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dbeb50684d
* Support inline index buffer data * Sort usings
313 lines
No EOL
10 KiB
C#
313 lines
No EOL
10 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.State;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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partial class Methods
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{
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private bool _drawIndexed;
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private int _firstIndex;
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private int _indexCount;
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private bool _instancedDrawPending;
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private bool _instancedIndexed;
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private int _instancedFirstIndex;
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private int _instancedFirstVertex;
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private int _instancedFirstInstance;
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private int _instancedIndexCount;
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private int _instancedDrawStateFirst;
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private int _instancedDrawStateCount;
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private int _instanceIndex;
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private BufferHandle _inlineIndexBuffer = BufferHandle.Null;
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private int _inlineIndexBufferSize;
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private int _inlineIndexCount;
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/// <summary>
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/// Primitive type of the current draw.
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/// </summary>
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public PrimitiveType PrimitiveType { get; private set; }
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/// <summary>
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/// Finishes draw call.
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/// This draws geometry on the bound buffers based on the current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void DrawEnd(GpuState state, int argument)
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{
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ConditionalRenderEnabled renderEnable = GetRenderEnable(state);
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if (renderEnable == ConditionalRenderEnabled.False || _instancedDrawPending)
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{
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if (renderEnable == ConditionalRenderEnabled.False)
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{
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PerformDeferredDraws();
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}
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_drawIndexed = false;
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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_context.Renderer.Pipeline.EndHostConditionalRendering();
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}
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return;
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}
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UpdateState(state);
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bool instanced = _vsUsesInstanceId || _isAnyVbInstanced;
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if (instanced)
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{
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_instancedDrawPending = true;
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_instancedIndexed = _drawIndexed;
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_instancedFirstIndex = _firstIndex;
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_instancedFirstVertex = state.Get<int>(MethodOffset.FirstVertex);
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_instancedFirstInstance = state.Get<int>(MethodOffset.FirstInstance);
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_instancedIndexCount = _indexCount;
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var drawState = state.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);
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_instancedDrawStateFirst = drawState.First;
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_instancedDrawStateCount = drawState.Count;
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_drawIndexed = false;
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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_context.Renderer.Pipeline.EndHostConditionalRendering();
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}
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return;
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}
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int firstInstance = state.Get<int>(MethodOffset.FirstInstance);
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if (_inlineIndexCount != 0)
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{
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int firstVertex = state.Get<int>(MethodOffset.FirstVertex);
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BufferRange br = new BufferRange(_inlineIndexBuffer, 0, _inlineIndexCount * 4);
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_context.Methods.BufferManager.SetIndexBuffer(br, IndexType.UInt);
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_context.Renderer.Pipeline.DrawIndexed(
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_inlineIndexCount,
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1,
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_firstIndex,
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firstVertex,
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firstInstance);
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_inlineIndexCount = 0;
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}
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else if (_drawIndexed)
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{
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int firstVertex = state.Get<int>(MethodOffset.FirstVertex);
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_context.Renderer.Pipeline.DrawIndexed(
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_indexCount,
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1,
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_firstIndex,
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firstVertex,
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firstInstance);
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}
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else
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{
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var drawState = state.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);
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_context.Renderer.Pipeline.Draw(
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drawState.Count,
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1,
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drawState.First,
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firstInstance);
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}
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_drawIndexed = false;
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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_context.Renderer.Pipeline.EndHostConditionalRendering();
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}
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}
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/// <summary>
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/// Starts draw.
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/// This sets primitive type and instanced draw parameters.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void DrawBegin(GpuState state, int argument)
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{
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if ((argument & (1 << 26)) != 0)
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{
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_instanceIndex++;
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}
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else if ((argument & (1 << 27)) == 0)
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{
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PerformDeferredDraws();
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_instanceIndex = 0;
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}
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PrimitiveType type = (PrimitiveType)(argument & 0xffff);
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_context.Renderer.Pipeline.SetPrimitiveTopology(type.Convert());
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PrimitiveType = type;
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}
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/// <summary>
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/// Sets the index buffer count.
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/// This also sets internal state that indicates that the next draw is an indexed draw.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void SetIndexBufferCount(GpuState state, int argument)
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{
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_drawIndexed = true;
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}
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/// <summary>
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/// Pushes four 8-bit index buffer elements.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void VbElementU8(GpuState state, int argument)
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{
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byte i0 = (byte)argument;
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byte i1 = (byte)(argument >> 8);
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byte i2 = (byte)(argument >> 16);
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byte i3 = (byte)(argument >> 24);
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Span<uint> data = stackalloc uint[4];
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data[0] = i0;
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data[1] = i1;
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data[2] = i2;
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data[3] = i3;
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int offset = _inlineIndexCount * 4;
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_context.Renderer.SetBufferData(GetInlineIndexBuffer(offset), offset, MemoryMarshal.Cast<uint, byte>(data));
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_inlineIndexCount += 4;
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}
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/// <summary>
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/// Pushes two 16-bit index buffer elements.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void VbElementU16(GpuState state, int argument)
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{
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ushort i0 = (ushort)argument;
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ushort i1 = (ushort)(argument >> 16);
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Span<uint> data = stackalloc uint[2];
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data[0] = i0;
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data[1] = i1;
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int offset = _inlineIndexCount * 4;
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_context.Renderer.SetBufferData(GetInlineIndexBuffer(offset), offset, MemoryMarshal.Cast<uint, byte>(data));
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_inlineIndexCount += 2;
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}
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/// <summary>
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/// Pushes one 32-bit index buffer element.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void VbElementU32(GpuState state, int argument)
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{
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uint i0 = (uint)argument;
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Span<uint> data = stackalloc uint[1];
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data[0] = i0;
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int offset = _inlineIndexCount++ * 4;
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_context.Renderer.SetBufferData(GetInlineIndexBuffer(offset), offset, MemoryMarshal.Cast<uint, byte>(data));
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}
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/// <summary>
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/// Gets the handle of a buffer large enough to hold the data that will be written to <paramref name="offset"/>.
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/// </summary>
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/// <param name="offset">Offset where the data will be written</param>
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/// <returns>Buffer handle</returns>
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private BufferHandle GetInlineIndexBuffer(int offset)
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{
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// Calculate a reasonable size for the buffer that can fit all the data,
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// and that also won't require frequent resizes if we need to push more data.
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int size = BitUtils.AlignUp(offset + 0x10, 0x200);
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if (_inlineIndexBuffer == BufferHandle.Null)
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{
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_inlineIndexBuffer = _context.Renderer.CreateBuffer(size);
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_inlineIndexBufferSize = size;
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}
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else if (_inlineIndexBufferSize < size)
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{
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BufferHandle oldBuffer = _inlineIndexBuffer;
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int oldSize = _inlineIndexBufferSize;
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_inlineIndexBuffer = _context.Renderer.CreateBuffer(size);
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_inlineIndexBufferSize = size;
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_context.Renderer.Pipeline.CopyBuffer(oldBuffer, _inlineIndexBuffer, 0, 0, oldSize);
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_context.Renderer.DeleteBuffer(oldBuffer);
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}
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return _inlineIndexBuffer;
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}
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/// <summary>
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/// Perform any deferred draws.
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/// This is used for instanced draws.
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/// Since each instance is a separate draw, we defer the draw and accumulate the instance count.
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/// Once we detect the last instanced draw, then we perform the host instanced draw,
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/// with the accumulated instance count.
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/// </summary>
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public void PerformDeferredDraws()
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{
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// Perform any pending instanced draw.
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if (_instancedDrawPending)
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{
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_instancedDrawPending = false;
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if (_instancedIndexed)
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{
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_context.Renderer.Pipeline.DrawIndexed(
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_instancedIndexCount,
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_instanceIndex + 1,
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_instancedFirstIndex,
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_instancedFirstVertex,
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_instancedFirstInstance);
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}
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else
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{
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_context.Renderer.Pipeline.Draw(
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_instancedDrawStateCount,
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_instanceIndex + 1,
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_instancedDrawStateFirst,
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_instancedFirstInstance);
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}
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}
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}
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}
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} |