aboutsummaryrefslogtreecommitdiff
path: root/Ryujinx.Graphics.Gpu/Engine/MethodDraw.cs
blob: 5d41dafd76c635341cd42c6d6e77cf6514c5d800 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.State;
using System;
using System.Runtime.InteropServices;

namespace Ryujinx.Graphics.Gpu.Engine
{
    partial class Methods
    {
        private bool _drawIndexed;

        private int _firstIndex;
        private int _indexCount;

        private bool _instancedDrawPending;
        private bool _instancedIndexed;

        private int _instancedFirstIndex;
        private int _instancedFirstVertex;
        private int _instancedFirstInstance;
        private int _instancedIndexCount;
        private int _instancedDrawStateFirst;
        private int _instancedDrawStateCount;

        private int _instanceIndex;

        private BufferHandle _inlineIndexBuffer = BufferHandle.Null;
        private int _inlineIndexBufferSize;
        private int _inlineIndexCount;

        /// <summary>
        /// Primitive type of the current draw.
        /// </summary>
        public PrimitiveType PrimitiveType { get; private set; }

        /// <summary>
        /// Finishes draw call.
        /// This draws geometry on the bound buffers based on the current GPU state.
        /// </summary>
        /// <param name="state">Current GPU state</param>
        /// <param name="argument">Method call argument</param>
        private void DrawEnd(GpuState state, int argument)
        {
            ConditionalRenderEnabled renderEnable = GetRenderEnable(state);

            if (renderEnable == ConditionalRenderEnabled.False || _instancedDrawPending)
            {
                if (renderEnable == ConditionalRenderEnabled.False)
                {
                    PerformDeferredDraws();
                }

                _drawIndexed = false;

                if (renderEnable == ConditionalRenderEnabled.Host)
                {
                    _context.Renderer.Pipeline.EndHostConditionalRendering();
                }

                return;
            }

            UpdateState(state);

            bool instanced = _vsUsesInstanceId || _isAnyVbInstanced;

            if (instanced)
            {
                _instancedDrawPending = true;

                _instancedIndexed = _drawIndexed;

                _instancedFirstIndex    = _firstIndex;
                _instancedFirstVertex   = state.Get<int>(MethodOffset.FirstVertex);
                _instancedFirstInstance = state.Get<int>(MethodOffset.FirstInstance);

                _instancedIndexCount = _indexCount;

                var drawState = state.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);

                _instancedDrawStateFirst = drawState.First;
                _instancedDrawStateCount = drawState.Count;

                _drawIndexed = false;

                if (renderEnable == ConditionalRenderEnabled.Host)
                {
                    _context.Renderer.Pipeline.EndHostConditionalRendering();
                }

                return;
            }

            int firstInstance = state.Get<int>(MethodOffset.FirstInstance);

            if (_inlineIndexCount != 0)
            {
                int firstVertex = state.Get<int>(MethodOffset.FirstVertex);

                BufferRange br = new BufferRange(_inlineIndexBuffer, 0, _inlineIndexCount * 4);

                _context.Methods.BufferManager.SetIndexBuffer(br, IndexType.UInt);

                _context.Renderer.Pipeline.DrawIndexed(
                    _inlineIndexCount,
                    1,
                    _firstIndex,
                    firstVertex,
                    firstInstance);

                _inlineIndexCount = 0;
            }
            else if (_drawIndexed)
            {
                int firstVertex = state.Get<int>(MethodOffset.FirstVertex);

                _context.Renderer.Pipeline.DrawIndexed(
                    _indexCount,
                    1,
                    _firstIndex,
                    firstVertex,
                    firstInstance);
            }
            else
            {
                var drawState = state.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);

                _context.Renderer.Pipeline.Draw(
                    drawState.Count,
                    1,
                    drawState.First,
                    firstInstance);
            }

            _drawIndexed = false;

            if (renderEnable == ConditionalRenderEnabled.Host)
            {
                _context.Renderer.Pipeline.EndHostConditionalRendering();
            }
        }

        /// <summary>
        /// Starts draw.
        /// This sets primitive type and instanced draw parameters.
        /// </summary>
        /// <param name="state">Current GPU state</param>
        /// <param name="argument">Method call argument</param>
        private void DrawBegin(GpuState state, int argument)
        {
            if ((argument & (1 << 26)) != 0)
            {
                _instanceIndex++;
            }
            else if ((argument & (1 << 27)) == 0)
            {
                PerformDeferredDraws();

                _instanceIndex = 0;
            }

            PrimitiveType type = (PrimitiveType)(argument & 0xffff);

            _context.Renderer.Pipeline.SetPrimitiveTopology(type.Convert());

            PrimitiveType = type;
        }

        /// <summary>
        /// Sets the index buffer count.
        /// This also sets internal state that indicates that the next draw is an indexed draw.
        /// </summary>
        /// <param name="state">Current GPU state</param>
        /// <param name="argument">Method call argument</param>
        private void SetIndexBufferCount(GpuState state, int argument)
        {
            _drawIndexed = true;
        }

        /// <summary>
        /// Pushes four 8-bit index buffer elements.
        /// </summary>
        /// <param name="state">Current GPU state</param>
        /// <param name="argument">Method call argument</param>
        private void VbElementU8(GpuState state, int argument)
        {
            byte i0 = (byte)argument;
            byte i1 = (byte)(argument >> 8);
            byte i2 = (byte)(argument >> 16);
            byte i3 = (byte)(argument >> 24);

            Span<uint> data = stackalloc uint[4];

            data[0] = i0;
            data[1] = i1;
            data[2] = i2;
            data[3] = i3;

            int offset = _inlineIndexCount * 4;

            _context.Renderer.SetBufferData(GetInlineIndexBuffer(offset), offset, MemoryMarshal.Cast<uint, byte>(data));

            _inlineIndexCount += 4;
        }

        /// <summary>
        /// Pushes two 16-bit index buffer elements.
        /// </summary>
        /// <param name="state">Current GPU state</param>
        /// <param name="argument">Method call argument</param>
        private void VbElementU16(GpuState state, int argument)
        {
            ushort i0 = (ushort)argument;
            ushort i1 = (ushort)(argument >> 16);

            Span<uint> data = stackalloc uint[2];

            data[0] = i0;
            data[1] = i1;

            int offset = _inlineIndexCount * 4;

            _context.Renderer.SetBufferData(GetInlineIndexBuffer(offset), offset, MemoryMarshal.Cast<uint, byte>(data));

            _inlineIndexCount += 2;
        }

        /// <summary>
        /// Pushes one 32-bit index buffer element.
        /// </summary>
        /// <param name="state">Current GPU state</param>
        /// <param name="argument">Method call argument</param>
        private void VbElementU32(GpuState state, int argument)
        {
            uint i0 = (uint)argument;

            Span<uint> data = stackalloc uint[1];

            data[0] = i0;

            int offset = _inlineIndexCount++ * 4;

            _context.Renderer.SetBufferData(GetInlineIndexBuffer(offset), offset, MemoryMarshal.Cast<uint, byte>(data));
        }

        /// <summary>
        /// Gets the handle of a buffer large enough to hold the data that will be written to <paramref name="offset"/>.
        /// </summary>
        /// <param name="offset">Offset where the data will be written</param>
        /// <returns>Buffer handle</returns>
        private BufferHandle GetInlineIndexBuffer(int offset)
        {
            // Calculate a reasonable size for the buffer that can fit all the data,
            // and that also won't require frequent resizes if we need to push more data.
            int size = BitUtils.AlignUp(offset + 0x10, 0x200);

            if (_inlineIndexBuffer == BufferHandle.Null)
            {
                _inlineIndexBuffer = _context.Renderer.CreateBuffer(size);
                _inlineIndexBufferSize = size;
            }
            else if (_inlineIndexBufferSize < size)
            {
                BufferHandle oldBuffer = _inlineIndexBuffer;
                int oldSize = _inlineIndexBufferSize;

                _inlineIndexBuffer = _context.Renderer.CreateBuffer(size);
                _inlineIndexBufferSize = size;

                _context.Renderer.Pipeline.CopyBuffer(oldBuffer, _inlineIndexBuffer, 0, 0, oldSize);
                _context.Renderer.DeleteBuffer(oldBuffer);
            }

            return _inlineIndexBuffer;
        }

        /// <summary>
        /// Perform any deferred draws.
        /// This is used for instanced draws.
        /// Since each instance is a separate draw, we defer the draw and accumulate the instance count.
        /// Once we detect the last instanced draw, then we perform the host instanced draw,
        /// with the accumulated instance count.
        /// </summary>
        public void PerformDeferredDraws()
        {
            // Perform any pending instanced draw.
            if (_instancedDrawPending)
            {
                _instancedDrawPending = false;

                if (_instancedIndexed)
                {
                    _context.Renderer.Pipeline.DrawIndexed(
                        _instancedIndexCount,
                        _instanceIndex + 1,
                        _instancedFirstIndex,
                        _instancedFirstVertex,
                        _instancedFirstInstance);
                }
                else
                {
                    _context.Renderer.Pipeline.Draw(
                        _instancedDrawStateCount,
                        _instanceIndex + 1,
                        _instancedDrawStateFirst,
                        _instancedFirstInstance);
                }
            }
        }
    }
}