argument); + } + + /// <summary> + /// Sets the index buffer count. + /// This also sets internal state that indicates that the next draw is an indexed draw. + /// </summary> + /// <param name="argument">Method call argument</param> + private void SetIndexBufferCount(int argument) + { + _drawManager.SetIndexBufferCount(argument); + } + + /// <summary> + /// Performs a indexed draw with 8-bit index buffer elements. + /// </summary> + /// <param name="argument">Method call argument</param> + private void DrawIndexBuffer8BeginEndInstanceFirst(int argument) + { + _drawManager.DrawIndexBuffer8BeginEndInstanceFirst(this, argument); + } + + /// <summary> + /// Performs a indexed draw with 16-bit index buffer elements. + /// </summary> + /// <param name="argument">Method call argument</param> + private void DrawIndexBuffer16BeginEndInstanceFirst(int argument) + { + _drawManager.DrawIndexBuffer16BeginEndInstanceFirst(this, argument); + } + + /// <summary> + /// Performs a indexed draw with 32-bit index buffer elements. + /// </summary> + /// <param name="argument">Method call argument</param> + private void DrawIndexBuffer32BeginEndInstanceFirst(int argument) + { + _drawManager.DrawIndexBuffer32BeginEndInstanceFirst(this, argument); + } + + /// <summary> + /// Performs a indexed draw with 8-bit index buffer elements, + /// while also pre-incrementing the current instance value. + /// </summary> + /// <param name="argument">Method call argument</param> + private void DrawIndexBuffer8BeginEndInstanceSubsequent(int argument) + { + _drawManager.DrawIndexBuffer8BeginEndInstanceSubsequent(this, argument); + } + + /// <summary> + /// Performs a indexed draw with 16-bit index buffer elements, + /// while also pre-incrementing the current instance value. + /// </summary> + /// <param name="argument">Method call argument</param> + private void DrawIndexBuffer16BeginEndInstanceSubsequent(int argument) + { + _drawManager.DrawIndexBuffer16BeginEndInstanceSubsequent(this, argument); + } + + /// <summary> + /// Performs a indexed draw with 32-bit index buffer elements, + /// while also pre-incrementing the current instance value. + /// </summary> + /// <param name="argument">Method call argument</param> + private void DrawIndexBuffer32BeginEndInstanceSubsequent(int argument) + { + _drawManager.DrawIndexBuffer32BeginEndInstanceSubsequent(this, argument); + } + + /// <summary> + /// Clears the current color and depth-stencil buffers. + /// Which buffers should be cleared is also specified on the argument. + /// </summary> + /// <param name="argument">Method call argument</param> + private void Clear(int argument) + { + _drawManager.Clear(this, argument); + } + + /// <summary> + /// Writes a GPU counter to guest memory. + /// </summary> + /// <param name="argument">Method call argument</param> + private void Report(int argument) + { + _semaphoreUpdater.Report(argument); + } + + /// <summary> + /// Performs high-level emulation of Falcon microcode function number "4". + /// </summary> + /// <param name="argument">Method call argument</param> + private void SetFalcon04(int argument) + { + _state.State.SetMmeShadowScratch[0] = 1; + } + + /// <summary> + /// Updates the uniform buffer data with inline data. + /// </summary> + /// <param name="argument">New uniform buffer data word</param> + private void ConstantBufferUpdate(int argument) + { + _cbUpdater.Update(argument); + } + + /// <summary> + /// Binds a uniform buffer for the vertex shader stage. + /// </summary> + /// <param name="argument">Method call argument</param> + private void ConstantBufferBindVertex(int argument) + { + _cbUpdater.BindVertex(argument); + } + + /// <summary> + /// Binds a uniform buffer for the tessellation control shader stage. + /// </summary> + /// <param name="argument">Method call argument</param> + private void ConstantBufferBindTessControl(int argument) + { + _cbUpdater.BindTessControl(argument); + } + + /// <summary> + /// Binds a uniform buffer for the tessellation evaluation shader stage. + /// </summary> + /// <param name="argument">Method call argument</param> + private void ConstantBufferBindTessEvaluation(int argument) + { + _cbUpdater.BindTessEvaluation(argument); + } + + /// <summary> + /// Binds a uniform buffer for the geometry shader stage. + /// </summary> + /// <param name="argument">Method call argument</param> + private void ConstantBufferBindGeometry(int argument) + { + _cbUpdater.BindGeometry(argument); + } + + /// <summary> + /// Binds a uniform buffer for the fragment shader stage. + /// </summary> + /// <param name="argument">Method call argument</param> + private void ConstantBufferBindFragment(int argument) + { + _cbUpdater.BindFragment(argument); + } + + /// <summary> + /// Generic register read function that just returns 0. + /// </summary> + /// <returns>Zero</returns> + private static int Zero() + { + return 0; + } + + /// <summary> + /// Performs a indexed or non-indexed draw. + /// </summary> + /// <param name="topology">Primitive topology</param> + /// <param name="count">Index count for indexed draws, vertex count for non-indexed draws</param> + /// <param name="instanceCount">Instance count</param> + /// <param name="firstIndex">First index on the index buffer for indexed draws, ignored for non-indexed draws</param> + /// <param name="firstVertex">First vertex on the vertex buffer</param> + /// <param name="firstInstance">First instance</param> + /// <param name="indexed">True if the draw is indexed, false otherwise</param> + public void Draw( + PrimitiveTopology topology, + int count, + int instanceCount, + int firstIndex, + int firstVertex, + int firstInstance, + bool indexed) + { + _drawManager.Draw(this, topology, count, instanceCount, firstIndex, firstVertex, firstInstance, indexed); + } + + /// <summary> + /// Performs a indirect draw, with parameters from a GPU buffer. + /// </summary> + /// <param name="topology">Primitive topology</param> + /// <param name="indirectBufferAddress">Address of the buffer with the draw parameters, such as count, first index, etc</param> + /// <param name="parameterBufferAddress">Address of the buffer with the draw count</param> + /// <param name="maxDrawCount">Maximum number of draws that can be made</param> + /// <param name="stride">Distance in bytes between each entry on the data pointed to by <paramref name="indirectBufferAddress"/></param> + /// <param name="indexCount">Maximum number of indices that the draw can consume</param> + /// <param name="drawType">Type of the indirect draw, which can be indexed or non-indexed, with or without a draw count</param> + public void DrawIndirect( + PrimitiveTopology topology, + ulong indirectBufferAddress, + ulong parameterBufferAddress, + int maxDrawCount, + int stride, + int indexCount, + IndirectDrawType drawType) + { + _drawManager.DrawIndirect(this, topology, indirectBufferAddress, parameterBufferAddress, maxDrawCount, stride, indexCount, drawType); + } + + /// <summary> + /// Clears the current color and depth-stencil buffers. + /// Which buffers should be cleared can also specified with the arguments. + /// </summary> + /// <param name="argument">Method call argument</param> + /// <param name="layerCount">For array and 3D textures, indicates how many layers should be cleared</param> + public void Clear(int argument, int layerCount) + { + _drawManager.Clear(this, argument, layerCount); + } + } +} |
