Move solution and projects to src

This commit is contained in:
TSR Berry 2023-04-08 01:22:00 +02:00 committed by Mary
parent cd124bda58
commit cee7121058
3466 changed files with 55 additions and 55 deletions

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namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// GPU engine class ID.
/// </summary>
public enum ClassId
{
Twod = 0x902d,
Threed = 0xb197,
Compute = 0xb1c0,
InlineToMemory = 0xa140,
Dma = 0xb0b5,
GPFifo = 0xb06f
}
}

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namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// Common Maxwell GPU constants.
/// </summary>
static class Constants
{
/// <summary>
/// Maximum number of compute uniform buffers.
/// </summary>
/// <remarks>
/// This does not reflect the hardware count, the API will emulate some constant buffers using
/// global memory to make up for the low amount of compute constant buffers supported by hardware (only 8).
/// </remarks>
public const int TotalCpUniformBuffers = 17; // 8 hardware constant buffers + 9 emulated (14 available to the user).
/// <summary>
/// Maximum number of compute storage buffers.
/// </summary>
/// <remarks>
/// The maximum number of storage buffers is API limited, the hardware supports an unlimited amount.
/// </remarks>
public const int TotalCpStorageBuffers = 16;
/// <summary>
/// Maximum number of graphics uniform buffers.
/// </summary>
public const int TotalGpUniformBuffers = 18;
/// <summary>
/// Maximum number of graphics storage buffers.
/// </summary>
/// <remarks>
/// The maximum number of storage buffers is API limited, the hardware supports an unlimited amount.
/// </remarks>
public const int TotalGpStorageBuffers = 16;
/// <summary>
/// Maximum number of transform feedback buffers.
/// </summary>
public const int TotalTransformFeedbackBuffers = 4;
/// <summary>
/// Maximum number of textures on a single shader stage.
/// </summary>
/// <remarks>
/// The maximum number of textures is API limited, the hardware supports an unlimited amount.
/// </remarks>
public const int TotalTextures = 32;
/// <summary>
/// Maximum number of images on a single shader stage.
/// </summary>
/// <remarks>
/// The maximum number of images is API limited, the hardware supports an unlimited amount.
/// </remarks>
public const int TotalImages = 8;
/// <summary>
/// Maximum number of render target color buffers.
/// </summary>
public const int TotalRenderTargets = 8;
/// <summary>
/// Number of shader stages.
/// </summary>
public const int ShaderStages = 5;
/// <summary>
/// Maximum number of vertex attributes.
/// </summary>
public const int TotalVertexAttribs = 16; // FIXME: Should be 32, but OpenGL only supports 16.
/// <summary>
/// Maximum number of vertex buffers.
/// </summary>
public const int TotalVertexBuffers = 16;
/// <summary>
/// Maximum number of viewports.
/// </summary>
public const int TotalViewports = 16;
/// <summary>
/// Maximum size of gl_ClipDistance array in shaders.
/// </summary>
public const int TotalClipDistances = 8;
/// <summary>
/// Byte alignment for texture stride.
/// </summary>
public const int StrideAlignment = 32;
/// <summary>
/// Byte alignment for block linear textures
/// </summary>
public const int GobAlignment = 64;
/// <summary>
/// Expected byte alignment for storage buffers
/// </summary>
public const int StorageAlignment = 16;
}
}

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using Ryujinx.Graphics.Device;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.InlineToMemory;
using Ryujinx.Graphics.Gpu.Engine.Threed;
using Ryujinx.Graphics.Gpu.Engine.Types;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.Shader;
using Ryujinx.Graphics.Shader;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
namespace Ryujinx.Graphics.Gpu.Engine.Compute
{
/// <summary>
/// Represents a compute engine class.
/// </summary>
class ComputeClass : IDeviceState
{
private readonly GpuContext _context;
private readonly GpuChannel _channel;
private readonly ThreedClass _3dEngine;
private readonly DeviceState<ComputeClassState> _state;
private readonly InlineToMemoryClass _i2mClass;
/// <summary>
/// Creates a new instance of the compute engine class.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="channel">GPU channel</param>
/// <param name="threedEngine">3D engine</param>
public ComputeClass(GpuContext context, GpuChannel channel, ThreedClass threedEngine)
{
_context = context;
_channel = channel;
_3dEngine = threedEngine;
_state = new DeviceState<ComputeClassState>(new Dictionary<string, RwCallback>
{
{ nameof(ComputeClassState.LaunchDma), new RwCallback(LaunchDma, null) },
{ nameof(ComputeClassState.LoadInlineData), new RwCallback(LoadInlineData, null) },
{ nameof(ComputeClassState.SendSignalingPcasB), new RwCallback(SendSignalingPcasB, null) }
});
_i2mClass = new InlineToMemoryClass(context, channel, initializeState: false);
}
/// <summary>
/// Reads data from the class registers.
/// </summary>
/// <param name="offset">Register byte offset</param>
/// <returns>Data at the specified offset</returns>
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>
public void Write(int offset, int data) => _state.Write(offset, 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<ComputeClassState, 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 the compute dispatch operation.
/// </summary>
/// <param name="argument">Method call argument</param>
private void SendSignalingPcasB(int argument)
{
var memoryManager = _channel.MemoryManager;
// Since we're going to change the state, make sure any pending instanced draws are done.
_3dEngine.PerformDeferredDraws();
// Make sure all pending uniform buffer data is written to memory.
_3dEngine.FlushUboDirty();
uint qmdAddress = _state.State.SendPcasA;
var qmd = _channel.MemoryManager.Read<ComputeQmd>((ulong)qmdAddress << 8);
ulong shaderGpuVa = ((ulong)_state.State.SetProgramRegionAAddressUpper << 32) | _state.State.SetProgramRegionB;
shaderGpuVa += (uint)qmd.ProgramOffset;
int localMemorySize = qmd.ShaderLocalMemoryLowSize + qmd.ShaderLocalMemoryHighSize;
int sharedMemorySize = Math.Min(qmd.SharedMemorySize, _context.Capabilities.MaximumComputeSharedMemorySize);
for (int index = 0; index < Constants.TotalCpUniformBuffers; index++)
{
if (!qmd.ConstantBufferValid(index))
{
continue;
}
ulong gpuVa = (uint)qmd.ConstantBufferAddrLower(index) | (ulong)qmd.ConstantBufferAddrUpper(index) << 32;
ulong size = (ulong)qmd.ConstantBufferSize(index);
_channel.BufferManager.SetComputeUniformBuffer(index, gpuVa, size);
}
ulong samplerPoolGpuVa = ((ulong)_state.State.SetTexSamplerPoolAOffsetUpper << 32) | _state.State.SetTexSamplerPoolB;
ulong texturePoolGpuVa = ((ulong)_state.State.SetTexHeaderPoolAOffsetUpper << 32) | _state.State.SetTexHeaderPoolB;
GpuChannelPoolState poolState = new GpuChannelPoolState(
texturePoolGpuVa,
_state.State.SetTexHeaderPoolCMaximumIndex,
_state.State.SetBindlessTextureConstantBufferSlotSelect);
GpuChannelComputeState computeState = new GpuChannelComputeState(
qmd.CtaThreadDimension0,
qmd.CtaThreadDimension1,
qmd.CtaThreadDimension2,
localMemorySize,
sharedMemorySize,
_channel.BufferManager.HasUnalignedStorageBuffers);
CachedShaderProgram cs = memoryManager.Physical.ShaderCache.GetComputeShader(_channel, poolState, computeState, shaderGpuVa);
_context.Renderer.Pipeline.SetProgram(cs.HostProgram);
_channel.TextureManager.SetComputeSamplerPool(samplerPoolGpuVa, _state.State.SetTexSamplerPoolCMaximumIndex, qmd.SamplerIndex);
_channel.TextureManager.SetComputeTexturePool(texturePoolGpuVa, _state.State.SetTexHeaderPoolCMaximumIndex);
_channel.TextureManager.SetComputeTextureBufferIndex(_state.State.SetBindlessTextureConstantBufferSlotSelect);
ShaderProgramInfo info = cs.Shaders[0].Info;
bool hasUnaligned = _channel.BufferManager.HasUnalignedStorageBuffers;
for (int index = 0; index < info.SBuffers.Count; index++)
{
BufferDescriptor sb = info.SBuffers[index];
ulong sbDescAddress = _channel.BufferManager.GetComputeUniformBufferAddress(0);
int sbDescOffset = 0x310 + sb.Slot * 0x10;
sbDescAddress += (ulong)sbDescOffset;
SbDescriptor sbDescriptor = _channel.MemoryManager.Physical.Read<SbDescriptor>(sbDescAddress);
_channel.BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags);
}
if ((_channel.BufferManager.HasUnalignedStorageBuffers) != hasUnaligned)
{
// Refetch the shader, as assumptions about storage buffer alignment have changed.
cs = memoryManager.Physical.ShaderCache.GetComputeShader(_channel, poolState, computeState, shaderGpuVa);
_context.Renderer.Pipeline.SetProgram(cs.HostProgram);
info = cs.Shaders[0].Info;
}
for (int index = 0; index < info.CBuffers.Count; index++)
{
BufferDescriptor cb = info.CBuffers[index];
// NVN uses the "hardware" constant buffer for anything that is less than 8,
// and those are already bound above.
// Anything greater than or equal to 8 uses the emulated constant buffers.
// They are emulated using global memory loads.
if (cb.Slot < 8)
{
continue;
}
ulong cbDescAddress = _channel.BufferManager.GetComputeUniformBufferAddress(0);
int cbDescOffset = 0x260 + (cb.Slot - 8) * 0x10;
cbDescAddress += (ulong)cbDescOffset;
SbDescriptor cbDescriptor = _channel.MemoryManager.Physical.Read<SbDescriptor>(cbDescAddress);
_channel.BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size);
}
_channel.BufferManager.SetComputeBufferBindings(cs.Bindings);
_channel.TextureManager.SetComputeBindings(cs.Bindings);
// Should never return false for mismatching spec state, since the shader was fetched above.
_channel.TextureManager.CommitComputeBindings(cs.SpecializationState);
_channel.BufferManager.CommitComputeBindings();
_context.Renderer.Pipeline.DispatchCompute(qmd.CtaRasterWidth, qmd.CtaRasterHeight, qmd.CtaRasterDepth);
_3dEngine.ForceShaderUpdate();
}
}
}

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// This file was auto-generated from NVIDIA official Maxwell definitions.
using Ryujinx.Common.Memory;
using Ryujinx.Graphics.Gpu.Engine.InlineToMemory;
namespace Ryujinx.Graphics.Gpu.Engine.Compute
{
/// <summary>
/// Notify type.
/// </summary>
enum NotifyType
{
WriteOnly = 0,
WriteThenAwaken = 1,
}
/// <summary>
/// CWD control SM selection.
/// </summary>
enum SetCwdControlSmSelection
{
LoadBalanced = 0,
RoundRobin = 1,
}
/// <summary>
/// Cache lines to invalidate.
/// </summary>
enum InvalidateCacheLines
{
All = 0,
One = 1,
}
/// <summary>
/// GWC SCG type.
/// </summary>
enum SetGwcScgTypeScgType
{
GraphicsCompute0 = 0,
Compute1 = 1,
}
/// <summary>
/// Render enable override mode.
/// </summary>
enum SetRenderEnableOverrideMode
{
UseRenderEnable = 0,
AlwaysRender = 1,
NeverRender = 2,
}
/// <summary>
/// Semaphore report operation.
/// </summary>
enum SetReportSemaphoreDOperation
{
Release = 0,
Trap = 3,
}
/// <summary>
/// Semaphore report structure size.
/// </summary>
enum SetReportSemaphoreDStructureSize
{
FourWords = 0,
OneWord = 1,
}
/// <summary>
/// Semaphore report reduction operation.
/// </summary>
enum SetReportSemaphoreDReductionOp
{
RedAdd = 0,
RedMin = 1,
RedMax = 2,
RedInc = 3,
RedDec = 4,
RedAnd = 5,
RedOr = 6,
RedXor = 7,
}
/// <summary>
/// Semaphore report reduction format.
/// </summary>
enum SetReportSemaphoreDReductionFormat
{
Unsigned32 = 0,
Signed32 = 1,
}
/// <summary>
/// Compute class state.
/// </summary>
unsafe struct ComputeClassState
{
#pragma warning disable CS0649
public uint SetObject;
public int SetObjectClassId => (int)((SetObject >> 0) & 0xFFFF);
public int SetObjectEngineId => (int)((SetObject >> 16) & 0x1F);
public fixed uint Reserved04[63];
public uint NoOperation;
public uint SetNotifyA;
public int SetNotifyAAddressUpper => (int)((SetNotifyA >> 0) & 0xFF);
public uint SetNotifyB;
public uint Notify;
public NotifyType NotifyType => (NotifyType)(Notify);
public uint WaitForIdle;
public fixed uint Reserved114[7];
public uint SetGlobalRenderEnableA;
public int SetGlobalRenderEnableAOffsetUpper => (int)((SetGlobalRenderEnableA >> 0) & 0xFF);
public uint SetGlobalRenderEnableB;
public uint SetGlobalRenderEnableC;
public int SetGlobalRenderEnableCMode => (int)((SetGlobalRenderEnableC >> 0) & 0x7);
public uint SendGoIdle;
public uint PmTrigger;
public uint PmTriggerWfi;
public fixed uint Reserved148[2];
public uint SetInstrumentationMethodHeader;
public uint SetInstrumentationMethodData;
public fixed uint Reserved158[10];
public uint LineLengthIn;
public uint LineCount;
public uint OffsetOutUpper;
public int OffsetOutUpperValue => (int)((OffsetOutUpper >> 0) & 0xFF);
public uint OffsetOut;
public uint PitchOut;
public uint SetDstBlockSize;
public SetDstBlockSizeWidth SetDstBlockSizeWidth => (SetDstBlockSizeWidth)((SetDstBlockSize >> 0) & 0xF);
public SetDstBlockSizeHeight SetDstBlockSizeHeight => (SetDstBlockSizeHeight)((SetDstBlockSize >> 4) & 0xF);
public SetDstBlockSizeDepth SetDstBlockSizeDepth => (SetDstBlockSizeDepth)((SetDstBlockSize >> 8) & 0xF);
public uint SetDstWidth;
public uint SetDstHeight;
public uint SetDstDepth;
public uint SetDstLayer;
public uint SetDstOriginBytesX;
public int SetDstOriginBytesXV => (int)((SetDstOriginBytesX >> 0) & 0xFFFFF);
public uint SetDstOriginSamplesY;
public int SetDstOriginSamplesYV => (int)((SetDstOriginSamplesY >> 0) & 0xFFFF);
public uint LaunchDma;
public LaunchDmaDstMemoryLayout LaunchDmaDstMemoryLayout => (LaunchDmaDstMemoryLayout)((LaunchDma >> 0) & 0x1);
public LaunchDmaCompletionType LaunchDmaCompletionType => (LaunchDmaCompletionType)((LaunchDma >> 4) & 0x3);
public LaunchDmaInterruptType LaunchDmaInterruptType => (LaunchDmaInterruptType)((LaunchDma >> 8) & 0x3);
public LaunchDmaSemaphoreStructSize LaunchDmaSemaphoreStructSize => (LaunchDmaSemaphoreStructSize)((LaunchDma >> 12) & 0x1);
public bool LaunchDmaReductionEnable => (LaunchDma & 0x2) != 0;
public LaunchDmaReductionOp LaunchDmaReductionOp => (LaunchDmaReductionOp)((LaunchDma >> 13) & 0x7);
public LaunchDmaReductionFormat LaunchDmaReductionFormat => (LaunchDmaReductionFormat)((LaunchDma >> 2) & 0x3);
public bool LaunchDmaSysmembarDisable => (LaunchDma & 0x40) != 0;
public uint LoadInlineData;
public fixed uint Reserved1B8[9];
public uint SetI2mSemaphoreA;
public int SetI2mSemaphoreAOffsetUpper => (int)((SetI2mSemaphoreA >> 0) & 0xFF);
public uint SetI2mSemaphoreB;
public uint SetI2mSemaphoreC;
public fixed uint Reserved1E8[2];
public uint SetI2mSpareNoop00;
public uint SetI2mSpareNoop01;
public uint SetI2mSpareNoop02;
public uint SetI2mSpareNoop03;
public uint SetValidSpanOverflowAreaA;
public int SetValidSpanOverflowAreaAAddressUpper => (int)((SetValidSpanOverflowAreaA >> 0) & 0xFF);
public uint SetValidSpanOverflowAreaB;
public uint SetValidSpanOverflowAreaC;
public uint SetCoalesceWaitingPeriodUnit;
public uint PerfmonTransfer;
public uint SetShaderSharedMemoryWindow;
public uint SetSelectMaxwellTextureHeaders;
public bool SetSelectMaxwellTextureHeadersV => (SetSelectMaxwellTextureHeaders & 0x1) != 0;
public uint InvalidateShaderCaches;
public bool InvalidateShaderCachesInstruction => (InvalidateShaderCaches & 0x1) != 0;
public bool InvalidateShaderCachesData => (InvalidateShaderCaches & 0x10) != 0;
public bool InvalidateShaderCachesConstant => (InvalidateShaderCaches & 0x1000) != 0;
public bool InvalidateShaderCachesLocks => (InvalidateShaderCaches & 0x2) != 0;
public bool InvalidateShaderCachesFlushData => (InvalidateShaderCaches & 0x4) != 0;
public uint SetReservedSwMethod00;
public uint SetReservedSwMethod01;
public uint SetReservedSwMethod02;
public uint SetReservedSwMethod03;
public uint SetReservedSwMethod04;
public uint SetReservedSwMethod05;
public uint SetReservedSwMethod06;
public uint SetReservedSwMethod07;
public uint SetCwdControl;
public SetCwdControlSmSelection SetCwdControlSmSelection => (SetCwdControlSmSelection)((SetCwdControl >> 0) & 0x1);
public uint InvalidateTextureHeaderCacheNoWfi;
public InvalidateCacheLines InvalidateTextureHeaderCacheNoWfiLines => (InvalidateCacheLines)((InvalidateTextureHeaderCacheNoWfi >> 0) & 0x1);
public int InvalidateTextureHeaderCacheNoWfiTag => (int)((InvalidateTextureHeaderCacheNoWfi >> 4) & 0x3FFFFF);
public uint SetCwdRefCounter;
public int SetCwdRefCounterSelect => (int)((SetCwdRefCounter >> 0) & 0x3F);
public int SetCwdRefCounterValue => (int)((SetCwdRefCounter >> 8) & 0xFFFF);
public uint SetReservedSwMethod08;
public uint SetReservedSwMethod09;
public uint SetReservedSwMethod10;
public uint SetReservedSwMethod11;
public uint SetReservedSwMethod12;
public uint SetReservedSwMethod13;
public uint SetReservedSwMethod14;
public uint SetReservedSwMethod15;
public uint SetGwcScgType;
public SetGwcScgTypeScgType SetGwcScgTypeScgType => (SetGwcScgTypeScgType)((SetGwcScgType >> 0) & 0x1);
public uint SetScgControl;
public int SetScgControlCompute1MaxSmCount => (int)((SetScgControl >> 0) & 0x1FF);
public uint InvalidateConstantBufferCacheA;
public int InvalidateConstantBufferCacheAAddressUpper => (int)((InvalidateConstantBufferCacheA >> 0) & 0xFF);
public uint InvalidateConstantBufferCacheB;
public uint InvalidateConstantBufferCacheC;
public int InvalidateConstantBufferCacheCByteCount => (int)((InvalidateConstantBufferCacheC >> 0) & 0x1FFFF);
public bool InvalidateConstantBufferCacheCThruL2 => (InvalidateConstantBufferCacheC & 0x80000000) != 0;
public uint SetComputeClassVersion;
public int SetComputeClassVersionCurrent => (int)((SetComputeClassVersion >> 0) & 0xFFFF);
public int SetComputeClassVersionOldestSupported => (int)((SetComputeClassVersion >> 16) & 0xFFFF);
public uint CheckComputeClassVersion;
public int CheckComputeClassVersionCurrent => (int)((CheckComputeClassVersion >> 0) & 0xFFFF);
public int CheckComputeClassVersionOldestSupported => (int)((CheckComputeClassVersion >> 16) & 0xFFFF);
public uint SetQmdVersion;
public int SetQmdVersionCurrent => (int)((SetQmdVersion >> 0) & 0xFFFF);
public int SetQmdVersionOldestSupported => (int)((SetQmdVersion >> 16) & 0xFFFF);
public uint SetWfiConfig;
public bool SetWfiConfigEnableScgTypeWfi => (SetWfiConfig & 0x1) != 0;
public uint CheckQmdVersion;
public int CheckQmdVersionCurrent => (int)((CheckQmdVersion >> 0) & 0xFFFF);
public int CheckQmdVersionOldestSupported => (int)((CheckQmdVersion >> 16) & 0xFFFF);
public uint WaitForIdleScgType;
public uint InvalidateSkedCaches;
public bool InvalidateSkedCachesV => (InvalidateSkedCaches & 0x1) != 0;
public uint SetScgRenderEnableControl;
public bool SetScgRenderEnableControlCompute1UsesRenderEnable => (SetScgRenderEnableControl & 0x1) != 0;
public fixed uint Reserved2A0[4];
public uint SetCwdSlotCount;
public int SetCwdSlotCountV => (int)((SetCwdSlotCount >> 0) & 0xFF);
public uint SendPcasA;
public uint SendPcasB;
public int SendPcasBFrom => (int)((SendPcasB >> 0) & 0xFFFFFF);
public int SendPcasBDelta => (int)((SendPcasB >> 24) & 0xFF);
public uint SendSignalingPcasB;
public bool SendSignalingPcasBInvalidate => (SendSignalingPcasB & 0x1) != 0;
public bool SendSignalingPcasBSchedule => (SendSignalingPcasB & 0x2) != 0;
public fixed uint Reserved2C0[9];
public uint SetShaderLocalMemoryNonThrottledA;
public int SetShaderLocalMemoryNonThrottledASizeUpper => (int)((SetShaderLocalMemoryNonThrottledA >> 0) & 0xFF);
public uint SetShaderLocalMemoryNonThrottledB;
public uint SetShaderLocalMemoryNonThrottledC;
public int SetShaderLocalMemoryNonThrottledCMaxSmCount => (int)((SetShaderLocalMemoryNonThrottledC >> 0) & 0x1FF);
public uint SetShaderLocalMemoryThrottledA;
public int SetShaderLocalMemoryThrottledASizeUpper => (int)((SetShaderLocalMemoryThrottledA >> 0) & 0xFF);
public uint SetShaderLocalMemoryThrottledB;
public uint SetShaderLocalMemoryThrottledC;
public int SetShaderLocalMemoryThrottledCMaxSmCount => (int)((SetShaderLocalMemoryThrottledC >> 0) & 0x1FF);
public fixed uint Reserved2FC[5];
public uint SetSpaVersion;
public int SetSpaVersionMinor => (int)((SetSpaVersion >> 0) & 0xFF);
public int SetSpaVersionMajor => (int)((SetSpaVersion >> 8) & 0xFF);
public fixed uint Reserved314[123];
public uint SetFalcon00;
public uint SetFalcon01;
public uint SetFalcon02;
public uint SetFalcon03;
public uint SetFalcon04;
public uint SetFalcon05;
public uint SetFalcon06;
public uint SetFalcon07;
public uint SetFalcon08;
public uint SetFalcon09;
public uint SetFalcon10;
public uint SetFalcon11;
public uint SetFalcon12;
public uint SetFalcon13;
public uint SetFalcon14;
public uint SetFalcon15;
public uint SetFalcon16;
public uint SetFalcon17;
public uint SetFalcon18;
public uint SetFalcon19;
public uint SetFalcon20;
public uint SetFalcon21;
public uint SetFalcon22;
public uint SetFalcon23;
public uint SetFalcon24;
public uint SetFalcon25;
public uint SetFalcon26;
public uint SetFalcon27;
public uint SetFalcon28;
public uint SetFalcon29;
public uint SetFalcon30;
public uint SetFalcon31;
public fixed uint Reserved580[127];
public uint SetShaderLocalMemoryWindow;
public fixed uint Reserved780[4];
public uint SetShaderLocalMemoryA;
public int SetShaderLocalMemoryAAddressUpper => (int)((SetShaderLocalMemoryA >> 0) & 0xFF);
public uint SetShaderLocalMemoryB;
public fixed uint Reserved798[383];
public uint SetShaderCacheControl;
public bool SetShaderCacheControlIcachePrefetchEnable => (SetShaderCacheControl & 0x1) != 0;
public fixed uint ReservedD98[19];
public uint SetSmTimeoutInterval;
public int SetSmTimeoutIntervalCounterBit => (int)((SetSmTimeoutInterval >> 0) & 0x3F);
public fixed uint ReservedDE8[87];
public uint SetSpareNoop12;
public uint SetSpareNoop13;
public uint SetSpareNoop14;
public uint SetSpareNoop15;
public fixed uint ReservedF54[59];
public uint SetSpareNoop00;
public uint SetSpareNoop01;
public uint SetSpareNoop02;
public uint SetSpareNoop03;
public uint SetSpareNoop04;
public uint SetSpareNoop05;
public uint SetSpareNoop06;
public uint SetSpareNoop07;
public uint SetSpareNoop08;
public uint SetSpareNoop09;
public uint SetSpareNoop10;
public uint SetSpareNoop11;
public fixed uint Reserved1070[103];
public uint InvalidateSamplerCacheAll;
public bool InvalidateSamplerCacheAllV => (InvalidateSamplerCacheAll & 0x1) != 0;
public uint InvalidateTextureHeaderCacheAll;
public bool InvalidateTextureHeaderCacheAllV => (InvalidateTextureHeaderCacheAll & 0x1) != 0;
public fixed uint Reserved1214[29];
public uint InvalidateTextureDataCacheNoWfi;
public InvalidateCacheLines InvalidateTextureDataCacheNoWfiLines => (InvalidateCacheLines)((InvalidateTextureDataCacheNoWfi >> 0) & 0x1);
public int InvalidateTextureDataCacheNoWfiTag => (int)((InvalidateTextureDataCacheNoWfi >> 4) & 0x3FFFFF);
public fixed uint Reserved128C[7];
public uint ActivatePerfSettingsForComputeContext;
public bool ActivatePerfSettingsForComputeContextAll => (ActivatePerfSettingsForComputeContext & 0x1) != 0;
public fixed uint Reserved12AC[33];
public uint InvalidateSamplerCache;
public InvalidateCacheLines InvalidateSamplerCacheLines => (InvalidateCacheLines)((InvalidateSamplerCache >> 0) & 0x1);
public int InvalidateSamplerCacheTag => (int)((InvalidateSamplerCache >> 4) & 0x3FFFFF);
public uint InvalidateTextureHeaderCache;
public InvalidateCacheLines InvalidateTextureHeaderCacheLines => (InvalidateCacheLines)((InvalidateTextureHeaderCache >> 0) & 0x1);
public int InvalidateTextureHeaderCacheTag => (int)((InvalidateTextureHeaderCache >> 4) & 0x3FFFFF);
public uint InvalidateTextureDataCache;
public InvalidateCacheLines InvalidateTextureDataCacheLines => (InvalidateCacheLines)((InvalidateTextureDataCache >> 0) & 0x1);
public int InvalidateTextureDataCacheTag => (int)((InvalidateTextureDataCache >> 4) & 0x3FFFFF);
public fixed uint Reserved133C[58];
public uint InvalidateSamplerCacheNoWfi;
public InvalidateCacheLines InvalidateSamplerCacheNoWfiLines => (InvalidateCacheLines)((InvalidateSamplerCacheNoWfi >> 0) & 0x1);
public int InvalidateSamplerCacheNoWfiTag => (int)((InvalidateSamplerCacheNoWfi >> 4) & 0x3FFFFF);
public fixed uint Reserved1428[64];
public uint SetShaderExceptions;
public bool SetShaderExceptionsEnable => (SetShaderExceptions & 0x1) != 0;
public fixed uint Reserved152C[9];
public uint SetRenderEnableA;
public int SetRenderEnableAOffsetUpper => (int)((SetRenderEnableA >> 0) & 0xFF);
public uint SetRenderEnableB;
public uint SetRenderEnableC;
public int SetRenderEnableCMode => (int)((SetRenderEnableC >> 0) & 0x7);
public uint SetTexSamplerPoolA;
public int SetTexSamplerPoolAOffsetUpper => (int)((SetTexSamplerPoolA >> 0) & 0xFF);
public uint SetTexSamplerPoolB;
public uint SetTexSamplerPoolC;
public int SetTexSamplerPoolCMaximumIndex => (int)((SetTexSamplerPoolC >> 0) & 0xFFFFF);
public fixed uint Reserved1568[3];
public uint SetTexHeaderPoolA;
public int SetTexHeaderPoolAOffsetUpper => (int)((SetTexHeaderPoolA >> 0) & 0xFF);
public uint SetTexHeaderPoolB;
public uint SetTexHeaderPoolC;
public int SetTexHeaderPoolCMaximumIndex => (int)((SetTexHeaderPoolC >> 0) & 0x3FFFFF);
public fixed uint Reserved1580[34];
public uint SetProgramRegionA;
public int SetProgramRegionAAddressUpper => (int)((SetProgramRegionA >> 0) & 0xFF);
public uint SetProgramRegionB;
public fixed uint Reserved1610[34];
public uint InvalidateShaderCachesNoWfi;
public bool InvalidateShaderCachesNoWfiInstruction => (InvalidateShaderCachesNoWfi & 0x1) != 0;
public bool InvalidateShaderCachesNoWfiGlobalData => (InvalidateShaderCachesNoWfi & 0x10) != 0;
public bool InvalidateShaderCachesNoWfiConstant => (InvalidateShaderCachesNoWfi & 0x1000) != 0;
public fixed uint Reserved169C[170];
public uint SetRenderEnableOverride;
public SetRenderEnableOverrideMode SetRenderEnableOverrideMode => (SetRenderEnableOverrideMode)((SetRenderEnableOverride >> 0) & 0x3);
public fixed uint Reserved1948[57];
public uint PipeNop;
public uint SetSpare00;
public uint SetSpare01;
public uint SetSpare02;
public uint SetSpare03;
public fixed uint Reserved1A40[48];
public uint SetReportSemaphoreA;
public int SetReportSemaphoreAOffsetUpper => (int)((SetReportSemaphoreA >> 0) & 0xFF);
public uint SetReportSemaphoreB;
public uint SetReportSemaphoreC;
public uint SetReportSemaphoreD;
public SetReportSemaphoreDOperation SetReportSemaphoreDOperation => (SetReportSemaphoreDOperation)((SetReportSemaphoreD >> 0) & 0x3);
public bool SetReportSemaphoreDAwakenEnable => (SetReportSemaphoreD & 0x100000) != 0;
public SetReportSemaphoreDStructureSize SetReportSemaphoreDStructureSize => (SetReportSemaphoreDStructureSize)((SetReportSemaphoreD >> 28) & 0x1);
public bool SetReportSemaphoreDFlushDisable => (SetReportSemaphoreD & 0x4) != 0;
public bool SetReportSemaphoreDReductionEnable => (SetReportSemaphoreD & 0x8) != 0;
public SetReportSemaphoreDReductionOp SetReportSemaphoreDReductionOp => (SetReportSemaphoreDReductionOp)((SetReportSemaphoreD >> 9) & 0x7);
public SetReportSemaphoreDReductionFormat SetReportSemaphoreDReductionFormat => (SetReportSemaphoreDReductionFormat)((SetReportSemaphoreD >> 17) & 0x3);
public fixed uint Reserved1B10[702];
public uint SetBindlessTexture;
public int SetBindlessTextureConstantBufferSlotSelect => (int)((SetBindlessTexture >> 0) & 0x7);
public uint SetTrapHandler;
public fixed uint Reserved2610[843];
public Array8<uint> SetShaderPerformanceCounterValueUpper;
public Array8<uint> SetShaderPerformanceCounterValue;
public Array8<uint> SetShaderPerformanceCounterEvent;
public int SetShaderPerformanceCounterEventEvent(int i) => (int)((SetShaderPerformanceCounterEvent[i] >> 0) & 0xFF);
public Array8<uint> SetShaderPerformanceCounterControlA;
public int SetShaderPerformanceCounterControlAEvent0(int i) => (int)((SetShaderPerformanceCounterControlA[i] >> 0) & 0x3);
public int SetShaderPerformanceCounterControlABitSelect0(int i) => (int)((SetShaderPerformanceCounterControlA[i] >> 2) & 0x7);
public int SetShaderPerformanceCounterControlAEvent1(int i) => (int)((SetShaderPerformanceCounterControlA[i] >> 5) & 0x3);
public int SetShaderPerformanceCounterControlABitSelect1(int i) => (int)((SetShaderPerformanceCounterControlA[i] >> 7) & 0x7);
public int SetShaderPerformanceCounterControlAEvent2(int i) => (int)((SetShaderPerformanceCounterControlA[i] >> 10) & 0x3);
public int SetShaderPerformanceCounterControlABitSelect2(int i) => (int)((SetShaderPerformanceCounterControlA[i] >> 12) & 0x7);
public int SetShaderPerformanceCounterControlAEvent3(int i) => (int)((SetShaderPerformanceCounterControlA[i] >> 15) & 0x3);
public int SetShaderPerformanceCounterControlABitSelect3(int i) => (int)((SetShaderPerformanceCounterControlA[i] >> 17) & 0x7);
public int SetShaderPerformanceCounterControlAEvent4(int i) => (int)((SetShaderPerformanceCounterControlA[i] >> 20) & 0x3);
public int SetShaderPerformanceCounterControlABitSelect4(int i) => (int)((SetShaderPerformanceCounterControlA[i] >> 22) & 0x7);
public int SetShaderPerformanceCounterControlAEvent5(int i) => (int)((SetShaderPerformanceCounterControlA[i] >> 25) & 0x3);
public int SetShaderPerformanceCounterControlABitSelect5(int i) => (int)((SetShaderPerformanceCounterControlA[i] >> 27) & 0x7);
public int SetShaderPerformanceCounterControlASpare(int i) => (int)((SetShaderPerformanceCounterControlA[i] >> 30) & 0x3);
public Array8<uint> SetShaderPerformanceCounterControlB;
public bool SetShaderPerformanceCounterControlBEdge(int i) => (SetShaderPerformanceCounterControlB[i] & 0x1) != 0;
public int SetShaderPerformanceCounterControlBMode(int i) => (int)((SetShaderPerformanceCounterControlB[i] >> 1) & 0x3);
public bool SetShaderPerformanceCounterControlBWindowed(int i) => (SetShaderPerformanceCounterControlB[i] & 0x8) != 0;
public int SetShaderPerformanceCounterControlBFunc(int i) => (int)((SetShaderPerformanceCounterControlB[i] >> 4) & 0xFFFF);
public uint SetShaderPerformanceCounterTrapControl;
public int SetShaderPerformanceCounterTrapControlMask => (int)((SetShaderPerformanceCounterTrapControl >> 0) & 0xFF);
public uint StartShaderPerformanceCounter;
public int StartShaderPerformanceCounterCounterMask => (int)((StartShaderPerformanceCounter >> 0) & 0xFF);
public uint StopShaderPerformanceCounter;
public int StopShaderPerformanceCounterCounterMask => (int)((StopShaderPerformanceCounter >> 0) & 0xFF);
public fixed uint Reserved33E8[6];
public MmeShadowScratch SetMmeShadowScratch;
#pragma warning restore CS0649
}
}

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using Ryujinx.Graphics.Gpu.Engine.Types;
using System;
using System.Runtime.CompilerServices;
namespace Ryujinx.Graphics.Gpu.Engine.Compute
{
/// <summary>
/// Type of the dependent Queue Meta Data.
/// </summary>
enum DependentQmdType
{
Queue,
Grid
}
/// <summary>
/// Type of the release memory barrier.
/// </summary>
enum ReleaseMembarType
{
FeNone,
FeSysmembar
}
/// <summary>
/// Type of the CWD memory barrier.
/// </summary>
enum CwdMembarType
{
L1None,
L1Sysmembar,
L1Membar
}
/// <summary>
/// NaN behavior of 32-bits float operations on the shader.
/// </summary>
enum Fp32NanBehavior
{
Legacy,
Fp64Compatible
}
/// <summary>
/// NaN behavior of 32-bits float to integer conversion on the shader.
/// </summary>
enum Fp32F2iNanBehavior
{
PassZero,
PassIndefinite
}
/// <summary>
/// Limit of calls.
/// </summary>
enum ApiVisibleCallLimit
{
_32,
NoCheck
}
/// <summary>
/// Shared memory bank mapping mode.
/// </summary>
enum SharedMemoryBankMapping
{
FourBytesPerBank,
EightBytesPerBank
}
/// <summary>
/// Denormal behavior of 32-bits float narrowing instructions.
/// </summary>
enum Fp32NarrowInstruction
{
KeepDenorms,
FlushDenorms
}
/// <summary>
/// Configuration of the L1 cache.
/// </summary>
enum L1Configuration
{
DirectlyAddressableMemorySize16kb,
DirectlyAddressableMemorySize32kb,
DirectlyAddressableMemorySize48kb
}
/// <summary>
/// Reduction operation.
/// </summary>
enum ReductionOp
{
RedAdd,
RedMin,
RedMax,
RedInc,
RedDec,
RedAnd,
RedOr,
RedXor
}
/// <summary>
/// Reduction format.
/// </summary>
enum ReductionFormat
{
Unsigned32,
Signed32
}
/// <summary>
/// Size of a structure in words.
/// </summary>
enum StructureSize
{
FourWords,
OneWord
}
/// <summary>
/// Compute Queue Meta Data.
/// </summary>
unsafe struct ComputeQmd
{
private fixed int _words[64];
public int OuterPut => BitRange(30, 0);
public bool OuterOverflow => Bit(31);
public int OuterGet => BitRange(62, 32);
public bool OuterStickyOverflow => Bit(63);
public int InnerGet => BitRange(94, 64);
public bool InnerOverflow => Bit(95);
public int InnerPut => BitRange(126, 96);
public bool InnerStickyOverflow => Bit(127);
public int QmdReservedAA => BitRange(159, 128);
public int DependentQmdPointer => BitRange(191, 160);
public int QmdGroupId => BitRange(197, 192);
public bool SmGlobalCachingEnable => Bit(198);
public bool RunCtaInOneSmPartition => Bit(199);
public bool IsQueue => Bit(200);
public bool AddToHeadOfQmdGroupLinkedList => Bit(201);
public bool SemaphoreReleaseEnable0 => Bit(202);
public bool SemaphoreReleaseEnable1 => Bit(203);
public bool RequireSchedulingPcas => Bit(204);
public bool DependentQmdScheduleEnable => Bit(205);
public DependentQmdType DependentQmdType => (DependentQmdType)BitRange(206, 206);
public bool DependentQmdFieldCopy => Bit(207);
public int QmdReservedB => BitRange(223, 208);
public int CircularQueueSize => BitRange(248, 224);
public bool QmdReservedC => Bit(249);
public bool InvalidateTextureHeaderCache => Bit(250);
public bool InvalidateTextureSamplerCache => Bit(251);
public bool InvalidateTextureDataCache => Bit(252);
public bool InvalidateShaderDataCache => Bit(253);
public bool InvalidateInstructionCache => Bit(254);
public bool InvalidateShaderConstantCache => Bit(255);
public int ProgramOffset => BitRange(287, 256);
public int CircularQueueAddrLower => BitRange(319, 288);
public int CircularQueueAddrUpper => BitRange(327, 320);
public int QmdReservedD => BitRange(335, 328);
public int CircularQueueEntrySize => BitRange(351, 336);
public int CwdReferenceCountId => BitRange(357, 352);
public int CwdReferenceCountDeltaMinusOne => BitRange(365, 358);
public ReleaseMembarType ReleaseMembarType => (ReleaseMembarType)BitRange(366, 366);
public bool CwdReferenceCountIncrEnable => Bit(367);
public CwdMembarType CwdMembarType => (CwdMembarType)BitRange(369, 368);
public bool SequentiallyRunCtas => Bit(370);
public bool CwdReferenceCountDecrEnable => Bit(371);
public bool Throttled => Bit(372);
public Fp32NanBehavior Fp32NanBehavior => (Fp32NanBehavior)BitRange(376, 376);
public Fp32F2iNanBehavior Fp32F2iNanBehavior => (Fp32F2iNanBehavior)BitRange(377, 377);
public ApiVisibleCallLimit ApiVisibleCallLimit => (ApiVisibleCallLimit)BitRange(378, 378);
public SharedMemoryBankMapping SharedMemoryBankMapping => (SharedMemoryBankMapping)BitRange(379, 379);
public SamplerIndex SamplerIndex => (SamplerIndex)BitRange(382, 382);
public Fp32NarrowInstruction Fp32NarrowInstruction => (Fp32NarrowInstruction)BitRange(383, 383);
public int CtaRasterWidth => BitRange(415, 384);
public int CtaRasterHeight => BitRange(431, 416);
public int CtaRasterDepth => BitRange(447, 432);
public int CtaRasterWidthResume => BitRange(479, 448);
public int CtaRasterHeightResume => BitRange(495, 480);
public int CtaRasterDepthResume => BitRange(511, 496);
public int QueueEntriesPerCtaMinusOne => BitRange(518, 512);
public int CoalesceWaitingPeriod => BitRange(529, 522);
public int SharedMemorySize => BitRange(561, 544);
public int QmdReservedG => BitRange(575, 562);
public int QmdVersion => BitRange(579, 576);
public int QmdMajorVersion => BitRange(583, 580);
public int QmdReservedH => BitRange(591, 584);
public int CtaThreadDimension0 => BitRange(607, 592);
public int CtaThreadDimension1 => BitRange(623, 608);
public int CtaThreadDimension2 => BitRange(639, 624);
public bool ConstantBufferValid(int i) => Bit(640 + i * 1);
public int QmdReservedI => BitRange(668, 648);
public L1Configuration L1Configuration => (L1Configuration)BitRange(671, 669);
public int SmDisableMaskLower => BitRange(703, 672);
public int SmDisableMaskUpper => BitRange(735, 704);
public int Release0AddressLower => BitRange(767, 736);
public int Release0AddressUpper => BitRange(775, 768);
public int QmdReservedJ => BitRange(783, 776);
public ReductionOp Release0ReductionOp => (ReductionOp)BitRange(790, 788);
public bool QmdReservedK => Bit(791);
public ReductionFormat Release0ReductionFormat => (ReductionFormat)BitRange(793, 792);
public bool Release0ReductionEnable => Bit(794);
public StructureSize Release0StructureSize => (StructureSize)BitRange(799, 799);
public int Release0Payload => BitRange(831, 800);
public int Release1AddressLower => BitRange(863, 832);
public int Release1AddressUpper => BitRange(871, 864);
public int QmdReservedL => BitRange(879, 872);
public ReductionOp Release1ReductionOp => (ReductionOp)BitRange(886, 884);
public bool QmdReservedM => Bit(887);
public ReductionFormat Release1ReductionFormat => (ReductionFormat)BitRange(889, 888);
public bool Release1ReductionEnable => Bit(890);
public StructureSize Release1StructureSize => (StructureSize)BitRange(895, 895);
public int Release1Payload => BitRange(927, 896);
public int ConstantBufferAddrLower(int i) => BitRange(959 + i * 64, 928 + i * 64);
public int ConstantBufferAddrUpper(int i) => BitRange(967 + i * 64, 960 + i * 64);
public int ConstantBufferReservedAddr(int i) => BitRange(973 + i * 64, 968 + i * 64);
public bool ConstantBufferInvalidate(int i) => Bit(974 + i * 64);
public int ConstantBufferSize(int i) => BitRange(991 + i * 64, 975 + i * 64);
public int ShaderLocalMemoryLowSize => BitRange(1463, 1440);
public int QmdReservedN => BitRange(1466, 1464);
public int BarrierCount => BitRange(1471, 1467);
public int ShaderLocalMemoryHighSize => BitRange(1495, 1472);
public int RegisterCount => BitRange(1503, 1496);
public int ShaderLocalMemoryCrsSize => BitRange(1527, 1504);
public int SassVersion => BitRange(1535, 1528);
public int HwOnlyInnerGet => BitRange(1566, 1536);
public bool HwOnlyRequireSchedulingPcas => Bit(1567);
public int HwOnlyInnerPut => BitRange(1598, 1568);
public bool HwOnlyScgType => Bit(1599);
public int HwOnlySpanListHeadIndex => BitRange(1629, 1600);
public bool QmdReservedQ => Bit(1630);
public bool HwOnlySpanListHeadIndexValid => Bit(1631);
public int HwOnlySkedNextQmdPointer => BitRange(1663, 1632);
public int QmdSpareE => BitRange(1695, 1664);
public int QmdSpareF => BitRange(1727, 1696);
public int QmdSpareG => BitRange(1759, 1728);
public int QmdSpareH => BitRange(1791, 1760);
public int QmdSpareI => BitRange(1823, 1792);
public int QmdSpareJ => BitRange(1855, 1824);
public int QmdSpareK => BitRange(1887, 1856);
public int QmdSpareL => BitRange(1919, 1888);
public int QmdSpareM => BitRange(1951, 1920);
public int QmdSpareN => BitRange(1983, 1952);
public int DebugIdUpper => BitRange(2015, 1984);
public int DebugIdLower => BitRange(2047, 2016);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private bool Bit(int bit)
{
if ((uint)bit >= 64 * 32)
{
throw new ArgumentOutOfRangeException(nameof(bit));
}
return (_words[bit >> 5] & (1 << (bit & 31))) != 0;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private int BitRange(int upper, int lower)
{
if ((uint)lower >= 64 * 32)
{
throw new ArgumentOutOfRangeException(nameof(lower));
}
int mask = (int)(uint.MaxValue >> (32 - (upper - lower + 1)));
return (_words[lower >> 5] >> (lower & 31)) & mask;
}
}
}

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namespace Ryujinx.Graphics.Gpu.Engine
{
/// <summary>
/// Conditional rendering enable.
/// </summary>
enum ConditionalRenderEnabled
{
False,
True,
Host
}
}

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using Ryujinx.Graphics.Device;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.Runtime.CompilerServices;
namespace Ryujinx.Graphics.Gpu.Engine
{
/// <summary>
/// State interface with a shadow memory control register.
/// </summary>
interface IShadowState
{
/// <summary>
/// MME shadow ram control mode.
/// </summary>
SetMmeShadowRamControlMode SetMmeShadowRamControlMode { get; }
}
/// <summary>
/// Represents a device's state, with a additional shadow state.
/// </summary>
/// <typeparam name="TState">Type of the state</typeparam>
class DeviceStateWithShadow<[DynamicallyAccessedMembers(DynamicallyAccessedMemberTypes.PublicFields)] TState> : IDeviceState where TState : unmanaged, IShadowState
{
private readonly DeviceState<TState> _state;
private readonly DeviceState<TState> _shadowState;
/// <summary>
/// Current device state.
/// </summary>
public ref TState State => ref _state.State;
/// <summary>
/// Creates a new instance of the device state, with shadow state.
/// </summary>
/// <param name="callbacks">Optional that will be called if a register specified by name is read or written</param>
/// <param name="debugLogCallback">Optional callback to be used for debug log messages</param>
public DeviceStateWithShadow(IReadOnlyDictionary<string, RwCallback> callbacks = null, Action<string> debugLogCallback = null)
{
_state = new DeviceState<TState>(callbacks, debugLogCallback);
_shadowState = new DeviceState<TState>();
}
/// <summary>
/// Reads a value from a register.
/// </summary>
/// <param name="offset">Register offset in bytes</param>
/// <returns>Value stored on the register</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public int Read(int offset)
{
return _state.Read(offset);
}
/// <summary>
/// Writes a value to a register.
/// </summary>
/// <param name="offset">Register offset in bytes</param>
/// <param name="value">Value to be written</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Write(int offset, int value)
{
WriteWithRedundancyCheck(offset, value, out _);
}
/// <summary>
/// Writes a value to a register, returning a value indicating if <paramref name="value"/>
/// is different from the current value on the register.
/// </summary>
/// <param name="offset">Register offset in bytes</param>
/// <param name="value">Value to be written</param>
/// <param name="changed">True if the value was changed, false otherwise</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteWithRedundancyCheck(int offset, int value, out bool changed)
{
var shadowRamControl = _state.State.SetMmeShadowRamControlMode;
if (shadowRamControl == SetMmeShadowRamControlMode.MethodPassthrough || offset < 0x200)
{
_state.WriteWithRedundancyCheck(offset, value, out changed);
}
else if (shadowRamControl == SetMmeShadowRamControlMode.MethodTrack ||
shadowRamControl == SetMmeShadowRamControlMode.MethodTrackWithFilter)
{
_shadowState.Write(offset, value);
_state.WriteWithRedundancyCheck(offset, value, out changed);
}
else /* if (shadowRamControl == SetMmeShadowRamControlMode.MethodReplay) */
{
Debug.Assert(shadowRamControl == SetMmeShadowRamControlMode.MethodReplay);
_state.WriteWithRedundancyCheck(offset, _shadowState.Read(offset), out changed);
}
}
}
}

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using Ryujinx.Common;
using Ryujinx.Graphics.Device;
using Ryujinx.Graphics.Gpu.Engine.Threed;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Texture;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Intrinsics;
namespace Ryujinx.Graphics.Gpu.Engine.Dma
{
/// <summary>
/// Represents a DMA copy engine class.
/// </summary>
class DmaClass : IDeviceState
{
private readonly GpuContext _context;
private readonly GpuChannel _channel;
private readonly ThreedClass _3dEngine;
private readonly DeviceState<DmaClassState> _state;
/// <summary>
/// Copy flags passed on DMA launch.
/// </summary>
[Flags]
private enum CopyFlags
{
SrcLinear = 1 << 7,
DstLinear = 1 << 8,
MultiLineEnable = 1 << 9,
RemapEnable = 1 << 10
}
/// <summary>
/// Texture parameters for copy.
/// </summary>
private struct TextureParams
{
/// <summary>
/// Copy region X coordinate.
/// </summary>
public readonly int RegionX;
/// <summary>
/// Copy region Y coordinate.
/// </summary>
public readonly int RegionY;
/// <summary>
/// Offset from the base pointer of the data in memory.
/// </summary>
public readonly int BaseOffset;
/// <summary>
/// Bytes per pixel.
/// </summary>
public readonly int Bpp;
/// <summary>
/// Whether the texture is linear. If false, the texture is block linear.
/// </summary>
public readonly bool Linear;
/// <summary>
/// Pixel offset from XYZ coordinates calculator.
/// </summary>
public readonly OffsetCalculator Calculator;
/// <summary>
/// Creates texture parameters.
/// </summary>
/// <param name="regionX">Copy region X coordinate</param>
/// <param name="regionY">Copy region Y coordinate</param>
/// <param name="baseOffset">Offset from the base pointer of the data in memory</param>
/// <param name="bpp">Bytes per pixel</param>
/// <param name="linear">Whether the texture is linear. If false, the texture is block linear</param>
/// <param name="calculator">Pixel offset from XYZ coordinates calculator</param>
public TextureParams(int regionX, int regionY, int baseOffset, int bpp, bool linear, OffsetCalculator calculator)
{
RegionX = regionX;
RegionY = regionY;
BaseOffset = baseOffset;
Bpp = bpp;
Linear = linear;
Calculator = calculator;
}
}
[StructLayout(LayoutKind.Sequential, Size = 3, Pack = 1)]
private struct UInt24
{
public byte Byte0;
public byte Byte1;
public byte Byte2;
}
/// <summary>
/// Creates a new instance of the DMA copy engine class.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="channel">GPU channel</param>
/// <param name="threedEngine">3D engine</param>
public DmaClass(GpuContext context, GpuChannel channel, ThreedClass threedEngine)
{
_context = context;
_channel = channel;
_3dEngine = threedEngine;
_state = new DeviceState<DmaClassState>(new Dictionary<string, RwCallback>
{
{ nameof(DmaClassState.LaunchDma), new RwCallback(LaunchDma, null) }
});
}
/// <summary>
/// Reads data from the class registers.
/// </summary>
/// <param name="offset">Register byte offset</param>
/// <returns>Data at the specified offset</returns>
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>
public void Write(int offset, int data) => _state.Write(offset, data);
/// <summary>
/// Determine if a buffer-to-texture region covers the entirety of a texture.
/// </summary>
/// <param name="tex">Texture to compare</param>
/// <param name="linear">True if the texture is linear, false if block linear</param>
/// <param name="bpp">Texture bytes per pixel</param>
/// <param name="stride">Texture stride</param>
/// <param name="xCount">Number of pixels to be copied</param>
/// <param name="yCount">Number of lines to be copied</param>
/// <returns></returns>
private static bool IsTextureCopyComplete(DmaTexture tex, bool linear, int bpp, int stride, int xCount, int yCount)
{
if (linear)
{
// If the stride is negative, the texture has to be flipped, so
// the fast copy is not trivial, use the slow path.
if (stride <= 0)
{
return false;
}
int alignWidth = Constants.StrideAlignment / bpp;
return stride / bpp == BitUtils.AlignUp(xCount, alignWidth);
}
else
{
int alignWidth = Constants.GobAlignment / bpp;
return tex.RegionX == 0 &&
tex.RegionY == 0 &&
tex.Width == BitUtils.AlignUp(xCount, alignWidth) &&
tex.Height == yCount;
}
}
/// <summary>
/// Releases a semaphore for a given LaunchDma method call.
/// </summary>
/// <param name="argument">The LaunchDma call argument</param>
private void ReleaseSemaphore(int argument)
{
LaunchDmaSemaphoreType type = (LaunchDmaSemaphoreType)((argument >> 3) & 0x3);
if (type != LaunchDmaSemaphoreType.None)
{
ulong address = ((ulong)_state.State.SetSemaphoreA << 32) | _state.State.SetSemaphoreB;
if (type == LaunchDmaSemaphoreType.ReleaseOneWordSemaphore)
{
_channel.MemoryManager.Write(address, _state.State.SetSemaphorePayload);
}
else /* if (type == LaunchDmaSemaphoreType.ReleaseFourWordSemaphore) */
{
_channel.MemoryManager.Write(address + 8, _context.GetTimestamp());
_channel.MemoryManager.Write(address, (ulong)_state.State.SetSemaphorePayload);
}
}
}
/// <summary>
/// Performs a buffer to buffer, or buffer to texture copy.
/// </summary>
/// <param name="argument">The LaunchDma call argument</param>
private void DmaCopy(int argument)
{
var memoryManager = _channel.MemoryManager;
CopyFlags copyFlags = (CopyFlags)argument;
bool srcLinear = copyFlags.HasFlag(CopyFlags.SrcLinear);
bool dstLinear = copyFlags.HasFlag(CopyFlags.DstLinear);
bool copy2D = copyFlags.HasFlag(CopyFlags.MultiLineEnable);
bool remap = copyFlags.HasFlag(CopyFlags.RemapEnable);
uint size = _state.State.LineLengthIn;
if (size == 0)
{
return;
}
ulong srcGpuVa = ((ulong)_state.State.OffsetInUpperUpper << 32) | _state.State.OffsetInLower;
ulong dstGpuVa = ((ulong)_state.State.OffsetOutUpperUpper << 32) | _state.State.OffsetOutLower;
int xCount = (int)_state.State.LineLengthIn;
int yCount = (int)_state.State.LineCount;
_3dEngine.CreatePendingSyncs();
_3dEngine.FlushUboDirty();
if (copy2D)
{
// Buffer to texture copy.
int componentSize = (int)_state.State.SetRemapComponentsComponentSize + 1;
int srcComponents = (int)_state.State.SetRemapComponentsNumSrcComponents + 1;
int dstComponents = (int)_state.State.SetRemapComponentsNumDstComponents + 1;
int srcBpp = remap ? srcComponents * componentSize : 1;
int dstBpp = remap ? dstComponents * componentSize : 1;
var dst = Unsafe.As<uint, DmaTexture>(ref _state.State.SetDstBlockSize);
var src = Unsafe.As<uint, DmaTexture>(ref _state.State.SetSrcBlockSize);
int srcRegionX = 0, srcRegionY = 0, dstRegionX = 0, dstRegionY = 0;
if (!srcLinear)
{
srcRegionX = src.RegionX;
srcRegionY = src.RegionY;
}
if (!dstLinear)
{
dstRegionX = dst.RegionX;
dstRegionY = dst.RegionY;
}
int srcStride = (int)_state.State.PitchIn;
int dstStride = (int)_state.State.PitchOut;
var srcCalculator = new OffsetCalculator(
src.Width,
src.Height,
srcStride,
srcLinear,
src.MemoryLayout.UnpackGobBlocksInY(),
src.MemoryLayout.UnpackGobBlocksInZ(),
srcBpp);
var dstCalculator = new OffsetCalculator(
dst.Width,
dst.Height,
dstStride,
dstLinear,
dst.MemoryLayout.UnpackGobBlocksInY(),
dst.MemoryLayout.UnpackGobBlocksInZ(),
dstBpp);
(int srcBaseOffset, int srcSize) = srcCalculator.GetRectangleRange(srcRegionX, srcRegionY, xCount, yCount);
(int dstBaseOffset, int dstSize) = dstCalculator.GetRectangleRange(dstRegionX, dstRegionY, xCount, yCount);
if (srcLinear && srcStride < 0)
{
srcBaseOffset += srcStride * (yCount - 1);
}
if (dstLinear && dstStride < 0)
{
dstBaseOffset += dstStride * (yCount - 1);
}
ReadOnlySpan<byte> srcSpan = memoryManager.GetSpan(srcGpuVa + (ulong)srcBaseOffset, srcSize, true);
bool completeSource = IsTextureCopyComplete(src, srcLinear, srcBpp, srcStride, xCount, yCount);
bool completeDest = IsTextureCopyComplete(dst, dstLinear, dstBpp, dstStride, xCount, yCount);
if (completeSource && completeDest)
{
var target = memoryManager.Physical.TextureCache.FindTexture(
memoryManager,
dstGpuVa,
dstBpp,
dstStride,
dst.Height,
xCount,
yCount,
dstLinear,
dst.MemoryLayout.UnpackGobBlocksInY(),
dst.MemoryLayout.UnpackGobBlocksInZ());
if (target != null)
{
byte[] data;
if (srcLinear)
{
data = LayoutConverter.ConvertLinearStridedToLinear(
target.Info.Width,
target.Info.Height,
1,
1,
xCount * srcBpp,
srcStride,
target.Info.FormatInfo.BytesPerPixel,
srcSpan);
}
else
{
data = LayoutConverter.ConvertBlockLinearToLinear(
src.Width,
src.Height,
src.Depth,
1,
1,
1,
1,
1,
srcBpp,
src.MemoryLayout.UnpackGobBlocksInY(),
src.MemoryLayout.UnpackGobBlocksInZ(),
1,
new SizeInfo((int)target.Size),
srcSpan);
}
target.SynchronizeMemory();
target.SetData(data);
target.SignalModified();
return;
}
else if (srcCalculator.LayoutMatches(dstCalculator))
{
// No layout conversion has to be performed, just copy the data entirely.
memoryManager.Write(dstGpuVa + (ulong)dstBaseOffset, srcSpan);
return;
}
}
// OPT: This allocates a (potentially) huge temporary array and then copies an existing
// region of memory into it, data that might get overwritten entirely anyways. Ideally this should
// all be rewritten to use pooled arrays, but that gets complicated with packed data and strides
Span<byte> dstSpan = memoryManager.GetSpan(dstGpuVa + (ulong)dstBaseOffset, dstSize).ToArray();
TextureParams srcParams = new TextureParams(srcRegionX, srcRegionY, srcBaseOffset, srcBpp, srcLinear, srcCalculator);
TextureParams dstParams = new TextureParams(dstRegionX, dstRegionY, dstBaseOffset, dstBpp, dstLinear, dstCalculator);
// If remapping is enabled, we always copy the components directly, in order.
// If it's enabled, but the mapping is just XYZW, we also copy them in order.
bool isIdentityRemap = !remap ||
(_state.State.SetRemapComponentsDstX == SetRemapComponentsDst.SrcX &&
(dstComponents < 2 || _state.State.SetRemapComponentsDstY == SetRemapComponentsDst.SrcY) &&
(dstComponents < 3 || _state.State.SetRemapComponentsDstZ == SetRemapComponentsDst.SrcZ) &&
(dstComponents < 4 || _state.State.SetRemapComponentsDstW == SetRemapComponentsDst.SrcW));
if (isIdentityRemap)
{
// The order of the components doesn't change, so we can just copy directly
// (with layout conversion if necessary).
switch (srcBpp)
{
case 1: Copy<byte>(dstSpan, srcSpan, dstParams, srcParams); break;
case 2: Copy<ushort>(dstSpan, srcSpan, dstParams, srcParams); break;
case 4: Copy<uint>(dstSpan, srcSpan, dstParams, srcParams); break;
case 8: Copy<ulong>(dstSpan, srcSpan, dstParams, srcParams); break;
case 12: Copy<Bpp12Pixel>(dstSpan, srcSpan, dstParams, srcParams); break;
case 16: Copy<Vector128<byte>>(dstSpan, srcSpan, dstParams, srcParams); break;
default: throw new NotSupportedException($"Unable to copy ${srcBpp} bpp pixel format.");
}
}
else
{
// The order or value of the components might change.
switch (componentSize)
{
case 1: CopyShuffle<byte>(dstSpan, srcSpan, dstParams, srcParams); break;
case 2: CopyShuffle<ushort>(dstSpan, srcSpan, dstParams, srcParams); break;
case 3: CopyShuffle<UInt24>(dstSpan, srcSpan, dstParams, srcParams); break;
case 4: CopyShuffle<uint>(dstSpan, srcSpan, dstParams, srcParams); break;
default: throw new NotSupportedException($"Unable to copy ${componentSize} component size.");
}
}
memoryManager.Write(dstGpuVa + (ulong)dstBaseOffset, dstSpan);
}
else
{
if (remap &&
_state.State.SetRemapComponentsDstX == SetRemapComponentsDst.ConstA &&
_state.State.SetRemapComponentsDstY == SetRemapComponentsDst.ConstA &&
_state.State.SetRemapComponentsDstZ == SetRemapComponentsDst.ConstA &&
_state.State.SetRemapComponentsDstW == SetRemapComponentsDst.ConstA &&
_state.State.SetRemapComponentsNumSrcComponents == SetRemapComponentsNumComponents.One &&
_state.State.SetRemapComponentsNumDstComponents == SetRemapComponentsNumComponents.One &&
_state.State.SetRemapComponentsComponentSize == SetRemapComponentsComponentSize.Four)
{
// Fast path for clears when remap is enabled.
memoryManager.Physical.BufferCache.ClearBuffer(memoryManager, dstGpuVa, size * 4, _state.State.SetRemapConstA);
}
else
{
// TODO: Implement remap functionality.
// Buffer to buffer copy.
bool srcIsPitchKind = memoryManager.GetKind(srcGpuVa).IsPitch();
bool dstIsPitchKind = memoryManager.GetKind(dstGpuVa).IsPitch();
if (!srcIsPitchKind && dstIsPitchKind)
{
CopyGobBlockLinearToLinear(memoryManager, srcGpuVa, dstGpuVa, size);
}
else if (srcIsPitchKind && !dstIsPitchKind)
{
CopyGobLinearToBlockLinear(memoryManager, srcGpuVa, dstGpuVa, size);
}
else
{
memoryManager.Physical.BufferCache.CopyBuffer(memoryManager, srcGpuVa, dstGpuVa, size);
}
}
}
}
/// <summary>
/// Copies data from one texture to another, while performing layout conversion if necessary.
/// </summary>
/// <typeparam name="T">Pixel type</typeparam>
/// <param name="dstSpan">Destination texture memory region</param>
/// <param name="srcSpan">Source texture memory region</param>
/// <param name="dst">Destination texture parameters</param>
/// <param name="src">Source texture parameters</param>
private unsafe void Copy<T>(Span<byte> dstSpan, ReadOnlySpan<byte> srcSpan, TextureParams dst, TextureParams src) where T : unmanaged
{
int xCount = (int)_state.State.LineLengthIn;
int yCount = (int)_state.State.LineCount;
if (src.Linear && dst.Linear && src.Bpp == dst.Bpp)
{
// Optimized path for purely linear copies - we don't need to calculate every single byte offset,
// and we can make use of Span.CopyTo which is very very fast (even compared to pointers)
for (int y = 0; y < yCount; y++)
{
src.Calculator.SetY(src.RegionY + y);
dst.Calculator.SetY(dst.RegionY + y);
int srcOffset = src.Calculator.GetOffset(src.RegionX);
int dstOffset = dst.Calculator.GetOffset(dst.RegionX);
srcSpan.Slice(srcOffset - src.BaseOffset, xCount * src.Bpp)
.CopyTo(dstSpan.Slice(dstOffset - dst.BaseOffset, xCount * dst.Bpp));
}
}
else
{
fixed (byte* dstPtr = dstSpan, srcPtr = srcSpan)
{
byte* dstBase = dstPtr - dst.BaseOffset; // Layout offset is relative to the base, so we need to subtract the span's offset.
byte* srcBase = srcPtr - src.BaseOffset;
for (int y = 0; y < yCount; y++)
{
src.Calculator.SetY(src.RegionY + y);
dst.Calculator.SetY(dst.RegionY + y);
for (int x = 0; x < xCount; x++)
{
int srcOffset = src.Calculator.GetOffset(src.RegionX + x);
int dstOffset = dst.Calculator.GetOffset(dst.RegionX + x);
*(T*)(dstBase + dstOffset) = *(T*)(srcBase + srcOffset);
}
}
}
}
}
/// <summary>
/// Sets texture pixel data to a constant value, while performing layout conversion if necessary.
/// </summary>
/// <typeparam name="T">Pixel type</typeparam>
/// <param name="dstSpan">Destination texture memory region</param>
/// <param name="dst">Destination texture parameters</param>
/// <param name="fillValue">Constant pixel value to be set</param>
private unsafe void Fill<T>(Span<byte> dstSpan, TextureParams dst, T fillValue) where T : unmanaged
{
int xCount = (int)_state.State.LineLengthIn;
int yCount = (int)_state.State.LineCount;
fixed (byte* dstPtr = dstSpan)
{
byte* dstBase = dstPtr - dst.BaseOffset; // Layout offset is relative to the base, so we need to subtract the span's offset.
for (int y = 0; y < yCount; y++)
{
dst.Calculator.SetY(dst.RegionY + y);
for (int x = 0; x < xCount; x++)
{
int dstOffset = dst.Calculator.GetOffset(dst.RegionX + x);
*(T*)(dstBase + dstOffset) = fillValue;
}
}
}
}
/// <summary>
/// Copies data from one texture to another, while performing layout conversion and component shuffling if necessary.
/// </summary>
/// <typeparam name="T">Pixel type</typeparam>
/// <param name="dstSpan">Destination texture memory region</param>
/// <param name="srcSpan">Source texture memory region</param>
/// <param name="dst">Destination texture parameters</param>
/// <param name="src">Source texture parameters</param>
private void CopyShuffle<T>(Span<byte> dstSpan, ReadOnlySpan<byte> srcSpan, TextureParams dst, TextureParams src) where T : unmanaged
{
int dstComponents = (int)_state.State.SetRemapComponentsNumDstComponents + 1;
for (int i = 0; i < dstComponents; i++)
{
SetRemapComponentsDst componentsDst = i switch
{
0 => _state.State.SetRemapComponentsDstX,
1 => _state.State.SetRemapComponentsDstY,
2 => _state.State.SetRemapComponentsDstZ,
_ => _state.State.SetRemapComponentsDstW
};
switch (componentsDst)
{
case SetRemapComponentsDst.SrcX:
Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan, dst, src);
break;
case SetRemapComponentsDst.SrcY:
Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan.Slice(Unsafe.SizeOf<T>()), dst, src);
break;
case SetRemapComponentsDst.SrcZ:
Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan.Slice(Unsafe.SizeOf<T>() * 2), dst, src);
break;
case SetRemapComponentsDst.SrcW:
Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan.Slice(Unsafe.SizeOf<T>() * 3), dst, src);
break;
case SetRemapComponentsDst.ConstA:
Fill<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), dst, Unsafe.As<uint, T>(ref _state.State.SetRemapConstA));
break;
case SetRemapComponentsDst.ConstB:
Fill<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), dst, Unsafe.As<uint, T>(ref _state.State.SetRemapConstB));
break;
}
}
}
/// <summary>
/// Copies block linear data with block linear GOBs to a block linear destination with linear GOBs.
/// </summary>
/// <param name="memoryManager">GPU memory manager</param>
/// <param name="srcGpuVa">Source GPU virtual address</param>
/// <param name="dstGpuVa">Destination GPU virtual address</param>
/// <param name="size">Size in bytes of the copy</param>
private static void CopyGobBlockLinearToLinear(MemoryManager memoryManager, ulong srcGpuVa, ulong dstGpuVa, ulong size)
{
if (((srcGpuVa | dstGpuVa | size) & 0xf) == 0)
{
for (ulong offset = 0; offset < size; offset += 16)
{
Vector128<byte> data = memoryManager.Read<Vector128<byte>>(ConvertGobLinearToBlockLinearAddress(srcGpuVa + offset), true);
memoryManager.Write(dstGpuVa + offset, data);
}
}
else
{
for (ulong offset = 0; offset < size; offset++)
{
byte data = memoryManager.Read<byte>(ConvertGobLinearToBlockLinearAddress(srcGpuVa + offset), true);
memoryManager.Write(dstGpuVa + offset, data);
}
}
}
/// <summary>
/// Copies block linear data with linear GOBs to a block linear destination with block linear GOBs.
/// </summary>
/// <param name="memoryManager">GPU memory manager</param>
/// <param name="srcGpuVa">Source GPU virtual address</param>
/// <param name="dstGpuVa">Destination GPU virtual address</param>
/// <param name="size">Size in bytes of the copy</param>
private static void CopyGobLinearToBlockLinear(MemoryManager memoryManager, ulong srcGpuVa, ulong dstGpuVa, ulong size)
{
if (((srcGpuVa | dstGpuVa | size) & 0xf) == 0)
{
for (ulong offset = 0; offset < size; offset += 16)
{
Vector128<byte> data = memoryManager.Read<Vector128<byte>>(srcGpuVa + offset, true);
memoryManager.Write(ConvertGobLinearToBlockLinearAddress(dstGpuVa + offset), data);
}
}
else
{
for (ulong offset = 0; offset < size; offset++)
{
byte data = memoryManager.Read<byte>(srcGpuVa + offset, true);
memoryManager.Write(ConvertGobLinearToBlockLinearAddress(dstGpuVa + offset), data);
}
}
}
/// <summary>
/// Calculates the GOB block linear address from a linear address.
/// </summary>
/// <param name="address">Linear address</param>
/// <returns>Block linear address</returns>
private static ulong ConvertGobLinearToBlockLinearAddress(ulong address)
{
// y2 y1 y0 x5 x4 x3 x2 x1 x0 -> x5 y2 y1 x4 y0 x3 x2 x1 x0
return (address & ~0x1f0UL) |
((address & 0x40) >> 2) |
((address & 0x10) << 1) |
((address & 0x180) >> 1) |
((address & 0x20) << 3);
}
/// <summary>
/// Performs a buffer to buffer, or buffer to texture copy, then optionally releases a semaphore.
/// </summary>
/// <param name="argument">Method call argument</param>
private void LaunchDma(int argument)
{
DmaCopy(argument);
ReleaseSemaphore(argument);
}
}
}

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@ -0,0 +1,271 @@
// This file was auto-generated from NVIDIA official Maxwell definitions.
namespace Ryujinx.Graphics.Gpu.Engine.Dma
{
/// <summary>
/// Physical mode target.
/// </summary>
enum SetPhysModeTarget
{
LocalFb = 0,
CoherentSysmem = 1,
NoncoherentSysmem = 2,
}
/// <summary>
/// DMA data transfer type.
/// </summary>
enum LaunchDmaDataTransferType
{
None = 0,
Pipelined = 1,
NonPipelined = 2,
}
/// <summary>
/// DMA semaphore type.
/// </summary>
enum LaunchDmaSemaphoreType
{
None = 0,
ReleaseOneWordSemaphore = 1,
ReleaseFourWordSemaphore = 2,
}
/// <summary>
/// DMA interrupt type.
/// </summary>
enum LaunchDmaInterruptType
{
None = 0,
Blocking = 1,
NonBlocking = 2,
}
/// <summary>
/// DMA destination memory layout.
/// </summary>
enum LaunchDmaMemoryLayout
{
Blocklinear = 0,
Pitch = 1,
}
/// <summary>
/// DMA type.
/// </summary>
enum LaunchDmaType
{
Virtual = 0,
Physical = 1,
}
/// <summary>
/// DMA semaphore reduction operation.
/// </summary>
enum LaunchDmaSemaphoreReduction
{
Imin = 0,
Imax = 1,
Ixor = 2,
Iand = 3,
Ior = 4,
Iadd = 5,
Inc = 6,
Dec = 7,
Fadd = 10,
}
/// <summary>
/// DMA semaphore reduction signedness.
/// </summary>
enum LaunchDmaSemaphoreReductionSign
{
Signed = 0,
Unsigned = 1,
}
/// <summary>
/// DMA L2 cache bypass.
/// </summary>
enum LaunchDmaBypassL2
{
UsePteSetting = 0,
ForceVolatile = 1,
}
/// <summary>
/// DMA component remapping source component.
/// </summary>
enum SetRemapComponentsDst
{
SrcX = 0,
SrcY = 1,
SrcZ = 2,
SrcW = 3,
ConstA = 4,
ConstB = 5,
NoWrite = 6,
}
/// <summary>
/// DMA component remapping component size.
/// </summary>
enum SetRemapComponentsComponentSize
{
One = 0,
Two = 1,
Three = 2,
Four = 3,
}
/// <summary>
/// DMA component remapping number of components.
/// </summary>
enum SetRemapComponentsNumComponents
{
One = 0,
Two = 1,
Three = 2,
Four = 3,
}
/// <summary>
/// Width in GOBs of the destination texture.
/// </summary>
enum SetBlockSizeWidth
{
QuarterGob = 14,
OneGob = 0,
}
/// <summary>
/// Height in GOBs of the destination texture.
/// </summary>
enum SetBlockSizeHeight
{
OneGob = 0,
TwoGobs = 1,
FourGobs = 2,
EightGobs = 3,
SixteenGobs = 4,
ThirtytwoGobs = 5,
}
/// <summary>
/// Depth in GOBs of the destination texture.
/// </summary>
enum SetBlockSizeDepth
{
OneGob = 0,
TwoGobs = 1,
FourGobs = 2,
EightGobs = 3,
SixteenGobs = 4,
ThirtytwoGobs = 5,
}
/// <summary>
/// Height of a single GOB in lines.
/// </summary>
enum SetBlockSizeGobHeight
{
GobHeightTesla4 = 0,
GobHeightFermi8 = 1,
}
/// <summary>
/// DMA copy class state.
/// </summary>
unsafe struct DmaClassState
{
#pragma warning disable CS0649
public fixed uint Reserved00[64];
public uint Nop;
public fixed uint Reserved104[15];
public uint PmTrigger;
public fixed uint Reserved144[63];
public uint SetSemaphoreA;
public int SetSemaphoreAUpper => (int)((SetSemaphoreA >> 0) & 0xFF);
public uint SetSemaphoreB;
public uint SetSemaphorePayload;
public fixed uint Reserved24C[2];
public uint SetRenderEnableA;
public int SetRenderEnableAUpper => (int)((SetRenderEnableA >> 0) & 0xFF);
public uint SetRenderEnableB;
public uint SetRenderEnableC;
public int SetRenderEnableCMode => (int)((SetRenderEnableC >> 0) & 0x7);
public uint SetSrcPhysMode;
public SetPhysModeTarget SetSrcPhysModeTarget => (SetPhysModeTarget)((SetSrcPhysMode >> 0) & 0x3);
public uint SetDstPhysMode;
public SetPhysModeTarget SetDstPhysModeTarget => (SetPhysModeTarget)((SetDstPhysMode >> 0) & 0x3);
public fixed uint Reserved268[38];
public uint LaunchDma;
public LaunchDmaDataTransferType LaunchDmaDataTransferType => (LaunchDmaDataTransferType)((LaunchDma >> 0) & 0x3);
public bool LaunchDmaFlushEnable => (LaunchDma & 0x4) != 0;
public LaunchDmaSemaphoreType LaunchDmaSemaphoreType => (LaunchDmaSemaphoreType)((LaunchDma >> 3) & 0x3);
public LaunchDmaInterruptType LaunchDmaInterruptType => (LaunchDmaInterruptType)((LaunchDma >> 5) & 0x3);
public LaunchDmaMemoryLayout LaunchDmaSrcMemoryLayout => (LaunchDmaMemoryLayout)((LaunchDma >> 7) & 0x1);
public LaunchDmaMemoryLayout LaunchDmaDstMemoryLayout => (LaunchDmaMemoryLayout)((LaunchDma >> 8) & 0x1);
public bool LaunchDmaMultiLineEnable => (LaunchDma & 0x200) != 0;
public bool LaunchDmaRemapEnable => (LaunchDma & 0x400) != 0;
public bool LaunchDmaForceRmwdisable => (LaunchDma & 0x800) != 0;
public LaunchDmaType LaunchDmaSrcType => (LaunchDmaType)((LaunchDma >> 12) & 0x1);
public LaunchDmaType LaunchDmaDstType => (LaunchDmaType)((LaunchDma >> 13) & 0x1);
public LaunchDmaSemaphoreReduction LaunchDmaSemaphoreReduction => (LaunchDmaSemaphoreReduction)((LaunchDma >> 14) & 0xF);
public LaunchDmaSemaphoreReductionSign LaunchDmaSemaphoreReductionSign => (LaunchDmaSemaphoreReductionSign)((LaunchDma >> 18) & 0x1);
public bool LaunchDmaSemaphoreReductionEnable => (LaunchDma & 0x80000) != 0;
public LaunchDmaBypassL2 LaunchDmaBypassL2 => (LaunchDmaBypassL2)((LaunchDma >> 20) & 0x1);
public fixed uint Reserved304[63];
public uint OffsetInUpper;
public int OffsetInUpperUpper => (int)((OffsetInUpper >> 0) & 0xFF);
public uint OffsetInLower;
public uint OffsetOutUpper;
public int OffsetOutUpperUpper => (int)((OffsetOutUpper >> 0) & 0xFF);
public uint OffsetOutLower;
public uint PitchIn;
public uint PitchOut;
public uint LineLengthIn;
public uint LineCount;
public fixed uint Reserved420[184];
public uint SetRemapConstA;
public uint SetRemapConstB;
public uint SetRemapComponents;
public SetRemapComponentsDst SetRemapComponentsDstX => (SetRemapComponentsDst)((SetRemapComponents >> 0) & 0x7);
public SetRemapComponentsDst SetRemapComponentsDstY => (SetRemapComponentsDst)((SetRemapComponents >> 4) & 0x7);
public SetRemapComponentsDst SetRemapComponentsDstZ => (SetRemapComponentsDst)((SetRemapComponents >> 8) & 0x7);
public SetRemapComponentsDst SetRemapComponentsDstW => (SetRemapComponentsDst)((SetRemapComponents >> 12) & 0x7);
public SetRemapComponentsComponentSize SetRemapComponentsComponentSize => (SetRemapComponentsComponentSize)((SetRemapComponents >> 16) & 0x3);
public SetRemapComponentsNumComponents SetRemapComponentsNumSrcComponents => (SetRemapComponentsNumComponents)((SetRemapComponents >> 20) & 0x3);
public SetRemapComponentsNumComponents SetRemapComponentsNumDstComponents => (SetRemapComponentsNumComponents)((SetRemapComponents >> 24) & 0x3);
public uint SetDstBlockSize;
public SetBlockSizeWidth SetDstBlockSizeWidth => (SetBlockSizeWidth)((SetDstBlockSize >> 0) & 0xF);
public SetBlockSizeHeight SetDstBlockSizeHeight => (SetBlockSizeHeight)((SetDstBlockSize >> 4) & 0xF);
public SetBlockSizeDepth SetDstBlockSizeDepth => (SetBlockSizeDepth)((SetDstBlockSize >> 8) & 0xF);
public SetBlockSizeGobHeight SetDstBlockSizeGobHeight => (SetBlockSizeGobHeight)((SetDstBlockSize >> 12) & 0xF);
public uint SetDstWidth;
public uint SetDstHeight;
public uint SetDstDepth;
public uint SetDstLayer;
public uint SetDstOrigin;
public int SetDstOriginX => (int)((SetDstOrigin >> 0) & 0xFFFF);
public int SetDstOriginY => (int)((SetDstOrigin >> 16) & 0xFFFF);
public uint Reserved724;
public uint SetSrcBlockSize;
public SetBlockSizeWidth SetSrcBlockSizeWidth => (SetBlockSizeWidth)((SetSrcBlockSize >> 0) & 0xF);
public SetBlockSizeHeight SetSrcBlockSizeHeight => (SetBlockSizeHeight)((SetSrcBlockSize >> 4) & 0xF);
public SetBlockSizeDepth SetSrcBlockSizeDepth => (SetBlockSizeDepth)((SetSrcBlockSize >> 8) & 0xF);
public SetBlockSizeGobHeight SetSrcBlockSizeGobHeight => (SetBlockSizeGobHeight)((SetSrcBlockSize >> 12) & 0xF);
public uint SetSrcWidth;
public uint SetSrcHeight;
public uint SetSrcDepth;
public uint SetSrcLayer;
public uint SetSrcOrigin;
public int SetSrcOriginX => (int)((SetSrcOrigin >> 0) & 0xFFFF);
public int SetSrcOriginY => (int)((SetSrcOrigin >> 16) & 0xFFFF);
public fixed uint Reserved740[629];
public uint PmTriggerEnd;
public fixed uint Reserved1118[2490];
#pragma warning restore CS0649
}
}

View file

@ -0,0 +1,20 @@
using Ryujinx.Graphics.Gpu.Engine.Types;
namespace Ryujinx.Graphics.Gpu.Engine.Dma
{
/// <summary>
/// Buffer to texture copy parameters.
/// </summary>
struct DmaTexture
{
#pragma warning disable CS0649
public MemoryLayout MemoryLayout;
public int Width;
public int Height;
public int Depth;
public int RegionZ;
public ushort RegionX;
public ushort RegionY;
#pragma warning restore CS0649
}
}

View file

@ -0,0 +1,41 @@
// This file was auto-generated from NVIDIA official Maxwell definitions.
namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
{
enum TertOp
{
Grp0IncMethod = 0,
Grp0SetSubDevMask = 1,
Grp0StoreSubDevMask = 2,
Grp0UseSubDevMask = 3,
Grp2NonIncMethod = 0
}
enum SecOp
{
Grp0UseTert = 0,
IncMethod = 1,
Grp2UseTert = 2,
NonIncMethod = 3,
ImmdDataMethod = 4,
OneInc = 5,
Reserved6 = 6,
EndPbSegment = 7
}
struct CompressedMethod
{
#pragma warning disable CS0649
public uint Method;
#pragma warning restore CS0649
public int MethodAddressOld => (int)((Method >> 2) & 0x7FF);
public int MethodAddress => (int)((Method >> 0) & 0xFFF);
public int SubdeviceMask => (int)((Method >> 4) & 0xFFF);
public int MethodSubchannel => (int)((Method >> 13) & 0x7);
public TertOp TertOp => (TertOp)((Method >> 16) & 0x3);
public int MethodCountOld => (int)((Method >> 18) & 0x7FF);
public int MethodCount => (int)((Method >> 16) & 0x1FFF);
public int ImmdData => (int)((Method >> 16) & 0x1FFF);
public SecOp SecOp => (SecOp)((Method >> 29) & 0x7);
}
}

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// This file was auto-generated from NVIDIA official Maxwell definitions.
namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
{
enum Entry0Fetch
{
Unconditional = 0,
Conditional = 1,
}
enum Entry1Priv
{
User = 0,
Kernel = 1,
}
enum Entry1Level
{
Main = 0,
Subroutine = 1,
}
enum Entry1Sync
{
Proceed = 0,
Wait = 1,
}
enum Entry1Opcode
{
Nop = 0,
Illegal = 1,
Crc = 2,
PbCrc = 3,
}
struct GPEntry
{
#pragma warning disable CS0649
public uint Entry0;
#pragma warning restore CS0649
public Entry0Fetch Entry0Fetch => (Entry0Fetch)((Entry0 >> 0) & 0x1);
public int Entry0Get => (int)((Entry0 >> 2) & 0x3FFFFFFF);
public int Entry0Operand => (int)(Entry0);
#pragma warning disable CS0649
public uint Entry1;
#pragma warning restore CS0649
public int Entry1GetHi => (int)((Entry1 >> 0) & 0xFF);
public Entry1Priv Entry1Priv => (Entry1Priv)((Entry1 >> 8) & 0x1);
public Entry1Level Entry1Level => (Entry1Level)((Entry1 >> 9) & 0x1);
public int Entry1Length => (int)((Entry1 >> 10) & 0x1FFFFF);
public Entry1Sync Entry1Sync => (Entry1Sync)((Entry1 >> 31) & 0x1);
public Entry1Opcode Entry1Opcode => (Entry1Opcode)((Entry1 >> 0) & 0xFF);
}
}

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using Ryujinx.Graphics.Device;
using Ryujinx.Graphics.Gpu.Engine.MME;
using System;
using System.Collections.Generic;
using System.Threading;
namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
{
/// <summary>
/// Represents a GPU General Purpose FIFO class.
/// </summary>
class GPFifoClass : IDeviceState
{
private readonly GpuContext _context;
private readonly GPFifoProcessor _parent;
private readonly DeviceState<GPFifoClassState> _state;
private int _previousSubChannel;
private bool _createSyncPending;
private const int MacrosCount = 0x80;
// Note: The size of the macro memory is unknown, we just make
// a guess here and use 256kb as the size. Increase if needed.
private const int MacroCodeSize = 256 * 256;
private readonly Macro[] _macros;
private readonly int[] _macroCode;
/// <summary>
/// Creates a new instance of the GPU General Purpose FIFO class.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="parent">Parent GPU General Purpose FIFO processor</param>
public GPFifoClass(GpuContext context, GPFifoProcessor parent)
{
_context = context;
_parent = parent;
_state = new DeviceState<GPFifoClassState>(new Dictionary<string, RwCallback>
{
{ nameof(GPFifoClassState.Semaphored), new RwCallback(Semaphored, null) },
{ nameof(GPFifoClassState.Syncpointb), new RwCallback(Syncpointb, null) },
{ nameof(GPFifoClassState.WaitForIdle), new RwCallback(WaitForIdle, null) },
{ nameof(GPFifoClassState.SetReference), new RwCallback(SetReference, null) },
{ nameof(GPFifoClassState.LoadMmeInstructionRam), new RwCallback(LoadMmeInstructionRam, null) },
{ nameof(GPFifoClassState.LoadMmeStartAddressRam), new RwCallback(LoadMmeStartAddressRam, null) },
{ nameof(GPFifoClassState.SetMmeShadowRamControl), new RwCallback(SetMmeShadowRamControl, null) }
});
_macros = new Macro[MacrosCount];
_macroCode = new int[MacroCodeSize];
}
/// <summary>
/// Create any syncs from WaitForIdle command that are currently pending.
/// </summary>
public void CreatePendingSyncs()
{
if (_createSyncPending)
{
_createSyncPending = false;
_context.CreateHostSyncIfNeeded(false, false);
}
}
/// <summary>
/// Reads data from the class registers.
/// </summary>
/// <param name="offset">Register byte offset</param>
/// <returns>Data at the specified offset</returns>
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>
public void Write(int offset, int data) => _state.Write(offset, data);
/// <summary>
/// Writes a GPU counter to guest memory.
/// </summary>
/// <param name="argument">Method call argument</param>
public void Semaphored(int argument)
{
ulong address = ((ulong)_state.State.SemaphorebOffsetLower << 2) |
((ulong)_state.State.SemaphoreaOffsetUpper << 32);
int value = _state.State.SemaphorecPayload;
SemaphoredOperation operation = _state.State.SemaphoredOperation;
if (_state.State.SemaphoredReleaseSize == SemaphoredReleaseSize.SixteenBytes)
{
_parent.MemoryManager.Write(address + 4, 0);
_parent.MemoryManager.Write(address + 8, _context.GetTimestamp());
}
// TODO: Acquire operations (Wait), interrupts for invalid combinations.
if (operation == SemaphoredOperation.Release)
{
_parent.MemoryManager.Write(address, value);
}
else if (operation == SemaphoredOperation.Reduction)
{
bool signed = _state.State.SemaphoredFormat == SemaphoredFormat.Signed;
int mem = _parent.MemoryManager.Read<int>(address);
switch (_state.State.SemaphoredReduction)
{
case SemaphoredReduction.Min:
value = signed ? Math.Min(mem, value) : (int)Math.Min((uint)mem, (uint)value);
break;
case SemaphoredReduction.Max:
value = signed ? Math.Max(mem, value) : (int)Math.Max((uint)mem, (uint)value);
break;
case SemaphoredReduction.Xor:
value ^= mem;
break;
case SemaphoredReduction.And:
value &= mem;
break;
case SemaphoredReduction.Or:
value |= mem;
break;
case SemaphoredReduction.Add:
value += mem;
break;
case SemaphoredReduction.Inc:
value = (uint)mem < (uint)value ? mem + 1 : 0;
break;
case SemaphoredReduction.Dec:
value = (uint)mem > 0 && (uint)mem <= (uint)value ? mem - 1 : value;
break;
}
_parent.MemoryManager.Write(address, value);
}
}
/// <summary>
/// Apply a fence operation on a syncpoint.
/// </summary>
/// <param name="argument">Method call argument</param>
public void Syncpointb(int argument)
{
SyncpointbOperation operation = _state.State.SyncpointbOperation;
uint syncpointId = (uint)_state.State.SyncpointbSyncptIndex;
if (operation == SyncpointbOperation.Wait)
{
uint threshold = (uint)_state.State.SyncpointaPayload;
_context.Synchronization.WaitOnSyncpoint(syncpointId, threshold, Timeout.InfiniteTimeSpan);
}
else if (operation == SyncpointbOperation.Incr)
{
_context.CreateHostSyncIfNeeded(true, true);
_context.Synchronization.IncrementSyncpoint(syncpointId);
}
_context.AdvanceSequence();
}
/// <summary>
/// Waits for the GPU to be idle.
/// </summary>
/// <param name="argument">Method call argument</param>
public void WaitForIdle(int argument)
{
_parent.PerformDeferredDraws();
_context.Renderer.Pipeline.Barrier();
_createSyncPending = true;
}
/// <summary>
/// Used as an indirect data barrier on NVN. When used, access to previously written data must be coherent.
/// </summary>
/// <param name="argument">Method call argument</param>
public void SetReference(int argument)
{
_context.Renderer.Pipeline.CommandBufferBarrier();
_context.CreateHostSyncIfNeeded(false, true);
}
/// <summary>
/// Sends macro code/data to the MME.
/// </summary>
/// <param name="argument">Method call argument</param>
public void LoadMmeInstructionRam(int argument)
{
_macroCode[_state.State.LoadMmeInstructionRamPointer++] = argument;
}
/// <summary>
/// Binds a macro index to a position for the MME
/// </summary>
/// <param name="argument">Method call argument</param>
public void LoadMmeStartAddressRam(int argument)
{
_macros[_state.State.LoadMmeStartAddressRamPointer++] = new Macro(argument);
}
/// <summary>
/// Changes the shadow RAM control.
/// </summary>
/// <param name="argument">Method call argument</param>
public void SetMmeShadowRamControl(int argument)
{
_parent.SetShadowRamControl(argument);
}
/// <summary>
/// Pushes an argument to a macro.
/// </summary>
/// <param name="index">Index of the macro</param>
/// <param name="gpuVa">GPU virtual address where the command word is located</param>
/// <param name="argument">Argument to be pushed to the macro</param>
public void MmePushArgument(int index, ulong gpuVa, int argument)
{
_macros[index].PushArgument(gpuVa, argument);
}
/// <summary>
/// Prepares a macro for execution.
/// </summary>
/// <param name="index">Index of the macro</param>
/// <param name="argument">Initial argument passed to the macro</param>
public void MmeStart(int index, int argument)
{
_macros[index].StartExecution(_context, _parent, _macroCode, argument);
}
/// <summary>
/// Executes a macro.
/// </summary>
/// <param name="index">Index of the macro</param>
/// <param name="state">Current GPU state</param>
public void CallMme(int index, IDeviceState state)
{
_macros[index].Execute(_macroCode, state);
}
}
}

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// This file was auto-generated from NVIDIA official Maxwell definitions.
using Ryujinx.Common.Memory;
namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
{
/// <summary>
/// Semaphore operation.
/// </summary>
enum SemaphoredOperation
{
Acquire = 1,
Release = 2,
AcqGeq = 4,
AcqAnd = 8,
Reduction = 16
}
/// <summary>
/// Semaphore acquire switch enable.
/// </summary>
enum SemaphoredAcquireSwitch
{
Disabled = 0,
Enabled = 1
}
/// <summary>
/// Semaphore release interrupt wait enable.
/// </summary>
enum SemaphoredReleaseWfi
{
En = 0,
Dis = 1
}
/// <summary>
/// Semaphore release structure size.
/// </summary>
enum SemaphoredReleaseSize
{
SixteenBytes = 0,
FourBytes = 1
}
/// <summary>
/// Semaphore reduction operation.
/// </summary>
enum SemaphoredReduction
{
Min = 0,
Max = 1,
Xor = 2,
And = 3,
Or = 4,
Add = 5,
Inc = 6,
Dec = 7
}
/// <summary>
/// Semaphore format.
/// </summary>
enum SemaphoredFormat
{
Signed = 0,
Unsigned = 1
}
/// <summary>
/// Memory Translation Lookaside Buffer Page Directory Buffer invalidation.
/// </summary>
enum MemOpCTlbInvalidatePdb
{
One = 0,
All = 1
}
/// <summary>
/// Memory Translation Lookaside Buffer GPC invalidation enable.
/// </summary>
enum MemOpCTlbInvalidateGpc
{
Enable = 0,
Disable = 1
}
/// <summary>
/// Memory Translation Lookaside Buffer invalidation target.
/// </summary>
enum MemOpCTlbInvalidateTarget
{
VidMem = 0,
SysMemCoherent = 2,
SysMemNoncoherent = 3
}
/// <summary>
/// Memory operation.
/// </summary>
enum MemOpDOperation
{
Membar = 5,
MmuTlbInvalidate = 9,
L2PeermemInvalidate = 13,
L2SysmemInvalidate = 14,
L2CleanComptags = 15,
L2FlushDirty = 16
}
/// <summary>
/// Syncpoint operation.
/// </summary>
enum SyncpointbOperation
{
Wait = 0,
Incr = 1
}
/// <summary>
/// Syncpoint wait switch enable.
/// </summary>
enum SyncpointbWaitSwitch
{
Dis = 0,
En = 1
}
/// <summary>
/// Wait for interrupt scope.
/// </summary>
enum WfiScope
{
CurrentScgType = 0,
All = 1
}
/// <summary>
/// Yield operation.
/// </summary>
enum YieldOp
{
Nop = 0,
PbdmaTimeslice = 1,
RunlistTimeslice = 2,
Tsg = 3
}
/// <summary>
/// General Purpose FIFO class state.
/// </summary>
struct GPFifoClassState
{
#pragma warning disable CS0649
public uint SetObject;
public int SetObjectNvclass => (int)((SetObject >> 0) & 0xFFFF);
public int SetObjectEngine => (int)((SetObject >> 16) & 0x1F);
public uint Illegal;
public int IllegalHandle => (int)(Illegal);
public uint Nop;
public int NopHandle => (int)(Nop);
public uint Reserved0C;
public uint Semaphorea;
public int SemaphoreaOffsetUpper => (int)((Semaphorea >> 0) & 0xFF);
public uint Semaphoreb;
public int SemaphorebOffsetLower => (int)((Semaphoreb >> 2) & 0x3FFFFFFF);
public uint Semaphorec;
public int SemaphorecPayload => (int)(Semaphorec);
public uint Semaphored;
public SemaphoredOperation SemaphoredOperation => (SemaphoredOperation)((Semaphored >> 0) & 0x1F);
public SemaphoredAcquireSwitch SemaphoredAcquireSwitch => (SemaphoredAcquireSwitch)((Semaphored >> 12) & 0x1);
public SemaphoredReleaseWfi SemaphoredReleaseWfi => (SemaphoredReleaseWfi)((Semaphored >> 20) & 0x1);
public SemaphoredReleaseSize SemaphoredReleaseSize => (SemaphoredReleaseSize)((Semaphored >> 24) & 0x1);
public SemaphoredReduction SemaphoredReduction => (SemaphoredReduction)((Semaphored >> 27) & 0xF);
public SemaphoredFormat SemaphoredFormat => (SemaphoredFormat)((Semaphored >> 31) & 0x1);
public uint NonStallInterrupt;
public int NonStallInterruptHandle => (int)(NonStallInterrupt);
public uint FbFlush;
public int FbFlushHandle => (int)(FbFlush);
public uint Reserved28;
public uint Reserved2C;
public uint MemOpC;
public int MemOpCOperandLow => (int)((MemOpC >> 2) & 0x3FFFFFFF);
public MemOpCTlbInvalidatePdb MemOpCTlbInvalidatePdb => (MemOpCTlbInvalidatePdb)((MemOpC >> 0) & 0x1);
public MemOpCTlbInvalidateGpc MemOpCTlbInvalidateGpc => (MemOpCTlbInvalidateGpc)((MemOpC >> 1) & 0x1);
public MemOpCTlbInvalidateTarget MemOpCTlbInvalidateTarget => (MemOpCTlbInvalidateTarget)((MemOpC >> 10) & 0x3);
public int MemOpCTlbInvalidateAddrLo => (int)((MemOpC >> 12) & 0xFFFFF);
public uint MemOpD;
public int MemOpDOperandHigh => (int)((MemOpD >> 0) & 0xFF);
public MemOpDOperation MemOpDOperation => (MemOpDOperation)((MemOpD >> 27) & 0x1F);
public int MemOpDTlbInvalidateAddrHi => (int)((MemOpD >> 0) & 0xFF);
public uint Reserved38;
public uint Reserved3C;
public uint Reserved40;
public uint Reserved44;
public uint Reserved48;
public uint Reserved4C;
public uint SetReference;
public int SetReferenceCount => (int)(SetReference);
public uint Reserved54;
public uint Reserved58;
public uint Reserved5C;
public uint Reserved60;
public uint Reserved64;
public uint Reserved68;
public uint Reserved6C;
public uint Syncpointa;
public int SyncpointaPayload => (int)(Syncpointa);
public uint Syncpointb;
public SyncpointbOperation SyncpointbOperation => (SyncpointbOperation)((Syncpointb >> 0) & 0x1);
public SyncpointbWaitSwitch SyncpointbWaitSwitch => (SyncpointbWaitSwitch)((Syncpointb >> 4) & 0x1);
public int SyncpointbSyncptIndex => (int)((Syncpointb >> 8) & 0xFFF);
public uint Wfi;
public WfiScope WfiScope => (WfiScope)((Wfi >> 0) & 0x1);
public uint CrcCheck;
public int CrcCheckValue => (int)(CrcCheck);
public uint Yield;
public YieldOp YieldOp => (YieldOp)((Yield >> 0) & 0x3);
// TODO: Eventually move this to per-engine state.
public Array31<uint> Reserved84;
public uint NoOperation;
public uint SetNotifyA;
public uint SetNotifyB;
public uint Notify;
public uint WaitForIdle;
public uint LoadMmeInstructionRamPointer;
public uint LoadMmeInstructionRam;
public uint LoadMmeStartAddressRamPointer;
public uint LoadMmeStartAddressRam;
public uint SetMmeShadowRamControl;
#pragma warning restore CS0649
}
}

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using Ryujinx.Graphics.Gpu.Memory;
using System;
using System.Collections.Concurrent;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Threading;
namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
{
/// <summary>
/// Represents a GPU General Purpose FIFO device.
/// </summary>
public sealed class GPFifoDevice : IDisposable
{
/// <summary>
/// Indicates if the command buffer has pre-fetch enabled.
/// </summary>
private enum CommandBufferType
{
Prefetch,
NoPrefetch
}
/// <summary>
/// Command buffer data.
/// </summary>
private struct CommandBuffer
{
/// <summary>
/// Processor used to process the command buffer. Contains channel state.
/// </summary>
public GPFifoProcessor Processor;
/// <summary>
/// The type of the command buffer.
/// </summary>
public CommandBufferType Type;
/// <summary>
/// Fetched data.
/// </summary>
public int[] Words;
/// <summary>
/// The GPFIFO entry address (used in <see cref="CommandBufferType.NoPrefetch"/> mode).
/// </summary>
public ulong EntryAddress;
/// <summary>
/// The count of entries inside this GPFIFO entry.
/// </summary>
public uint EntryCount;
/// <summary>
/// Get the entries for the command buffer from memory.
/// </summary>
/// <param name="memoryManager">The memory manager used to fetch the data</param>
/// <param name="flush">If true, flushes potential GPU written data before reading the command buffer</param>
/// <returns>The fetched data</returns>
private ReadOnlySpan<int> GetWords(MemoryManager memoryManager, bool flush)
{
return MemoryMarshal.Cast<byte, int>(memoryManager.GetSpan(EntryAddress, (int)EntryCount * 4, flush));
}
/// <summary>
/// Prefetch the command buffer.
/// </summary>
/// <param name="memoryManager">The memory manager used to fetch the data</param>
public void Prefetch(MemoryManager memoryManager)
{
Words = GetWords(memoryManager, true).ToArray();
}
/// <summary>
/// Fetch the command buffer.
/// </summary>
/// <param name="memoryManager">The memory manager used to fetch the data</param>
/// <param name="flush">If true, flushes potential GPU written data before reading the command buffer</param>
/// <returns>The command buffer words</returns>
public ReadOnlySpan<int> Fetch(MemoryManager memoryManager, bool flush)
{
return Words ?? GetWords(memoryManager, flush);
}
}
private readonly ConcurrentQueue<CommandBuffer> _commandBufferQueue;
private CommandBuffer _currentCommandBuffer;
private GPFifoProcessor _prevChannelProcessor;
private readonly bool _ibEnable;
private readonly GpuContext _context;
private readonly AutoResetEvent _event;
private bool _interrupt;
private int _flushSkips;
/// <summary>
/// Creates a new instance of the GPU General Purpose FIFO device.
/// </summary>
/// <param name="context">GPU context that the GPFIFO belongs to</param>
internal GPFifoDevice(GpuContext context)
{
_commandBufferQueue = new ConcurrentQueue<CommandBuffer>();
_ibEnable = true;
_context = context;
_event = new AutoResetEvent(false);
}
/// <summary>
/// Signal the FIFO that there are new entries to process.
/// </summary>
public void SignalNewEntries()
{
_event.Set();
}
/// <summary>
/// Push a GPFIFO entry in the form of a prefetched command buffer.
/// It is intended to be used by nvservices to handle special cases.
/// </summary>
/// <param name="processor">Processor used to process <paramref name="commandBuffer"/></param>
/// <param name="commandBuffer">The command buffer containing the prefetched commands</param>
internal void PushHostCommandBuffer(GPFifoProcessor processor, int[] commandBuffer)
{
_commandBufferQueue.Enqueue(new CommandBuffer
{
Processor = processor,
Type = CommandBufferType.Prefetch,
Words = commandBuffer,
EntryAddress = ulong.MaxValue,
EntryCount = (uint)commandBuffer.Length
});
}
/// <summary>
/// Create a CommandBuffer from a GPFIFO entry.
/// </summary>
/// <param name="processor">Processor used to process the command buffer pointed to by <paramref name="entry"/></param>
/// <param name="entry">The GPFIFO entry</param>
/// <returns>A new CommandBuffer based on the GPFIFO entry</returns>
private static CommandBuffer CreateCommandBuffer(GPFifoProcessor processor, GPEntry entry)
{
CommandBufferType type = CommandBufferType.Prefetch;
if (entry.Entry1Sync == Entry1Sync.Wait)
{
type = CommandBufferType.NoPrefetch;
}
ulong startAddress = ((ulong)entry.Entry0Get << 2) | ((ulong)entry.Entry1GetHi << 32);
return new CommandBuffer
{
Processor = processor,
Type = type,
Words = null,
EntryAddress = startAddress,
EntryCount = (uint)entry.Entry1Length
};
}
/// <summary>
/// Pushes GPFIFO entries.
/// </summary>
/// <param name="processor">Processor used to process the command buffers pointed to by <paramref name="entries"/></param>
/// <param name="entries">GPFIFO entries</param>
internal void PushEntries(GPFifoProcessor processor, ReadOnlySpan<ulong> entries)
{
bool beforeBarrier = true;
for (int index = 0; index < entries.Length; index++)
{
ulong entry = entries[index];
CommandBuffer commandBuffer = CreateCommandBuffer(processor, Unsafe.As<ulong, GPEntry>(ref entry));
if (beforeBarrier && commandBuffer.Type == CommandBufferType.Prefetch)
{
commandBuffer.Prefetch(processor.MemoryManager);
}
if (commandBuffer.Type == CommandBufferType.NoPrefetch)
{
beforeBarrier = false;
}
_commandBufferQueue.Enqueue(commandBuffer);
}
}
/// <summary>
/// Waits until commands are pushed to the FIFO.
/// </summary>
/// <returns>True if commands were received, false if wait timed out</returns>
public bool WaitForCommands()
{
return !_commandBufferQueue.IsEmpty || (_event.WaitOne(8) && !_commandBufferQueue.IsEmpty);
}
/// <summary>
/// Processes commands pushed to the FIFO.
/// </summary>
public void DispatchCalls()
{
// Use this opportunity to also dispose any pending channels that were closed.
_context.RunDeferredActions();
// Process command buffers.
while (_ibEnable && !_interrupt && _commandBufferQueue.TryDequeue(out CommandBuffer entry))
{
bool flushCommandBuffer = true;
if (_flushSkips != 0)
{
_flushSkips--;
flushCommandBuffer = false;
}
_currentCommandBuffer = entry;
ReadOnlySpan<int> words = entry.Fetch(entry.Processor.MemoryManager, flushCommandBuffer);
// If we are changing the current channel,
// we need to force all the host state to be updated.
if (_prevChannelProcessor != entry.Processor)
{
_prevChannelProcessor = entry.Processor;
entry.Processor.ForceAllDirty();
}
entry.Processor.Process(entry.EntryAddress, words);
}
_interrupt = false;
}
/// <summary>
/// Sets the number of flushes that should be skipped for subsequent command buffers.
/// </summary>
/// <remarks>
/// This can improve performance when command buffer data only needs to be consumed by the GPU.
/// </remarks>
/// <param name="count">The amount of flushes that should be skipped</param>
internal void SetFlushSkips(int count)
{
_flushSkips = count;
}
/// <summary>
/// Interrupts command processing. This will break out of the DispatchCalls loop.
/// </summary>
public void Interrupt()
{
_interrupt = true;
}
/// <summary>
/// Disposes of resources used for GPFifo command processing.
/// </summary>
public void Dispose() => _event.Dispose();
}
}

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using Ryujinx.Graphics.Device;
using Ryujinx.Graphics.Gpu.Engine.Compute;
using Ryujinx.Graphics.Gpu.Engine.Dma;
using Ryujinx.Graphics.Gpu.Engine.InlineToMemory;
using Ryujinx.Graphics.Gpu.Engine.Threed;
using Ryujinx.Graphics.Gpu.Engine.Twod;
using Ryujinx.Graphics.Gpu.Memory;
using System;
using System.Runtime.CompilerServices;
namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
{
/// <summary>
/// Represents a GPU General Purpose FIFO command processor.
/// </summary>
class GPFifoProcessor
{
private const int MacrosCount = 0x80;
private const int MacroIndexMask = MacrosCount - 1;
private const int LoadInlineDataMethodOffset = 0x6d;
private const int UniformBufferUpdateDataMethodOffset = 0x8e4;
private readonly GpuChannel _channel;
/// <summary>
/// Channel memory manager.
/// </summary>
public MemoryManager MemoryManager => _channel.MemoryManager;
/// <summary>
/// 3D Engine.
/// </summary>
public ThreedClass ThreedClass => _3dClass;
/// <summary>
/// Internal GPFIFO state.
/// </summary>
private struct DmaState
{
public int Method;
public int SubChannel;
public int MethodCount;
public bool NonIncrementing;
public bool IncrementOnce;
}
private DmaState _state;
private readonly ThreedClass _3dClass;
private readonly ComputeClass _computeClass;
private readonly InlineToMemoryClass _i2mClass;
private readonly TwodClass _2dClass;
private readonly DmaClass _dmaClass;
private readonly GPFifoClass _fifoClass;
/// <summary>
/// Creates a new instance of the GPU General Purpose FIFO command processor.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="channel">Channel that the GPFIFO processor belongs to</param>
public GPFifoProcessor(GpuContext context, GpuChannel channel)
{
_channel = channel;
_fifoClass = new GPFifoClass(context, this);
_3dClass = new ThreedClass(context, channel, _fifoClass);
_computeClass = new ComputeClass(context, channel, _3dClass);
_i2mClass = new InlineToMemoryClass(context, channel);
_2dClass = new TwodClass(channel);
_dmaClass = new DmaClass(context, channel, _3dClass);
}
/// <summary>
/// Processes a command buffer.
/// </summary>
/// <param name="baseGpuVa">Base GPU virtual address of the command buffer</param>
/// <param name="commandBuffer">Command buffer</param>
public void Process(ulong baseGpuVa, ReadOnlySpan<int> commandBuffer)
{
for (int index = 0; index < commandBuffer.Length; index++)
{
int command = commandBuffer[index];
ulong gpuVa = baseGpuVa + (ulong)index * 4;
if (_state.MethodCount != 0)
{
if (TryFastI2mBufferUpdate(commandBuffer, ref index))
{
continue;
}
Send(gpuVa, _state.Method, command, _state.SubChannel, _state.MethodCount <= 1);
if (!_state.NonIncrementing)
{
_state.Method++;
}
if (_state.IncrementOnce)
{
_state.NonIncrementing = true;
}
_state.MethodCount--;
}
else
{
CompressedMethod meth = Unsafe.As<int, CompressedMethod>(ref command);
if (TryFastUniformBufferUpdate(meth, commandBuffer, index))
{
index += meth.MethodCount;
continue;
}
switch (meth.SecOp)
{
case SecOp.IncMethod:
case SecOp.NonIncMethod:
case SecOp.OneInc:
_state.Method = meth.MethodAddress;
_state.SubChannel = meth.MethodSubchannel;
_state.MethodCount = meth.MethodCount;
_state.IncrementOnce = meth.SecOp == SecOp.OneInc;
_state.NonIncrementing = meth.SecOp == SecOp.NonIncMethod;
break;
case SecOp.ImmdDataMethod:
Send(gpuVa, meth.MethodAddress, meth.ImmdData, meth.MethodSubchannel, true);
break;
}
}
}
_3dClass.FlushUboDirty();
}
/// <summary>
/// Tries to perform a fast Inline-to-Memory data update.
/// If successful, all data will be copied at once, and <see cref="DmaState.MethodCount"/>
/// command buffer entries will be consumed.
/// </summary>
/// <param name="commandBuffer">Command buffer where the data is contained</param>
/// <param name="offset">Offset at <paramref name="commandBuffer"/> where the data is located, auto-incremented on success</param>
/// <returns>True if the fast copy was successful, false otherwise</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private bool TryFastI2mBufferUpdate(ReadOnlySpan<int> commandBuffer, ref int offset)
{
if (_state.Method == LoadInlineDataMethodOffset && _state.NonIncrementing && _state.SubChannel <= 2)
{
int availableCount = commandBuffer.Length - offset;
int consumeCount = Math.Min(_state.MethodCount, availableCount);
var data = commandBuffer.Slice(offset, consumeCount);
if (_state.SubChannel == 0)
{
_3dClass.LoadInlineData(data);
}
else if (_state.SubChannel == 1)
{
_computeClass.LoadInlineData(data);
}
else /* if (_state.SubChannel == 2) */
{
_i2mClass.LoadInlineData(data);
}
offset += consumeCount - 1;
_state.MethodCount -= consumeCount;
return true;
}
return false;
}
/// <summary>
/// Tries to perform a fast constant buffer data update.
/// If successful, all data will be copied at once, and <see cref="CompressedMethod.MethodCount"/> + 1
/// command buffer entries will be consumed.
/// </summary>
/// <param name="meth">Compressed method to be checked</param>
/// <param name="commandBuffer">Command buffer where <paramref name="meth"/> is contained</param>
/// <param name="offset">Offset at <paramref name="commandBuffer"/> where <paramref name="meth"/> is located</param>
/// <returns>True if the fast copy was successful, false otherwise</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private bool TryFastUniformBufferUpdate(CompressedMethod meth, ReadOnlySpan<int> commandBuffer, int offset)
{
int availableCount = commandBuffer.Length - offset;
if (meth.MethodAddress == UniformBufferUpdateDataMethodOffset &&
meth.MethodCount < availableCount &&
meth.SecOp == SecOp.NonIncMethod)
{
_3dClass.ConstantBufferUpdate(commandBuffer.Slice(offset + 1, meth.MethodCount));
return true;
}
return false;
}
/// <summary>
/// Sends a uncompressed method for processing by the graphics pipeline.
/// </summary>
/// <param name="gpuVa">GPU virtual address where the command word is located</param>
/// <param name="meth">Method to be processed</param>
private void Send(ulong gpuVa, int offset, int argument, int subChannel, bool isLastCall)
{
if (offset < 0x60)
{
_fifoClass.Write(offset * 4, argument);
}
else if (offset < 0xe00)
{
offset *= 4;
switch (subChannel)
{
case 0:
_3dClass.Write(offset, argument);
break;
case 1:
_computeClass.Write(offset, argument);
break;
case 2:
_i2mClass.Write(offset, argument);
break;
case 3:
_2dClass.Write(offset, argument);
break;
case 4:
_dmaClass.Write(offset, argument);
break;
}
}
else
{
IDeviceState state = subChannel switch
{
0 => _3dClass,
3 => _2dClass,
_ => null
};
if (state != null)
{
int macroIndex = (offset >> 1) & MacroIndexMask;
if ((offset & 1) != 0)
{
_fifoClass.MmePushArgument(macroIndex, gpuVa, argument);
}
else
{
_fifoClass.MmeStart(macroIndex, argument);
}
if (isLastCall)
{
_fifoClass.CallMme(macroIndex, state);
_3dClass.PerformDeferredDraws();
}
}
}
}
/// <summary>
/// Writes data directly to the state of the specified class.
/// </summary>
/// <param name="classId">ID of the class to write the data into</param>
/// <param name="offset">State offset in bytes</param>
/// <param name="value">Value to be written</param>
public void Write(ClassId classId, int offset, int value)
{
switch (classId)
{
case ClassId.Threed:
_3dClass.Write(offset, value);
break;
case ClassId.Compute:
_computeClass.Write(offset, value);
break;
case ClassId.InlineToMemory:
_i2mClass.Write(offset, value);
break;
case ClassId.Twod:
_2dClass.Write(offset, value);
break;
case ClassId.Dma:
_dmaClass.Write(offset, value);
break;
case ClassId.GPFifo:
_fifoClass.Write(offset, value);
break;
}
}
/// <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)
{
_3dClass.SetShadowRamControl(control);
}
/// <summary>
/// Forces a full host state update by marking all state as modified,
/// and also requests all GPU resources in use to be rebound.
/// </summary>
public void ForceAllDirty()
{
_3dClass.ForceStateDirty();
_channel.BufferManager.Rebind();
_channel.TextureManager.Rebind();
}
/// <summary>
/// Perform any deferred draws.
/// </summary>
public void PerformDeferredDraws()
{
_3dClass.PerformDeferredDraws();
}
}
}

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using Ryujinx.Common;
using Ryujinx.Graphics.Device;
using Ryujinx.Graphics.Texture;
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Runtime.Intrinsics;
namespace Ryujinx.Graphics.Gpu.Engine.InlineToMemory
{
/// <summary>
/// Represents a Inline-to-Memory engine class.
/// </summary>
class InlineToMemoryClass : IDeviceState
{
private readonly GpuContext _context;
private readonly GpuChannel _channel;
private readonly DeviceState<InlineToMemoryClassState> _state;
private bool _isLinear;
private int _offset;
private int _size;
private ulong _dstGpuVa;
private int _dstX;
private int _dstY;
private int _dstWidth;
private int _dstHeight;
private int _dstStride;
private int _dstGobBlocksInY;
private int _dstGobBlocksInZ;
private int _lineLengthIn;
private int _lineCount;
private bool _finished;
private int[] _buffer;
/// <summary>
/// Creates a new instance of the Inline-to-Memory engine class.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="channel">GPU channel</param>
/// <param name="initializeState">Indicates if the internal state should be initialized. Set to false if part of another engine</param>
public InlineToMemoryClass(GpuContext context, GpuChannel channel, bool initializeState)
{
_context = context;
_channel = channel;
if (initializeState)
{
_state = new DeviceState<InlineToMemoryClassState>(new Dictionary<string, RwCallback>
{
{ nameof(InlineToMemoryClassState.LaunchDma), new RwCallback(LaunchDma, null) },
{ nameof(InlineToMemoryClassState.LoadInlineData), new RwCallback(LoadInlineData, null) }
});
}
}
/// <summary>
/// Creates a new instance of the inline-to-memory engine class.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="channel">GPU channel</param>
public InlineToMemoryClass(GpuContext context, GpuChannel channel) : this(context, channel, true)
{
}
/// <summary>
/// Reads data from the class registers.
/// </summary>
/// <param name="offset">Register byte offset</param>
/// <returns>Data at the specified offset</returns>
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>
public void Write(int offset, int data) => _state.Write(offset, data);
/// <summary>
/// Launches Inline-to-Memory engine DMA copy.
/// </summary>
/// <param name="argument">Method call argument</param>
private void LaunchDma(int argument)
{
LaunchDma(ref _state.State, argument);
}
/// <summary>
/// Launches Inline-to-Memory engine DMA copy.
/// </summary>
/// <param name="state">Current class state</param>
/// <param name="argument">Method call argument</param>
public void LaunchDma(ref InlineToMemoryClassState state, int argument)
{
_isLinear = (argument & 1) != 0;
_offset = 0;
_size = (int)(BitUtils.AlignUp<uint>(state.LineLengthIn, 4) * state.LineCount);
int count = _size / 4;
if (_buffer == null || _buffer.Length < count)
{
_buffer = new int[count];
}
ulong dstGpuVa = ((ulong)state.OffsetOutUpperValue << 32) | state.OffsetOut;
_dstGpuVa = dstGpuVa;
_dstX = state.SetDstOriginBytesXV;
_dstY = state.SetDstOriginSamplesYV;
_dstWidth = (int)state.SetDstWidth;
_dstHeight = (int)state.SetDstHeight;
_dstStride = (int)state.PitchOut;
_dstGobBlocksInY = 1 << (int)state.SetDstBlockSizeHeight;
_dstGobBlocksInZ = 1 << (int)state.SetDstBlockSizeDepth;
_lineLengthIn = (int)state.LineLengthIn;
_lineCount = (int)state.LineCount;
_finished = false;
}
/// <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)
{
if (!_finished)
{
int copySize = Math.Min(data.Length, _buffer.Length - _offset);
data.Slice(0, copySize).CopyTo(new Span<int>(_buffer).Slice(_offset, copySize));
_offset += copySize;
if (_offset * 4 >= _size)
{
FinishTransfer();
}
}
}
/// <summary>
/// Pushes a word of data to the Inline-to-Memory engine.
/// </summary>
/// <param name="argument">Method call argument</param>
public void LoadInlineData(int argument)
{
if (!_finished)
{
_buffer[_offset++] = argument;
if (_offset * 4 >= _size)
{
FinishTransfer();
}
}
}
/// <summary>
/// Performs actual copy of the inline data after the transfer is finished.
/// </summary>
private void FinishTransfer()
{
var memoryManager = _channel.MemoryManager;
var data = MemoryMarshal.Cast<int, byte>(_buffer).Slice(0, _size);
if (_isLinear && _lineCount == 1)
{
memoryManager.WriteTrackedResource(_dstGpuVa, data.Slice(0, _lineLengthIn));
_context.AdvanceSequence();
}
else
{
// TODO: Verify if the destination X/Y and width/height are taken into account
// for linear texture transfers. If not, we can use the fast path for that aswell.
// Right now the copy code at the bottom assumes that it is used on both which might be incorrect.
if (!_isLinear)
{
var target = memoryManager.Physical.TextureCache.FindTexture(
memoryManager,
_dstGpuVa,
1,
_dstStride,
_dstHeight,
_lineLengthIn,
_lineCount,
_isLinear,
_dstGobBlocksInY,
_dstGobBlocksInZ);
if (target != null)
{
target.SynchronizeMemory();
target.SetData(data, 0, 0, new GAL.Rectangle<int>(_dstX, _dstY, _lineLengthIn / target.Info.FormatInfo.BytesPerPixel, _lineCount));
target.SignalModified();
return;
}
}
var dstCalculator = new OffsetCalculator(
_dstWidth,
_dstHeight,
_dstStride,
_isLinear,
_dstGobBlocksInY,
1);
int srcOffset = 0;
for (int y = _dstY; y < _dstY + _lineCount; y++)
{
int x1 = _dstX;
int x2 = _dstX + _lineLengthIn;
int x1Round = BitUtils.AlignUp(_dstX, 16);
int x2Trunc = BitUtils.AlignDown(x2, 16);
int x = x1;
if (x1Round <= x2)
{
for (; x < x1Round; x++, srcOffset++)
{
int dstOffset = dstCalculator.GetOffset(x, y);
ulong dstAddress = _dstGpuVa + (uint)dstOffset;
memoryManager.Write(dstAddress, data[srcOffset]);
}
}
for (; x < x2Trunc; x += 16, srcOffset += 16)
{
int dstOffset = dstCalculator.GetOffset(x, y);
ulong dstAddress = _dstGpuVa + (uint)dstOffset;
memoryManager.Write(dstAddress, MemoryMarshal.Cast<byte, Vector128<byte>>(data.Slice(srcOffset, 16))[0]);
}
for (; x < x2; x++, srcOffset++)
{
int dstOffset = dstCalculator.GetOffset(x, y);
ulong dstAddress = _dstGpuVa + (uint)dstOffset;
memoryManager.Write(dstAddress, data[srcOffset]);
}
// All lines must be aligned to 4 bytes, as the data is pushed one word at a time.
// If our copy length is not a multiple of 4, then we need to skip the padding bytes here.
int misalignment = _lineLengthIn & 3;
if (misalignment != 0)
{
srcOffset += 4 - misalignment;
}
}
_context.AdvanceSequence();
}
_finished = true;
}
}
}

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// This file was auto-generated from NVIDIA official Maxwell definitions.
namespace Ryujinx.Graphics.Gpu.Engine.InlineToMemory
{
/// <summary>
/// Notify type.
/// </summary>
enum NotifyType
{
WriteOnly = 0,
WriteThenAwaken = 1,
}
/// <summary>
/// Width in GOBs of the destination texture.
/// </summary>
enum SetDstBlockSizeWidth
{
OneGob = 0,
}
/// <summary>
/// Height in GOBs of the destination texture.
/// </summary>
enum SetDstBlockSizeHeight
{
OneGob = 0,
TwoGobs = 1,
FourGobs = 2,
EightGobs = 3,
SixteenGobs = 4,
ThirtytwoGobs = 5,
}
/// <summary>
/// Depth in GOBs of the destination texture.
/// </summary>
enum SetDstBlockSizeDepth
{
OneGob = 0,
TwoGobs = 1,
FourGobs = 2,
EightGobs = 3,
SixteenGobs = 4,
ThirtytwoGobs = 5,
}
/// <summary>
/// Memory layout of the destination texture.
/// </summary>
enum LaunchDmaDstMemoryLayout
{
Blocklinear = 0,
Pitch = 1,
}
/// <summary>
/// DMA completion type.
/// </summary>
enum LaunchDmaCompletionType
{
FlushDisable = 0,
FlushOnly = 1,
ReleaseSemaphore = 2,
}
/// <summary>
/// DMA interrupt type.
/// </summary>
enum LaunchDmaInterruptType
{
None = 0,
Interrupt = 1,
}
/// <summary>
/// DMA semaphore structure size.
/// </summary>
enum LaunchDmaSemaphoreStructSize
{
FourWords = 0,
OneWord = 1,
}
/// <summary>
/// DMA semaphore reduction operation.
/// </summary>
enum LaunchDmaReductionOp
{
RedAdd = 0,
RedMin = 1,
RedMax = 2,
RedInc = 3,
RedDec = 4,
RedAnd = 5,
RedOr = 6,
RedXor = 7,
}
/// <summary>
/// DMA semaphore reduction format.
/// </summary>
enum LaunchDmaReductionFormat
{
Unsigned32 = 0,
Signed32 = 1,
}
/// <summary>
/// Inline-to-Memory class state.
/// </summary>
unsafe struct InlineToMemoryClassState
{
#pragma warning disable CS0649
public uint SetObject;
public int SetObjectClassId => (int)((SetObject >> 0) & 0xFFFF);
public int SetObjectEngineId => (int)((SetObject >> 16) & 0x1F);
public fixed uint Reserved04[63];
public uint NoOperation;
public uint SetNotifyA;
public int SetNotifyAAddressUpper => (int)((SetNotifyA >> 0) & 0xFF);
public uint SetNotifyB;
public uint Notify;
public NotifyType NotifyType => (NotifyType)(Notify);
public uint WaitForIdle;
public fixed uint Reserved114[7];
public uint SetGlobalRenderEnableA;
public int SetGlobalRenderEnableAOffsetUpper => (int)((SetGlobalRenderEnableA >> 0) & 0xFF);
public uint SetGlobalRenderEnableB;
public uint SetGlobalRenderEnableC;
public int SetGlobalRenderEnableCMode => (int)((SetGlobalRenderEnableC >> 0) & 0x7);
public uint SendGoIdle;
public uint PmTrigger;
public uint PmTriggerWfi;
public fixed uint Reserved148[2];
public uint SetInstrumentationMethodHeader;
public uint SetInstrumentationMethodData;
public fixed uint Reserved158[10];
public uint LineLengthIn;
public uint LineCount;
public uint OffsetOutUpper;
public int OffsetOutUpperValue => (int)((OffsetOutUpper >> 0) & 0xFF);
public uint OffsetOut;
public uint PitchOut;
public uint SetDstBlockSize;
public SetDstBlockSizeWidth SetDstBlockSizeWidth => (SetDstBlockSizeWidth)((SetDstBlockSize >> 0) & 0xF);
public SetDstBlockSizeHeight SetDstBlockSizeHeight => (SetDstBlockSizeHeight)((SetDstBlockSize >> 4) & 0xF);
public SetDstBlockSizeDepth SetDstBlockSizeDepth => (SetDstBlockSizeDepth)((SetDstBlockSize >> 8) & 0xF);
public uint SetDstWidth;
public uint SetDstHeight;
public uint SetDstDepth;
public uint SetDstLayer;
public uint SetDstOriginBytesX;
public int SetDstOriginBytesXV => (int)((SetDstOriginBytesX >> 0) & 0xFFFFF);
public uint SetDstOriginSamplesY;
public int SetDstOriginSamplesYV => (int)((SetDstOriginSamplesY >> 0) & 0xFFFF);
public uint LaunchDma;
public LaunchDmaDstMemoryLayout LaunchDmaDstMemoryLayout => (LaunchDmaDstMemoryLayout)((LaunchDma >> 0) & 0x1);
public LaunchDmaCompletionType LaunchDmaCompletionType => (LaunchDmaCompletionType)((LaunchDma >> 4) & 0x3);
public LaunchDmaInterruptType LaunchDmaInterruptType => (LaunchDmaInterruptType)((LaunchDma >> 8) & 0x3);
public LaunchDmaSemaphoreStructSize LaunchDmaSemaphoreStructSize => (LaunchDmaSemaphoreStructSize)((LaunchDma >> 12) & 0x1);
public bool LaunchDmaReductionEnable => (LaunchDma & 0x2) != 0;
public LaunchDmaReductionOp LaunchDmaReductionOp => (LaunchDmaReductionOp)((LaunchDma >> 13) & 0x7);
public LaunchDmaReductionFormat LaunchDmaReductionFormat => (LaunchDmaReductionFormat)((LaunchDma >> 2) & 0x3);
public bool LaunchDmaSysmembarDisable => (LaunchDma & 0x40) != 0;
public uint LoadInlineData;
public fixed uint Reserved1B8[9];
public uint SetI2mSemaphoreA;
public int SetI2mSemaphoreAOffsetUpper => (int)((SetI2mSemaphoreA >> 0) & 0xFF);
public uint SetI2mSemaphoreB;
public uint SetI2mSemaphoreC;
public fixed uint Reserved1E8[2];
public uint SetI2mSpareNoop00;
public uint SetI2mSpareNoop01;
public uint SetI2mSpareNoop02;
public uint SetI2mSpareNoop03;
public fixed uint Reserved200[3200];
public MmeShadowScratch SetMmeShadowScratch;
#pragma warning restore CS0649
}
}

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namespace Ryujinx.Graphics.Gpu.Engine.MME
{
/// <summary>
/// GPU Macro Arithmetic and Logic unit operation.
/// </summary>
enum AluOperation
{
AluReg = 0,
AddImmediate = 1,
BitfieldReplace = 2,
BitfieldExtractLslImm = 3,
BitfieldExtractLslReg = 4,
ReadImmediate = 5
}
}

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namespace Ryujinx.Graphics.Gpu.Engine.MME
{
/// <summary>
/// GPU Macro Arithmetic and Logic unit binary register-to-register operation.
/// </summary>
enum AluRegOperation
{
Add = 0,
AddWithCarry = 1,
Subtract = 2,
SubtractWithBorrow = 3,
BitwiseExclusiveOr = 8,
BitwiseOr = 9,
BitwiseAnd = 10,
BitwiseAndNot = 11,
BitwiseNotAnd = 12
}
}

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namespace Ryujinx.Graphics.Gpu.Engine.MME
{
/// <summary>
/// GPU Macro assignment operation.
/// </summary>
enum AssignmentOperation
{
IgnoreAndFetch = 0,
Move = 1,
MoveAndSetMaddr = 2,
FetchAndSend = 3,
MoveAndSend = 4,
FetchAndSetMaddr = 5,
MoveAndSetMaddrThenFetchAndSend = 6,
MoveAndSetMaddrThenSendHigh = 7
}
}

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using Ryujinx.Graphics.Device;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Engine.MME
{
/// <summary>
/// FIFO word.
/// </summary>
readonly struct FifoWord
{
/// <summary>
/// GPU virtual address where the word is located in memory.
/// </summary>
public ulong GpuVa { get; }
/// <summary>
/// Word value.
/// </summary>
public int Word { get; }
/// <summary>
/// Creates a new FIFO word.
/// </summary>
/// <param name="gpuVa">GPU virtual address where the word is located in memory</param>
/// <param name="word">Word value</param>
public FifoWord(ulong gpuVa, int word)
{
GpuVa = gpuVa;
Word = word;
}
}
/// <summary>
/// Macro Execution Engine interface.
/// </summary>
interface IMacroEE
{
/// <summary>
/// Arguments FIFO.
/// </summary>
Queue<FifoWord> Fifo { get; }
/// <summary>
/// Should execute the GPU Macro code being passed.
/// </summary>
/// <param name="code">Code to be executed</param>
/// <param name="state">GPU state at the time of the call</param>
/// <param name="arg0">First argument to be passed to the GPU Macro</param>
void Execute(ReadOnlySpan<int> code, IDeviceState state, int arg0);
}
}

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using Ryujinx.Graphics.Device;
using Ryujinx.Graphics.Gpu.Engine.GPFifo;
using System;
namespace Ryujinx.Graphics.Gpu.Engine.MME
{
/// <summary>
/// GPU macro program.
/// </summary>
struct Macro
{
/// <summary>
/// Word offset of the code on the code memory.
/// </summary>
public int Position { get; }
private IMacroEE _executionEngine;
private bool _executionPending;
private int _argument;
private MacroHLEFunctionName _hleFunction;
/// <summary>
/// Creates a new instance of the GPU cached macro program.
/// </summary>
/// <param name="position">Macro code start position</param>
public Macro(int position)
{
Position = position;
_executionEngine = null;
_executionPending = false;
_argument = 0;
_hleFunction = MacroHLEFunctionName.None;
}
/// <summary>
/// Sets the first argument for the macro call.
/// </summary>
/// <param name="context">GPU context where the macro code is being executed</param>
/// <param name="processor">GPU GP FIFO command processor</param>
/// <param name="code">Code to be executed</param>
/// <param name="argument">First argument</param>
public void StartExecution(GpuContext context, GPFifoProcessor processor, ReadOnlySpan<int> code, int argument)
{
_argument = argument;
_executionPending = true;
if (_executionEngine == null)
{
if (GraphicsConfig.EnableMacroHLE && MacroHLETable.TryGetMacroHLEFunction(code.Slice(Position), context.Capabilities, out _hleFunction))
{
_executionEngine = new MacroHLE(processor, _hleFunction);
}
else if (GraphicsConfig.EnableMacroJit)
{
_executionEngine = new MacroJit();
}
else
{
_executionEngine = new MacroInterpreter();
}
}
// We don't consume the parameter buffer value, so we don't need to flush it.
// Doing so improves performance if the value was written by a GPU shader.
if (_hleFunction == MacroHLEFunctionName.DrawElementsIndirect)
{
context.GPFifo.SetFlushSkips(1);
}
else if (_hleFunction == MacroHLEFunctionName.MultiDrawElementsIndirectCount)
{
context.GPFifo.SetFlushSkips(2);
}
}
/// <summary>
/// Starts executing the macro program code.
/// </summary>
/// <param name="code">Program code</param>
/// <param name="state">Current GPU state</param>
public void Execute(ReadOnlySpan<int> code, IDeviceState state)
{
if (_executionPending)
{
_executionPending = false;
_executionEngine?.Execute(code.Slice(Position), state, _argument);
}
}
/// <summary>
/// Pushes an argument to the macro call argument FIFO.
/// </summary>
/// <param name="gpuVa">GPU virtual address where the command word is located</param>
/// <param name="argument">Argument to be pushed</param>
public void PushArgument(ulong gpuVa, int argument)
{
_executionEngine?.Fifo.Enqueue(new FifoWord(gpuVa, argument));
}
}
}

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using Ryujinx.Common.Logging;
using Ryujinx.Graphics.Device;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.GPFifo;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Engine.MME
{
/// <summary>
/// Macro High-level emulation.
/// </summary>
class MacroHLE : IMacroEE
{
private const int ColorLayerCountOffset = 0x818;
private const int ColorStructSize = 0x40;
private const int ZetaLayerCountOffset = 0x1230;
private const int IndirectDataEntrySize = 0x10;
private const int IndirectIndexedDataEntrySize = 0x14;
private readonly GPFifoProcessor _processor;
private readonly MacroHLEFunctionName _functionName;
/// <summary>
/// Arguments FIFO.
/// </summary>
public Queue<FifoWord> Fifo { get; }
/// <summary>
/// Creates a new instance of the HLE macro handler.
/// </summary>
/// <param name="processor">GPU GP FIFO command processor</param>
/// <param name="functionName">Name of the HLE macro function to be called</param>
public MacroHLE(GPFifoProcessor processor, MacroHLEFunctionName functionName)
{
_processor = processor;
_functionName = functionName;
Fifo = new Queue<FifoWord>();
}
/// <summary>
/// Executes a macro program until it exits.
/// </summary>
/// <param name="code">Code of the program to execute</param>
/// <param name="state">GPU state at the time of the call</param>
/// <param name="arg0">Optional argument passed to the program, 0 if not used</param>
public void Execute(ReadOnlySpan<int> code, IDeviceState state, int arg0)
{
switch (_functionName)
{
case MacroHLEFunctionName.ClearColor:
ClearColor(state, arg0);
break;
case MacroHLEFunctionName.ClearDepthStencil:
ClearDepthStencil(state, arg0);
break;
case MacroHLEFunctionName.DrawArraysInstanced:
DrawArraysInstanced(state, arg0);
break;
case MacroHLEFunctionName.DrawElementsInstanced:
DrawElementsInstanced(state, arg0);
break;
case MacroHLEFunctionName.DrawElementsIndirect:
DrawElementsIndirect(state, arg0);
break;
case MacroHLEFunctionName.MultiDrawElementsIndirectCount:
MultiDrawElementsIndirectCount(state, arg0);
break;
default:
throw new NotImplementedException(_functionName.ToString());
}
// It should be empty at this point, but clear it just to be safe.
Fifo.Clear();
}
/// <summary>
/// Clears one bound color target.
/// </summary>
/// <param name="state">GPU state at the time of the call</param>
/// <param name="arg0">First argument of the call</param>
private void ClearColor(IDeviceState state, int arg0)
{
int index = (arg0 >> 6) & 0xf;
int layerCount = state.Read(ColorLayerCountOffset + index * ColorStructSize);
_processor.ThreedClass.Clear(arg0, layerCount);
}
/// <summary>
/// Clears the current depth-stencil target.
/// </summary>
/// <param name="state">GPU state at the time of the call</param>
/// <param name="arg0">First argument of the call</param>
private void ClearDepthStencil(IDeviceState state, int arg0)
{
int layerCount = state.Read(ZetaLayerCountOffset);
_processor.ThreedClass.Clear(arg0, layerCount);
}
/// <summary>
/// Performs a draw.
/// </summary>
/// <param name="state">GPU state at the time of the call</param>
/// <param name="arg0">First argument of the call</param>
private void DrawArraysInstanced(IDeviceState state, int arg0)
{
var topology = (PrimitiveTopology)arg0;
var count = FetchParam();
var instanceCount = FetchParam();
var firstVertex = FetchParam();
var firstInstance = FetchParam();
if (ShouldSkipDraw(state, instanceCount.Word))
{
return;
}
_processor.ThreedClass.Draw(
topology,
count.Word,
instanceCount.Word,
0,
firstVertex.Word,
firstInstance.Word,
indexed: false);
}
/// <summary>
/// Performs a indexed draw.
/// </summary>
/// <param name="state">GPU state at the time of the call</param>
/// <param name="arg0">First argument of the call</param>
private void DrawElementsInstanced(IDeviceState state, int arg0)
{
var topology = (PrimitiveTopology)arg0;
var count = FetchParam();
var instanceCount = FetchParam();
var firstIndex = FetchParam();
var firstVertex = FetchParam();
var firstInstance = FetchParam();
if (ShouldSkipDraw(state, instanceCount.Word))
{
return;
}
_processor.ThreedClass.Draw(
topology,
count.Word,
instanceCount.Word,
firstIndex.Word,
firstVertex.Word,
firstInstance.Word,
indexed: true);
}
/// <summary>
/// Performs a indirect indexed draw, with parameters from a GPU buffer.
/// </summary>
/// <param name="state">GPU state at the time of the call</param>
/// <param name="arg0">First argument of the call</param>
private void DrawElementsIndirect(IDeviceState state, int arg0)
{
var topology = (PrimitiveTopology)arg0;
var count = FetchParam();
var instanceCount = FetchParam();
var firstIndex = FetchParam();
var firstVertex = FetchParam();
var firstInstance = FetchParam();
ulong indirectBufferGpuVa = count.GpuVa;
var bufferCache = _processor.MemoryManager.Physical.BufferCache;
bool useBuffer = bufferCache.CheckModified(_processor.MemoryManager, indirectBufferGpuVa, IndirectIndexedDataEntrySize, out ulong indirectBufferAddress);
if (useBuffer)
{
int indexCount = firstIndex.Word + count.Word;
_processor.ThreedClass.DrawIndirect(
topology,
indirectBufferAddress,
0,
1,
IndirectIndexedDataEntrySize,
indexCount,
Threed.IndirectDrawType.DrawIndexedIndirect);
}
else
{
if (ShouldSkipDraw(state, instanceCount.Word))
{
return;
}
_processor.ThreedClass.Draw(
topology,
count.Word,
instanceCount.Word,
firstIndex.Word,
firstVertex.Word,
firstInstance.Word,
indexed: true);
}
}
/// <summary>
/// Performs a indirect indexed multi-draw, with parameters from a GPU buffer.
/// </summary>
/// <param name="state">GPU state at the time of the call</param>
/// <param name="arg0">First argument of the call</param>
private void MultiDrawElementsIndirectCount(IDeviceState state, int arg0)
{
int arg1 = FetchParam().Word;
int arg2 = FetchParam().Word;
int arg3 = FetchParam().Word;
int startDraw = arg0;
int endDraw = arg1;
var topology = (PrimitiveTopology)arg2;
int paddingWords = arg3;
int stride = paddingWords * 4 + 0x14;
ulong parameterBufferGpuVa = FetchParam().GpuVa;
int maxDrawCount = endDraw - startDraw;
if (startDraw != 0)
{
int drawCount = _processor.MemoryManager.Read<int>(parameterBufferGpuVa, tracked: true);
// Calculate maximum draw count based on the previous draw count and current draw count.
if ((uint)drawCount <= (uint)startDraw)
{
// The start draw is past our total draw count, so all draws were already performed.
maxDrawCount = 0;
}
else
{
// Perform just the missing number of draws.
maxDrawCount = (int)Math.Min((uint)maxDrawCount, (uint)(drawCount - startDraw));
}
}
if (maxDrawCount == 0)
{
Fifo.Clear();
return;
}
ulong indirectBufferGpuVa = 0;
int indexCount = 0;
for (int i = 0; i < maxDrawCount; i++)
{
var count = FetchParam();
var instanceCount = FetchParam();
var firstIndex = FetchParam();
var firstVertex = FetchParam();
var firstInstance = FetchParam();
if (i == 0)
{
indirectBufferGpuVa = count.GpuVa;
}
indexCount = Math.Max(indexCount, count.Word + firstIndex.Word);
if (i != maxDrawCount - 1)
{
for (int j = 0; j < paddingWords; j++)
{
FetchParam();
}
}
}
var bufferCache = _processor.MemoryManager.Physical.BufferCache;
ulong indirectBufferSize = (ulong)maxDrawCount * (ulong)stride;
ulong indirectBufferAddress = bufferCache.TranslateAndCreateBuffer(_processor.MemoryManager, indirectBufferGpuVa, indirectBufferSize);
ulong parameterBufferAddress = bufferCache.TranslateAndCreateBuffer(_processor.MemoryManager, parameterBufferGpuVa, 4);
_processor.ThreedClass.DrawIndirect(
topology,
indirectBufferAddress,
parameterBufferAddress,
maxDrawCount,
stride,
indexCount,
Threed.IndirectDrawType.DrawIndexedIndirectCount);
}
/// <summary>
/// Checks if the draw should be skipped, because the masked instance count is zero.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="instanceCount">Draw instance count</param>
/// <returns>True if the draw should be skipped, false otherwise</returns>
private static bool ShouldSkipDraw(IDeviceState state, int instanceCount)
{
return (Read(state, 0xd1b) & instanceCount) == 0;
}
/// <summary>
/// Fetches a arguments from the arguments FIFO.
/// </summary>
/// <returns>The call argument, or a 0 value with null address if the FIFO is empty</returns>
private FifoWord FetchParam()
{
if (!Fifo.TryDequeue(out var value))
{
Logger.Warning?.Print(LogClass.Gpu, "Macro attempted to fetch an inexistent argument.");
return new FifoWord(0UL, 0);
}
return value;
}
/// <summary>
/// Reads data from a GPU register.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="reg">Register offset to read</param>
/// <returns>GPU register value</returns>
private static int Read(IDeviceState state, int reg)
{
return state.Read(reg * 4);
}
}
}

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namespace Ryujinx.Graphics.Gpu.Engine.MME
{
/// <summary>
/// Name of the High-level implementation of a Macro function.
/// </summary>
enum MacroHLEFunctionName
{
None,
ClearColor,
ClearDepthStencil,
DrawArraysInstanced,
DrawElementsInstanced,
DrawElementsIndirect,
MultiDrawElementsIndirectCount
}
}

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using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Engine.MME
{
/// <summary>
/// Table with information about High-level implementations of GPU Macro code.
/// </summary>
static class MacroHLETable
{
/// <summary>
/// Macroo High-level implementation table entry.
/// </summary>
readonly struct TableEntry
{
/// <summary>
/// Name of the Macro function.
/// </summary>
public MacroHLEFunctionName Name { get; }
/// <summary>
/// Hash of the original binary Macro function code.
/// </summary>
public Hash128 Hash { get; }
/// <summary>
/// Size (in bytes) of the original binary Macro function code.
/// </summary>
public int Length { get; }
/// <summary>
/// Creates a new table entry.
/// </summary>
/// <param name="name">Name of the Macro function</param>
/// <param name="hash">Hash of the original binary Macro function code</param>
/// <param name="length">Size (in bytes) of the original binary Macro function code</param>
public TableEntry(MacroHLEFunctionName name, Hash128 hash, int length)
{
Name = name;
Hash = hash;
Length = length;
}
}
private static readonly TableEntry[] _table = new TableEntry[]
{
new TableEntry(MacroHLEFunctionName.ClearColor, new Hash128(0xA9FB28D1DC43645A, 0xB177E5D2EAE67FB0), 0x28),
new TableEntry(MacroHLEFunctionName.ClearDepthStencil, new Hash128(0x1B96CB77D4879F4F, 0x8557032FE0C965FB), 0x24),
new TableEntry(MacroHLEFunctionName.DrawArraysInstanced, new Hash128(0x197FB416269DBC26, 0x34288C01DDA82202), 0x48),
new TableEntry(MacroHLEFunctionName.DrawElementsInstanced, new Hash128(0x1A501FD3D54EC8E0, 0x6CF570CF79DA74D6), 0x5c),
new TableEntry(MacroHLEFunctionName.DrawElementsIndirect, new Hash128(0x86A3E8E903AF8F45, 0xD35BBA07C23860A4), 0x7c),
new TableEntry(MacroHLEFunctionName.MultiDrawElementsIndirectCount, new Hash128(0x890AF57ED3FB1C37, 0x35D0C95C61F5386F), 0x19C)
};
/// <summary>
/// Checks if the host supports all features required by the HLE macro.
/// </summary>
/// <param name="caps">Host capabilities</param>
/// <param name="name">Name of the HLE macro to be checked</param>
/// <returns>True if the host supports the HLE macro, false otherwise</returns>
private static bool IsMacroHLESupported(Capabilities caps, MacroHLEFunctionName name)
{
if (name == MacroHLEFunctionName.ClearColor ||
name == MacroHLEFunctionName.ClearDepthStencil ||
name == MacroHLEFunctionName.DrawArraysInstanced ||
name == MacroHLEFunctionName.DrawElementsInstanced ||
name == MacroHLEFunctionName.DrawElementsIndirect)
{
return true;
}
else if (name == MacroHLEFunctionName.MultiDrawElementsIndirectCount)
{
return caps.SupportsIndirectParameters;
}
return false;
}
/// <summary>
/// Checks if there's a fast, High-level implementation of the specified Macro code available.
/// </summary>
/// <param name="code">Macro code to be checked</param>
/// <param name="caps">Renderer capabilities to check for this macro HLE support</param>
/// <param name="name">Name of the function if a implementation is available and supported, otherwise <see cref="MacroHLEFunctionName.None"/></param>
/// <returns>True if there is a implementation available and supported, false otherwise</returns>
public static bool TryGetMacroHLEFunction(ReadOnlySpan<int> code, Capabilities caps, out MacroHLEFunctionName name)
{
var mc = MemoryMarshal.Cast<int, byte>(code);
for (int i = 0; i < _table.Length; i++)
{
ref var entry = ref _table[i];
var hash = XXHash128.ComputeHash(mc.Slice(0, entry.Length));
if (hash == entry.Hash)
{
if (IsMacroHLESupported(caps, entry.Name))
{
name = entry.Name;
return true;
}
break;
}
}
name = MacroHLEFunctionName.None;
return false;
}
}
}

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using Ryujinx.Common.Logging;
using Ryujinx.Graphics.Device;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Engine.MME
{
/// <summary>
/// Macro code interpreter.
/// </summary>
class MacroInterpreter : IMacroEE
{
/// <summary>
/// Arguments FIFO.
/// </summary>
public Queue<FifoWord> Fifo { get; }
private int[] _gprs;
private int _methAddr;
private int _methIncr;
private bool _carry;
private int _opCode;
private int _pipeOp;
private bool _ignoreExitFlag;
private int _pc;
/// <summary>
/// Creates a new instance of the macro code interpreter.
/// </summary>
public MacroInterpreter()
{
Fifo = new Queue<FifoWord>();
_gprs = new int[8];
}
/// <summary>
/// Executes a macro program until it exits.
/// </summary>
/// <param name="code">Code of the program to execute</param>
/// <param name="state">Current GPU state</param>
/// <param name="arg0">Optional argument passed to the program, 0 if not used</param>
public void Execute(ReadOnlySpan<int> code, IDeviceState state, int arg0)
{
Reset();
_gprs[1] = arg0;
_pc = 0;
FetchOpCode(code);
while (Step(code, state))
{
}
// Due to the delay slot, we still need to execute
// one more instruction before we actually exit.
Step(code, state);
}
/// <summary>
/// Resets the internal interpreter state.
/// Call each time you run a new program.
/// </summary>
private void Reset()
{
for (int index = 0; index < _gprs.Length; index++)
{
_gprs[index] = 0;
}
_methAddr = 0;
_methIncr = 0;
_carry = false;
}
/// <summary>
/// Executes a single instruction of the program.
/// </summary>
/// <param name="code">Program code to execute</param>
/// <param name="state">Current GPU state</param>
/// <returns>True to continue execution, false if the program exited</returns>
private bool Step(ReadOnlySpan<int> code, IDeviceState state)
{
int baseAddr = _pc - 1;
FetchOpCode(code);
if ((_opCode & 7) < 7)
{
// Operation produces a value.
AssignmentOperation asgOp = (AssignmentOperation)((_opCode >> 4) & 7);
int result = GetAluResult(state);
switch (asgOp)
{
// Fetch parameter and ignore result.
case AssignmentOperation.IgnoreAndFetch:
SetDstGpr(FetchParam());
break;
// Move result.
case AssignmentOperation.Move:
SetDstGpr(result);
break;
// Move result and use as Method Address.
case AssignmentOperation.MoveAndSetMaddr:
SetDstGpr(result);
SetMethAddr(result);
break;
// Fetch parameter and send result.
case AssignmentOperation.FetchAndSend:
SetDstGpr(FetchParam());
Send(state, result);
break;
// Move and send result.
case AssignmentOperation.MoveAndSend:
SetDstGpr(result);
Send(state, result);
break;
// Fetch parameter and use result as Method Address.
case AssignmentOperation.FetchAndSetMaddr:
SetDstGpr(FetchParam());
SetMethAddr(result);
break;
// Move result and use as Method Address, then fetch and send parameter.
case AssignmentOperation.MoveAndSetMaddrThenFetchAndSend:
SetDstGpr(result);
SetMethAddr(result);
Send(state, FetchParam());
break;
// Move result and use as Method Address, then send bits 17:12 of result.
case AssignmentOperation.MoveAndSetMaddrThenSendHigh:
SetDstGpr(result);
SetMethAddr(result);
Send(state, (result >> 12) & 0x3f);
break;
}
}
else
{
// Branch.
bool onNotZero = ((_opCode >> 4) & 1) != 0;
bool taken = onNotZero
? GetGprA() != 0
: GetGprA() == 0;
if (taken)
{
_pc = baseAddr + GetImm();
bool noDelays = (_opCode & 0x20) != 0;
if (noDelays)
{
FetchOpCode(code);
}
else
{
// The delay slot instruction exit flag should be ignored.
_ignoreExitFlag = true;
}
return true;
}
}
bool exit = (_opCode & 0x80) != 0 && !_ignoreExitFlag;
_ignoreExitFlag = false;
return !exit;
}
/// <summary>
/// Fetches a single operation code from the program code.
/// </summary>
/// <param name="code">Program code</param>
private void FetchOpCode(ReadOnlySpan<int> code)
{
_opCode = _pipeOp;
_pipeOp = code[_pc++];
}
/// <summary>
/// Gets the result of the current Arithmetic and Logic unit operation.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <returns>Operation result</returns>
private int GetAluResult(IDeviceState state)
{
AluOperation op = (AluOperation)(_opCode & 7);
switch (op)
{
case AluOperation.AluReg:
return GetAluResult((AluRegOperation)((_opCode >> 17) & 0x1f), GetGprA(), GetGprB());
case AluOperation.AddImmediate:
return GetGprA() + GetImm();
case AluOperation.BitfieldReplace:
case AluOperation.BitfieldExtractLslImm:
case AluOperation.BitfieldExtractLslReg:
int bfSrcBit = (_opCode >> 17) & 0x1f;
int bfSize = (_opCode >> 22) & 0x1f;
int bfDstBit = (_opCode >> 27) & 0x1f;
int bfMask = (1 << bfSize) - 1;
int dst = GetGprA();
int src = GetGprB();
switch (op)
{
case AluOperation.BitfieldReplace:
src = (int)((uint)src >> bfSrcBit) & bfMask;
dst &= ~(bfMask << bfDstBit);
dst |= src << bfDstBit;
return dst;
case AluOperation.BitfieldExtractLslImm:
src = (int)((uint)src >> dst) & bfMask;
return src << bfDstBit;
case AluOperation.BitfieldExtractLslReg:
src = (int)((uint)src >> bfSrcBit) & bfMask;
return src << dst;
}
break;
case AluOperation.ReadImmediate:
return Read(state, GetGprA() + GetImm());
}
throw new InvalidOperationException($"Invalid operation \"{op}\" on instruction 0x{_opCode:X8}.");
}
/// <summary>
/// Gets the result of an Arithmetic and Logic operation using registers.
/// </summary>
/// <param name="aluOp">Arithmetic and Logic unit operation with registers</param>
/// <param name="a">First operand value</param>
/// <param name="b">Second operand value</param>
/// <returns>Operation result</returns>
private int GetAluResult(AluRegOperation aluOp, int a, int b)
{
ulong result;
switch (aluOp)
{
case AluRegOperation.Add:
result = (ulong)a + (ulong)b;
_carry = result > 0xffffffff;
return (int)result;
case AluRegOperation.AddWithCarry:
result = (ulong)a + (ulong)b + (_carry ? 1UL : 0UL);
_carry = result > 0xffffffff;
return (int)result;
case AluRegOperation.Subtract:
result = (ulong)a - (ulong)b;
_carry = result < 0x100000000;
return (int)result;
case AluRegOperation.SubtractWithBorrow:
result = (ulong)a - (ulong)b - (_carry ? 0UL : 1UL);
_carry = result < 0x100000000;
return (int)result;
case AluRegOperation.BitwiseExclusiveOr: return a ^ b;
case AluRegOperation.BitwiseOr: return a | b;
case AluRegOperation.BitwiseAnd: return a & b;
case AluRegOperation.BitwiseAndNot: return a & ~b;
case AluRegOperation.BitwiseNotAnd: return ~(a & b);
}
throw new InvalidOperationException($"Invalid operation \"{aluOp}\" on instruction 0x{_opCode:X8}.");
}
/// <summary>
/// Extracts a 32-bits signed integer constant from the current operation code.
/// </summary>
/// <returns>The 32-bits immediate value encoded at the current operation code</returns>
private int GetImm()
{
// Note: The immediate is signed, the sign-extension is intended here.
return _opCode >> 14;
}
/// <summary>
/// Sets the current method address, for method calls.
/// </summary>
/// <param name="value">Packed address and increment value</param>
private void SetMethAddr(int value)
{
_methAddr = (value >> 0) & 0xfff;
_methIncr = (value >> 12) & 0x3f;
}
/// <summary>
/// Sets the destination register value.
/// </summary>
/// <param name="value">Value to set (usually the operation result)</param>
private void SetDstGpr(int value)
{
_gprs[(_opCode >> 8) & 7] = value;
}
/// <summary>
/// Gets first operand value from the respective register.
/// </summary>
/// <returns>Operand value</returns>
private int GetGprA()
{
return GetGprValue((_opCode >> 11) & 7);
}
/// <summary>
/// Gets second operand value from the respective register.
/// </summary>
/// <returns>Operand value</returns>
private int GetGprB()
{
return GetGprValue((_opCode >> 14) & 7);
}
/// <summary>
/// Gets the value from a register, or 0 if the R0 register is specified.
/// </summary>
/// <param name="index">Index of the register</param>
/// <returns>Register value</returns>
private int GetGprValue(int index)
{
return index != 0 ? _gprs[index] : 0;
}
/// <summary>
/// Fetches a call argument from the call argument FIFO.
/// </summary>
/// <returns>The call argument, or 0 if the FIFO is empty</returns>
private int FetchParam()
{
if (!Fifo.TryDequeue(out var value))
{
Logger.Warning?.Print(LogClass.Gpu, "Macro attempted to fetch an inexistent argument.");
return 0;
}
return value.Word;
}
/// <summary>
/// Reads data from a GPU register.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="reg">Register offset to read</param>
/// <returns>GPU register value</returns>
private int Read(IDeviceState state, int reg)
{
return state.Read(reg * 4);
}
/// <summary>
/// Performs a GPU method call.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="value">Call argument</param>
private void Send(IDeviceState state, int value)
{
state.Write(_methAddr * 4, value);
_methAddr += _methIncr;
}
}
}

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using Ryujinx.Graphics.Device;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Engine.MME
{
/// <summary>
/// Represents a execution engine that uses a Just-in-Time compiler for fast execution.
/// </summary>
class MacroJit : IMacroEE
{
private readonly MacroJitContext _context = new MacroJitContext();
/// <summary>
/// Arguments FIFO.
/// </summary>
public Queue<FifoWord> Fifo => _context.Fifo;
private MacroJitCompiler.MacroExecute _execute;
/// <summary>
/// Executes a macro program until it exits.
/// </summary>
/// <param name="code">Code of the program to execute</param>
/// <param name="state">Current GPU state</param>
/// <param name="arg0">Optional argument passed to the program, 0 if not used</param>
public void Execute(ReadOnlySpan<int> code, IDeviceState state, int arg0)
{
if (_execute == null)
{
MacroJitCompiler compiler = new MacroJitCompiler();
_execute = compiler.Compile(code);
}
_execute(_context, state, arg0);
}
}
}

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using Ryujinx.Graphics.Device;
using System;
using System.Collections.Generic;
using System.Reflection.Emit;
namespace Ryujinx.Graphics.Gpu.Engine.MME
{
/// <summary>
/// Represents a Macro Just-in-Time compiler.
/// </summary>R
class MacroJitCompiler
{
private readonly DynamicMethod _meth;
private readonly ILGenerator _ilGen;
private readonly LocalBuilder[] _gprs;
private readonly LocalBuilder _carry;
private readonly LocalBuilder _methAddr;
private readonly LocalBuilder _methIncr;
/// <summary>
/// Creates a new instance of the Macro Just-in-Time compiler.
/// </summary>
public MacroJitCompiler()
{
_meth = new DynamicMethod("Macro", typeof(void), new Type[] { typeof(MacroJitContext), typeof(IDeviceState), typeof(int) });
_ilGen = _meth.GetILGenerator();
_gprs = new LocalBuilder[8];
for (int i = 1; i < 8; i++)
{
_gprs[i] = _ilGen.DeclareLocal(typeof(int));
}
_carry = _ilGen.DeclareLocal(typeof(int));
_methAddr = _ilGen.DeclareLocal(typeof(int));
_methIncr = _ilGen.DeclareLocal(typeof(int));
_ilGen.Emit(OpCodes.Ldarg_2);
_ilGen.Emit(OpCodes.Stloc, _gprs[1]);
}
public delegate void MacroExecute(MacroJitContext context, IDeviceState state, int arg0);
/// <summary>
/// Translates a new piece of GPU Macro code into host executable code.
/// </summary>
/// <param name="code">Code to be translated</param>
/// <returns>Delegate of the host compiled code</returns>
public MacroExecute Compile(ReadOnlySpan<int> code)
{
Dictionary<int, Label> labels = new Dictionary<int, Label>();
int lastTarget = 0;
int i;
// Collect all branch targets.
for (i = 0; i < code.Length; i++)
{
int opCode = code[i];
if ((opCode & 7) == 7)
{
int target = i + (opCode >> 14);
if (!labels.ContainsKey(target))
{
labels.Add(target, _ilGen.DefineLabel());
}
if (lastTarget < target)
{
lastTarget = target;
}
}
bool exit = (opCode & 0x80) != 0;
if (exit && i >= lastTarget)
{
break;
}
}
// Code generation.
for (i = 0; i < code.Length; i++)
{
if (labels.TryGetValue(i, out Label label))
{
_ilGen.MarkLabel(label);
}
Emit(code, i, labels);
int opCode = code[i];
bool exit = (opCode & 0x80) != 0;
if (exit)
{
Emit(code, i + 1, labels);
_ilGen.Emit(OpCodes.Ret);
if (i >= lastTarget)
{
break;
}
}
}
if (i == code.Length)
{
_ilGen.Emit(OpCodes.Ret);
}
return _meth.CreateDelegate<MacroExecute>();
}
/// <summary>
/// Emits IL equivalent to the Macro instruction at a given offset.
/// </summary>
/// <param name="code">GPU Macro code</param>
/// <param name="offset">Offset, in words, where the instruction is located</param>
/// <param name="labels">Labels for Macro branch targets, used by branch instructions</param>
private void Emit(ReadOnlySpan<int> code, int offset, Dictionary<int, Label> labels)
{
int opCode = code[offset];
if ((opCode & 7) < 7)
{
// Operation produces a value.
AssignmentOperation asgOp = (AssignmentOperation)((opCode >> 4) & 7);
EmitAluOp(opCode);
switch (asgOp)
{
// Fetch parameter and ignore result.
case AssignmentOperation.IgnoreAndFetch:
_ilGen.Emit(OpCodes.Pop);
EmitFetchParam();
EmitStoreDstGpr(opCode);
break;
// Move result.
case AssignmentOperation.Move:
EmitStoreDstGpr(opCode);
break;
// Move result and use as Method Address.
case AssignmentOperation.MoveAndSetMaddr:
_ilGen.Emit(OpCodes.Dup);
EmitStoreDstGpr(opCode);
EmitStoreMethAddr();
break;
// Fetch parameter and send result.
case AssignmentOperation.FetchAndSend:
EmitFetchParam();
EmitStoreDstGpr(opCode);
EmitSend();
break;
// Move and send result.
case AssignmentOperation.MoveAndSend:
_ilGen.Emit(OpCodes.Dup);
EmitStoreDstGpr(opCode);
EmitSend();
break;
// Fetch parameter and use result as Method Address.
case AssignmentOperation.FetchAndSetMaddr:
EmitFetchParam();
EmitStoreDstGpr(opCode);
EmitStoreMethAddr();
break;
// Move result and use as Method Address, then fetch and send parameter.
case AssignmentOperation.MoveAndSetMaddrThenFetchAndSend:
_ilGen.Emit(OpCodes.Dup);
EmitStoreDstGpr(opCode);
EmitStoreMethAddr();
EmitFetchParam();
EmitSend();
break;
// Move result and use as Method Address, then send bits 17:12 of result.
case AssignmentOperation.MoveAndSetMaddrThenSendHigh:
_ilGen.Emit(OpCodes.Dup);
_ilGen.Emit(OpCodes.Dup);
EmitStoreDstGpr(opCode);
EmitStoreMethAddr();
_ilGen.Emit(OpCodes.Ldc_I4, 12);
_ilGen.Emit(OpCodes.Shr_Un);
_ilGen.Emit(OpCodes.Ldc_I4, 0x3f);
_ilGen.Emit(OpCodes.And);
EmitSend();
break;
}
}
else
{
// Branch.
bool onNotZero = ((opCode >> 4) & 1) != 0;
EmitLoadGprA(opCode);
Label lblSkip = _ilGen.DefineLabel();
if (onNotZero)
{
_ilGen.Emit(OpCodes.Brfalse, lblSkip);
}
else
{
_ilGen.Emit(OpCodes.Brtrue, lblSkip);
}
bool noDelays = (opCode & 0x20) != 0;
if (!noDelays)
{
Emit(code, offset + 1, labels);
}
int target = offset + (opCode >> 14);
_ilGen.Emit(OpCodes.Br, labels[target]);
_ilGen.MarkLabel(lblSkip);
}
}
/// <summary>
/// Emits IL for a Arithmetic and Logic Unit instruction.
/// </summary>
/// <param name="opCode">Instruction to be translated</param>
/// <exception cref="InvalidOperationException">Throw when the instruction encoding is invalid</exception>
private void EmitAluOp(int opCode)
{
AluOperation op = (AluOperation)(opCode & 7);
switch (op)
{
case AluOperation.AluReg:
EmitAluOp((AluRegOperation)((opCode >> 17) & 0x1f), opCode);
break;
case AluOperation.AddImmediate:
EmitLoadGprA(opCode);
EmitLoadImm(opCode);
_ilGen.Emit(OpCodes.Add);
break;
case AluOperation.BitfieldReplace:
case AluOperation.BitfieldExtractLslImm:
case AluOperation.BitfieldExtractLslReg:
int bfSrcBit = (opCode >> 17) & 0x1f;
int bfSize = (opCode >> 22) & 0x1f;
int bfDstBit = (opCode >> 27) & 0x1f;
int bfMask = (1 << bfSize) - 1;
switch (op)
{
case AluOperation.BitfieldReplace:
EmitLoadGprB(opCode);
_ilGen.Emit(OpCodes.Ldc_I4, bfSrcBit);
_ilGen.Emit(OpCodes.Shr_Un);
_ilGen.Emit(OpCodes.Ldc_I4, bfMask);
_ilGen.Emit(OpCodes.And);
_ilGen.Emit(OpCodes.Ldc_I4, bfDstBit);
_ilGen.Emit(OpCodes.Shl);
EmitLoadGprA(opCode);
_ilGen.Emit(OpCodes.Ldc_I4, ~(bfMask << bfDstBit));
_ilGen.Emit(OpCodes.And);
_ilGen.Emit(OpCodes.Or);
break;
case AluOperation.BitfieldExtractLslImm:
EmitLoadGprB(opCode);
EmitLoadGprA(opCode);
_ilGen.Emit(OpCodes.Shr_Un);
_ilGen.Emit(OpCodes.Ldc_I4, bfMask);
_ilGen.Emit(OpCodes.And);
_ilGen.Emit(OpCodes.Ldc_I4, bfDstBit);
_ilGen.Emit(OpCodes.Shl);
break;
case AluOperation.BitfieldExtractLslReg:
EmitLoadGprB(opCode);
_ilGen.Emit(OpCodes.Ldc_I4, bfSrcBit);
_ilGen.Emit(OpCodes.Shr_Un);
_ilGen.Emit(OpCodes.Ldc_I4, bfMask);
_ilGen.Emit(OpCodes.And);
EmitLoadGprA(opCode);
_ilGen.Emit(OpCodes.Shl);
break;
}
break;
case AluOperation.ReadImmediate:
_ilGen.Emit(OpCodes.Ldarg_1);
EmitLoadGprA(opCode);
EmitLoadImm(opCode);
_ilGen.Emit(OpCodes.Add);
_ilGen.Emit(OpCodes.Call, typeof(MacroJitContext).GetMethod(nameof(MacroJitContext.Read)));
break;
default:
throw new InvalidOperationException($"Invalid operation \"{op}\" on instruction 0x{opCode:X8}.");
}
}
/// <summary>
/// Emits IL for a binary Arithmetic and Logic Unit instruction.
/// </summary>
/// <param name="aluOp">Arithmetic and Logic Unit instruction</param>
/// <param name="opCode">Raw instruction</param>
/// <exception cref="InvalidOperationException">Throw when the instruction encoding is invalid</exception>
private void EmitAluOp(AluRegOperation aluOp, int opCode)
{
switch (aluOp)
{
case AluRegOperation.Add:
EmitLoadGprA(opCode);
_ilGen.Emit(OpCodes.Conv_U8);
EmitLoadGprB(opCode);
_ilGen.Emit(OpCodes.Conv_U8);
_ilGen.Emit(OpCodes.Add);
_ilGen.Emit(OpCodes.Dup);
_ilGen.Emit(OpCodes.Ldc_I8, 0xffffffffL);
_ilGen.Emit(OpCodes.Cgt_Un);
_ilGen.Emit(OpCodes.Stloc, _carry);
_ilGen.Emit(OpCodes.Conv_U4);
break;
case AluRegOperation.AddWithCarry:
EmitLoadGprA(opCode);
_ilGen.Emit(OpCodes.Conv_U8);
EmitLoadGprB(opCode);
_ilGen.Emit(OpCodes.Conv_U8);
_ilGen.Emit(OpCodes.Ldloc_S, _carry);
_ilGen.Emit(OpCodes.Conv_U8);
_ilGen.Emit(OpCodes.Add);
_ilGen.Emit(OpCodes.Add);
_ilGen.Emit(OpCodes.Dup);
_ilGen.Emit(OpCodes.Ldc_I8, 0xffffffffL);
_ilGen.Emit(OpCodes.Cgt_Un);
_ilGen.Emit(OpCodes.Stloc, _carry);
_ilGen.Emit(OpCodes.Conv_U4);
break;
case AluRegOperation.Subtract:
EmitLoadGprA(opCode);
_ilGen.Emit(OpCodes.Conv_U8);
EmitLoadGprB(opCode);
_ilGen.Emit(OpCodes.Conv_U8);
_ilGen.Emit(OpCodes.Sub);
_ilGen.Emit(OpCodes.Dup);
_ilGen.Emit(OpCodes.Ldc_I8, 0x100000000L);
_ilGen.Emit(OpCodes.Clt_Un);
_ilGen.Emit(OpCodes.Stloc, _carry);
_ilGen.Emit(OpCodes.Conv_U4);
break;
case AluRegOperation.SubtractWithBorrow:
EmitLoadGprA(opCode);
_ilGen.Emit(OpCodes.Conv_U8);
EmitLoadGprB(opCode);
_ilGen.Emit(OpCodes.Conv_U8);
_ilGen.Emit(OpCodes.Ldc_I4_1);
_ilGen.Emit(OpCodes.Ldloc_S, _carry);
_ilGen.Emit(OpCodes.Sub);
_ilGen.Emit(OpCodes.Conv_U8);
_ilGen.Emit(OpCodes.Sub);
_ilGen.Emit(OpCodes.Sub);
_ilGen.Emit(OpCodes.Dup);
_ilGen.Emit(OpCodes.Ldc_I8, 0x100000000L);
_ilGen.Emit(OpCodes.Clt_Un);
_ilGen.Emit(OpCodes.Stloc, _carry);
_ilGen.Emit(OpCodes.Conv_U4);
break;
case AluRegOperation.BitwiseExclusiveOr:
EmitLoadGprA(opCode);
EmitLoadGprB(opCode);
_ilGen.Emit(OpCodes.Xor);
break;
case AluRegOperation.BitwiseOr:
EmitLoadGprA(opCode);
EmitLoadGprB(opCode);
_ilGen.Emit(OpCodes.Or);
break;
case AluRegOperation.BitwiseAnd:
EmitLoadGprA(opCode);
EmitLoadGprB(opCode);
_ilGen.Emit(OpCodes.And);
break;
case AluRegOperation.BitwiseAndNot:
EmitLoadGprA(opCode);
EmitLoadGprB(opCode);
_ilGen.Emit(OpCodes.Not);
_ilGen.Emit(OpCodes.And);
break;
case AluRegOperation.BitwiseNotAnd:
EmitLoadGprA(opCode);
EmitLoadGprB(opCode);
_ilGen.Emit(OpCodes.And);
_ilGen.Emit(OpCodes.Not);
break;
default:
throw new InvalidOperationException($"Invalid operation \"{aluOp}\" on instruction 0x{opCode:X8}.");
}
}
/// <summary>
/// Loads a immediate value on the IL evaluation stack.
/// </summary>
/// <param name="opCode">Instruction from where the immediate should be extracted</param>
private void EmitLoadImm(int opCode)
{
// Note: The immediate is signed, the sign-extension is intended here.
_ilGen.Emit(OpCodes.Ldc_I4, opCode >> 14);
}
/// <summary>
/// Loads a value from the General Purpose register specified as first operand on the IL evaluation stack.
/// </summary>
/// <param name="opCode">Instruction from where the register number should be extracted</param>
private void EmitLoadGprA(int opCode)
{
EmitLoadGpr((opCode >> 11) & 7);
}
/// <summary>
/// Loads a value from the General Purpose register specified as second operand on the IL evaluation stack.
/// </summary>
/// <param name="opCode">Instruction from where the register number should be extracted</param>
private void EmitLoadGprB(int opCode)
{
EmitLoadGpr((opCode >> 14) & 7);
}
/// <summary>
/// Loads a value a General Purpose register on the IL evaluation stack.
/// </summary>
/// <remarks>
/// Register number 0 has a hardcoded value of 0.
/// </remarks>
/// <param name="index">Register number</param>
private void EmitLoadGpr(int index)
{
if (index == 0)
{
_ilGen.Emit(OpCodes.Ldc_I4_0);
}
else
{
_ilGen.Emit(OpCodes.Ldloc_S, _gprs[index]);
}
}
/// <summary>
/// Emits a call to the method that fetches an argument from the arguments FIFO.
/// The argument is pushed into the IL evaluation stack.
/// </summary>
private void EmitFetchParam()
{
_ilGen.Emit(OpCodes.Ldarg_0);
_ilGen.Emit(OpCodes.Call, typeof(MacroJitContext).GetMethod(nameof(MacroJitContext.FetchParam)));
}
/// <summary>
/// Stores the value on the top of the IL evaluation stack into a General Purpose register.
/// </summary>
/// <remarks>
/// Register number 0 does not exist, reads are hardcoded to 0, and writes are simply discarded.
/// </remarks>
/// <param name="opCode">Instruction from where the register number should be extracted</param>
private void EmitStoreDstGpr(int opCode)
{
int index = (opCode >> 8) & 7;
if (index == 0)
{
_ilGen.Emit(OpCodes.Pop);
}
else
{
_ilGen.Emit(OpCodes.Stloc_S, _gprs[index]);
}
}
/// <summary>
/// Stores the value on the top of the IL evaluation stack as method address.
/// This will be used on subsequent send calls as the destination method address.
/// Additionally, the 6 bits starting at bit 12 will be used as increment value,
/// added to the method address after each sent value.
/// </summary>
private void EmitStoreMethAddr()
{
_ilGen.Emit(OpCodes.Dup);
_ilGen.Emit(OpCodes.Ldc_I4, 0xfff);
_ilGen.Emit(OpCodes.And);
_ilGen.Emit(OpCodes.Stloc_S, _methAddr);
_ilGen.Emit(OpCodes.Ldc_I4, 12);
_ilGen.Emit(OpCodes.Shr_Un);
_ilGen.Emit(OpCodes.Ldc_I4, 0x3f);
_ilGen.Emit(OpCodes.And);
_ilGen.Emit(OpCodes.Stloc_S, _methIncr);
}
/// <summary>
/// Sends the value on the top of the IL evaluation stack to the GPU,
/// using the current method address.
/// </summary>
private void EmitSend()
{
_ilGen.Emit(OpCodes.Ldarg_1);
_ilGen.Emit(OpCodes.Ldloc_S, _methAddr);
_ilGen.Emit(OpCodes.Call, typeof(MacroJitContext).GetMethod(nameof(MacroJitContext.Send)));
_ilGen.Emit(OpCodes.Ldloc_S, _methAddr);
_ilGen.Emit(OpCodes.Ldloc_S, _methIncr);
_ilGen.Emit(OpCodes.Add);
_ilGen.Emit(OpCodes.Stloc_S, _methAddr);
}
}
}

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using Ryujinx.Common.Logging;
using Ryujinx.Graphics.Device;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Engine.MME
{
/// <summary>
/// Represents a Macro Just-in-Time compiler execution context.
/// </summary>
class MacroJitContext
{
/// <summary>
/// Arguments FIFO.
/// </summary>
public Queue<FifoWord> Fifo { get; } = new Queue<FifoWord>();
/// <summary>
/// Fetches a arguments from the arguments FIFO.
/// </summary>
/// <returns>The call argument, or 0 if the FIFO is empty</returns>
public int FetchParam()
{
if (!Fifo.TryDequeue(out var value))
{
Logger.Warning?.Print(LogClass.Gpu, "Macro attempted to fetch an inexistent argument.");
return 0;
}
return value.Word;
}
/// <summary>
/// Reads data from a GPU register.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="reg">Register offset to read</param>
/// <returns>GPU register value</returns>
public static int Read(IDeviceState state, int reg)
{
return state.Read(reg * 4);
}
/// <summary>
/// Performs a GPU method call.
/// </summary>
/// <param name="value">Call argument</param>
/// <param name="state">Current GPU state</param>
/// <param name="methAddr">Address, in words, of the method</param>
public static void Send(int value, IDeviceState state, int methAddr)
{
state.Write(methAddr * 4, value);
}
}
}

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using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Engine
{
/// <summary>
/// Represents temporary storage used by macros.
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 1024)]
struct MmeShadowScratch
{
#pragma warning disable CS0169
private uint _e0;
#pragma warning restore CS0169
public ref uint this[int index] => ref AsSpan()[index];
public Span<uint> AsSpan() => MemoryMarshal.CreateSpan(ref _e0, 256);
}
}

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namespace Ryujinx.Graphics.Gpu.Engine
{
/// <summary>
/// MME shadow RAM control mode.
/// </summary>
enum SetMmeShadowRamControlMode
{
MethodTrack = 0,
MethodTrackWithFilter = 1,
MethodPassthrough = 2,
MethodReplay = 3,
}
}

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using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Engine
{
/// <summary>
/// Shader texture properties conversion methods.
/// </summary>
static class ShaderTexture
{
/// <summary>
/// Gets a texture target from a sampler type.
/// </summary>
/// <param name="type">Sampler type</param>
/// <returns>Texture target value</returns>
public static Target GetTarget(SamplerType type)
{
type &= ~(SamplerType.Indexed | SamplerType.Shadow);
switch (type)
{
case SamplerType.Texture1D:
return Target.Texture1D;
case SamplerType.TextureBuffer:
return Target.TextureBuffer;
case SamplerType.Texture1D | SamplerType.Array:
return Target.Texture1DArray;
case SamplerType.Texture2D:
return Target.Texture2D;
case SamplerType.Texture2D | SamplerType.Array:
return Target.Texture2DArray;
case SamplerType.Texture2D | SamplerType.Multisample:
return Target.Texture2DMultisample;
case SamplerType.Texture2D | SamplerType.Multisample | SamplerType.Array:
return Target.Texture2DMultisampleArray;
case SamplerType.Texture3D:
return Target.Texture3D;
case SamplerType.TextureCube:
return Target.Cubemap;
case SamplerType.TextureCube | SamplerType.Array:
return Target.CubemapArray;
}
Logger.Warning?.Print(LogClass.Gpu, $"Invalid sampler type \"{type}\".");
return Target.Texture2D;
}
/// <summary>
/// Gets a texture format from a shader image format.
/// </summary>
/// <param name="format">Shader image format</param>
/// <returns>Texture format</returns>
public static Format GetFormat(TextureFormat format)
{
return format switch
{
TextureFormat.R8Unorm => Format.R8Unorm,
TextureFormat.R8Snorm => Format.R8Snorm,
TextureFormat.R8Uint => Format.R8Uint,
TextureFormat.R8Sint => Format.R8Sint,
TextureFormat.R16Float => Format.R16Float,
TextureFormat.R16Unorm => Format.R16Unorm,
TextureFormat.R16Snorm => Format.R16Snorm,
TextureFormat.R16Uint => Format.R16Uint,
TextureFormat.R16Sint => Format.R16Sint,
TextureFormat.R32Float => Format.R32Float,
TextureFormat.R32Uint => Format.R32Uint,
TextureFormat.R32Sint => Format.R32Sint,
TextureFormat.R8G8Unorm => Format.R8G8Unorm,
TextureFormat.R8G8Snorm => Format.R8G8Snorm,
TextureFormat.R8G8Uint => Format.R8G8Uint,
TextureFormat.R8G8Sint => Format.R8G8Sint,
TextureFormat.R16G16Float => Format.R16G16Float,
TextureFormat.R16G16Unorm => Format.R16G16Unorm,
TextureFormat.R16G16Snorm => Format.R16G16Snorm,
TextureFormat.R16G16Uint => Format.R16G16Uint,
TextureFormat.R16G16Sint => Format.R16G16Sint,
TextureFormat.R32G32Float => Format.R32G32Float,
TextureFormat.R32G32Uint => Format.R32G32Uint,
TextureFormat.R32G32Sint => Format.R32G32Sint,
TextureFormat.R8G8B8A8Unorm => Format.R8G8B8A8Unorm,
TextureFormat.R8G8B8A8Snorm => Format.R8G8B8A8Snorm,
TextureFormat.R8G8B8A8Uint => Format.R8G8B8A8Uint,
TextureFormat.R8G8B8A8Sint => Format.R8G8B8A8Sint,
TextureFormat.R16G16B16A16Float => Format.R16G16B16A16Float,
TextureFormat.R16G16B16A16Unorm => Format.R16G16B16A16Unorm,
TextureFormat.R16G16B16A16Snorm => Format.R16G16B16A16Snorm,
TextureFormat.R16G16B16A16Uint => Format.R16G16B16A16Uint,
TextureFormat.R16G16B16A16Sint => Format.R16G16B16A16Sint,
TextureFormat.R32G32B32A32Float => Format.R32G32B32A32Float,
TextureFormat.R32G32B32A32Uint => Format.R32G32B32A32Uint,
TextureFormat.R32G32B32A32Sint => Format.R32G32B32A32Sint,
TextureFormat.R10G10B10A2Unorm => Format.R10G10B10A2Unorm,
TextureFormat.R10G10B10A2Uint => Format.R10G10B10A2Uint,
TextureFormat.R11G11B10Float => Format.R11G11B10Float,
_ => 0
};
}
}
}

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using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Engine.Threed.Blender
{
/// <summary>
/// Advanced blend manager.
/// </summary>
class AdvancedBlendManager
{
private const int InstructionRamSize = 128;
private const int InstructionRamSizeMask = InstructionRamSize - 1;
private readonly DeviceStateWithShadow<ThreedClassState> _state;
private readonly uint[] _code;
private int _ip;
/// <summary>
/// Creates a new instance of the advanced blend manager.
/// </summary>
/// <param name="state">GPU state of the channel owning this manager</param>
public AdvancedBlendManager(DeviceStateWithShadow<ThreedClassState> state)
{
_state = state;
_code = new uint[InstructionRamSize];
}
/// <summary>
/// Sets the start offset of the blend microcode in memory.
/// </summary>
/// <param name="argument">Method call argument</param>
public void LoadBlendUcodeStart(int argument)
{
_ip = argument;
}
/// <summary>
/// Pushes one word of blend microcode.
/// </summary>
/// <param name="argument">Method call argument</param>
public void LoadBlendUcodeInstruction(int argument)
{
_code[_ip++ & InstructionRamSizeMask] = (uint)argument;
}
/// <summary>
/// Tries to identify the current advanced blend function being used,
/// given the current state and microcode that was uploaded.
/// </summary>
/// <param name="descriptor">Advanced blend descriptor</param>
/// <returns>True if the function was found, false otherwise</returns>
public bool TryGetAdvancedBlend(out AdvancedBlendDescriptor descriptor)
{
Span<uint> currentCode = new Span<uint>(_code);
byte codeLength = (byte)_state.State.BlendUcodeSize;
if (currentCode.Length > codeLength)
{
currentCode = currentCode.Slice(0, codeLength);
}
Hash128 hash = XXHash128.ComputeHash(MemoryMarshal.Cast<uint, byte>(currentCode));
descriptor = default;
if (!AdvancedBlendPreGenTable.Entries.TryGetValue(hash, out var entry))
{
return false;
}
if (entry.Constants != null)
{
bool constantsMatch = true;
for (int i = 0; i < entry.Constants.Length; i++)
{
RgbFloat constant = entry.Constants[i];
RgbHalf constant2 = _state.State.BlendUcodeConstants[i];
if ((Half)constant.R != constant2.UnpackR() ||
(Half)constant.G != constant2.UnpackG() ||
(Half)constant.B != constant2.UnpackB())
{
constantsMatch = false;
break;
}
}
if (!constantsMatch)
{
return false;
}
}
if (entry.Alpha.Enable != _state.State.BlendUcodeEnable)
{
return false;
}
if (entry.Alpha.Enable == BlendUcodeEnable.EnableRGBA &&
(entry.Alpha.AlphaOp != _state.State.BlendStateCommon.AlphaOp ||
entry.Alpha.AlphaSrcFactor != _state.State.BlendStateCommon.AlphaSrcFactor ||
entry.Alpha.AlphaDstFactor != _state.State.BlendStateCommon.AlphaDstFactor))
{
return false;
}
descriptor = new AdvancedBlendDescriptor(entry.Op, entry.Overlap, entry.SrcPreMultiplied);
return true;
}
}
}

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@ -0,0 +1,273 @@
using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Engine.Threed.Blender
{
/// <summary>
/// Advanced blend function entry.
/// </summary>
struct AdvancedBlendEntry
{
/// <summary>
/// Advanced blend operation.
/// </summary>
public AdvancedBlendOp Op { get; }
/// <summary>
/// Advanced blend overlap mode.
/// </summary>
public AdvancedBlendOverlap Overlap { get; }
/// <summary>
/// Whenever the source input is pre-multiplied.
/// </summary>
public bool SrcPreMultiplied { get; }
/// <summary>
/// Constants used by the microcode.
/// </summary>
public RgbFloat[] Constants { get; }
/// <summary>
/// Fixed function alpha state.
/// </summary>
public FixedFunctionAlpha Alpha { get; }
/// <summary>
/// Creates a new advanced blend function entry.
/// </summary>
/// <param name="op">Advanced blend operation</param>
/// <param name="overlap">Advanced blend overlap mode</param>
/// <param name="srcPreMultiplied">Whenever the source input is pre-multiplied</param>
/// <param name="constants">Constants used by the microcode</param>
/// <param name="alpha">Fixed function alpha state</param>
public AdvancedBlendEntry(
AdvancedBlendOp op,
AdvancedBlendOverlap overlap,
bool srcPreMultiplied,
RgbFloat[] constants,
FixedFunctionAlpha alpha)
{
Op = op;
Overlap = overlap;
SrcPreMultiplied = srcPreMultiplied;
Constants = constants;
Alpha = alpha;
}
}
/// <summary>
/// Pre-generated hash table with advanced blend functions used by the driver.
/// </summary>
static class AdvancedBlendPreGenTable
{
/// <summary>
/// Advanced blend functions dictionary.
/// </summary>
public static readonly IReadOnlyDictionary<Hash128, AdvancedBlendEntry> Entries = new Dictionary<Hash128, AdvancedBlendEntry>()
{
{ new Hash128(0x19ECF57B83DE31F7, 0x5BAE759246F264C0), new AdvancedBlendEntry(AdvancedBlendOp.PlusClamped, AdvancedBlendOverlap.Uncorrelated, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0xDE1B14A356A1A9ED, 0x59D803593C607C1D), new AdvancedBlendEntry(AdvancedBlendOp.PlusClampedAlpha, AdvancedBlendOverlap.Uncorrelated, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x1A3C3A6D32DEC368, 0xBCAE519EC6AAA045), new AdvancedBlendEntry(AdvancedBlendOp.PlusDarker, AdvancedBlendOverlap.Uncorrelated, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x6FD380261A63B240, 0x17C3B335DBB9E3DB), new AdvancedBlendEntry(AdvancedBlendOp.Multiply, AdvancedBlendOverlap.Uncorrelated, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x1D39164823D3A2D1, 0xC45350959CE1C8FB), new AdvancedBlendEntry(AdvancedBlendOp.Screen, AdvancedBlendOverlap.Uncorrelated, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x18DF09FF53B129FE, 0xC02EDA33C36019F6), new AdvancedBlendEntry(AdvancedBlendOp.Overlay, AdvancedBlendOverlap.Uncorrelated, true, new[] { new RgbFloat(0.5f, 0.5f, 0.5f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x5973E583271EBF06, 0x711497D75D1272E0), new AdvancedBlendEntry(AdvancedBlendOp.Darken, AdvancedBlendOverlap.Uncorrelated, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x4759E0E5DA54D5E8, 0x1FDD57C0C38AFA1F), new AdvancedBlendEntry(AdvancedBlendOp.Lighten, AdvancedBlendOverlap.Uncorrelated, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x337684D43CCE97FA, 0x0139E30CC529E1C9), new AdvancedBlendEntry(AdvancedBlendOp.ColorDodge, AdvancedBlendOverlap.Uncorrelated, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0xDA59E85D8428992D, 0x1D3D7C64C9EF0132), new AdvancedBlendEntry(AdvancedBlendOp.ColorBurn, AdvancedBlendOverlap.Uncorrelated, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x9455B949298CE805, 0xE73D3301518BE98A), new AdvancedBlendEntry(AdvancedBlendOp.HardLight, AdvancedBlendOverlap.Uncorrelated, true, new[] { new RgbFloat(0.5f, 0.5f, 0.5f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0xBDD3B4DEDBE336AA, 0xBFA4DCD50D535DEE), new AdvancedBlendEntry(AdvancedBlendOp.SoftLight, AdvancedBlendOverlap.Uncorrelated, true, new[] { new RgbFloat(0.2605f, 0.2605f, 0.2605f), new RgbFloat(-0.7817f, -0.7817f, -0.7817f), new RgbFloat(0.3022f, 0.3022f, 0.3022f), new RgbFloat(0.2192f, 0.2192f, 0.2192f), new RgbFloat(0.25f, 0.25f, 0.25f), new RgbFloat(16f, 16f, 16f), new RgbFloat(12f, 12f, 12f), new RgbFloat(3f, 3f, 3f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x22D4E970A028649A, 0x4F3FCB055FCED965), new AdvancedBlendEntry(AdvancedBlendOp.Difference, AdvancedBlendOverlap.Uncorrelated, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0xA346A91311D72114, 0x151A27A3FB0A1904), new AdvancedBlendEntry(AdvancedBlendOp.Minus, AdvancedBlendOverlap.Uncorrelated, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.ReverseSubtractGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x8A307241061FACD6, 0xA39D1826440B8EE7), new AdvancedBlendEntry(AdvancedBlendOp.MinusClamped, AdvancedBlendOverlap.Uncorrelated, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0xB3BE569485EFFFE0, 0x0BA4E269B3CFB165), new AdvancedBlendEntry(AdvancedBlendOp.Exclusion, AdvancedBlendOverlap.Uncorrelated, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x36FCA3277DC11822, 0x2BC0F6CAC2029672), new AdvancedBlendEntry(AdvancedBlendOp.Contrast, AdvancedBlendOverlap.Uncorrelated, true, new[] { new RgbFloat(2f, 2f, 2f), new RgbFloat(0.5f, 0.5f, 0.5f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.ZeroGl, BlendFactor.OneGl)) },
{ new Hash128(0x4A6226AF2DE9BD7F, 0xEB890D7DA716F73A), new AdvancedBlendEntry(AdvancedBlendOp.Invert, AdvancedBlendOverlap.Uncorrelated, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.ZeroGl, BlendFactor.OneGl)) },
{ new Hash128(0xF364CAA94E160FEB, 0xBF364512C72A3797), new AdvancedBlendEntry(AdvancedBlendOp.InvertRGB, AdvancedBlendOverlap.Uncorrelated, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.ZeroGl, BlendFactor.OneGl)) },
{ new Hash128(0x6BF791AB4AC19C87, 0x6FA17A994EA0FCDE), new AdvancedBlendEntry(AdvancedBlendOp.InvertOvg, AdvancedBlendOverlap.Uncorrelated, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x053C75A0AE0BB222, 0x03C791FEEB59754C), new AdvancedBlendEntry(AdvancedBlendOp.LinearDodge, AdvancedBlendOverlap.Uncorrelated, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x25762AB40B6CBDE9, 0x595E9A968AC4F01C), new AdvancedBlendEntry(AdvancedBlendOp.LinearBurn, AdvancedBlendOverlap.Uncorrelated, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0xC2D05E2DBE16955D, 0xB8659C7A3FCFA7CE), new AdvancedBlendEntry(AdvancedBlendOp.VividLight, AdvancedBlendOverlap.Uncorrelated, true, new[] { new RgbFloat(0.5f, 0.5f, 0.5f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x223F220B8F74CBFB, 0xD3DD19D7C39209A5), new AdvancedBlendEntry(AdvancedBlendOp.LinearLight, AdvancedBlendOverlap.Uncorrelated, true, new[] { new RgbFloat(2f, 2f, 2f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0xD0DAE57A9F1FE78A, 0x353796BCFB8CE30B), new AdvancedBlendEntry(AdvancedBlendOp.PinLight, AdvancedBlendOverlap.Uncorrelated, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x601C8CBEC07FF8FF, 0xB8E22882360E8695), new AdvancedBlendEntry(AdvancedBlendOp.HardMix, AdvancedBlendOverlap.Uncorrelated, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x3A55B7B78C76A7A8, 0x206F503B2D9FFEAA), new AdvancedBlendEntry(AdvancedBlendOp.Red, AdvancedBlendOverlap.Uncorrelated, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.ZeroGl, BlendFactor.OneGl)) },
{ new Hash128(0x80BC65C7831388E5, 0xC652457B2C766AEC), new AdvancedBlendEntry(AdvancedBlendOp.Green, AdvancedBlendOverlap.Uncorrelated, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.ZeroGl, BlendFactor.OneGl)) },
{ new Hash128(0x3D3A912E5833EE13, 0x307895951349EE33), new AdvancedBlendEntry(AdvancedBlendOp.Blue, AdvancedBlendOverlap.Uncorrelated, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.ZeroGl, BlendFactor.OneGl)) },
{ new Hash128(0x289105BE92E81803, 0xFD8F1F03D15C53B4), new AdvancedBlendEntry(AdvancedBlendOp.HslHue, AdvancedBlendOverlap.Uncorrelated, true, new[] { new RgbFloat(0.3f, 0.59f, 0.11f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x007AE3BD140764EB, 0x0EE05A0D2E80BBAE), new AdvancedBlendEntry(AdvancedBlendOp.HslSaturation, AdvancedBlendOverlap.Uncorrelated, true, new[] { new RgbFloat(0.3f, 0.59f, 0.11f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x77F7EE0DB3FDDB96, 0xDEA47C881306DB3E), new AdvancedBlendEntry(AdvancedBlendOp.HslColor, AdvancedBlendOverlap.Uncorrelated, true, new[] { new RgbFloat(0.3f, 0.59f, 0.11f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x66F4E9A7D73CA157, 0x1486058A177DB11C), new AdvancedBlendEntry(AdvancedBlendOp.HslLuminosity, AdvancedBlendOverlap.Uncorrelated, true, new[] { new RgbFloat(0.3f, 0.59f, 0.11f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x593E9F331612D618, 0x9D217BEFA4EB919A), new AdvancedBlendEntry(AdvancedBlendOp.Src, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.ZeroGl)) },
{ new Hash128(0x0A5194C5E6891106, 0xDD8EC6586106557C), new AdvancedBlendEntry(AdvancedBlendOp.Dst, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.ZeroGl, BlendFactor.OneGl)) },
{ new Hash128(0x8D77173D5E06E916, 0x06AB190E7D10F4D4), new AdvancedBlendEntry(AdvancedBlendOp.SrcOver, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x655B4EBC148981DA, 0x455999EF2B9BD28A), new AdvancedBlendEntry(AdvancedBlendOp.DstOver, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x98F5437D5F518929, 0xBFF4A6E83183DB63), new AdvancedBlendEntry(AdvancedBlendOp.SrcIn, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x6ADDEFE3B9CEF2FD, 0xB6F6272AFECB1AAB), new AdvancedBlendEntry(AdvancedBlendOp.DstIn, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x80953F0953BF05B1, 0xD59ABFAA34F8196F), new AdvancedBlendEntry(AdvancedBlendOp.SrcOut, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0xA401D9AA2A39C121, 0xFC0C8005C22AD7E3), new AdvancedBlendEntry(AdvancedBlendOp.DstOut, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x06274FB7CA9CDD22, 0x6CE8188B1A9AB6EF), new AdvancedBlendEntry(AdvancedBlendOp.SrcAtop, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.ZeroGl, BlendFactor.OneGl)) },
{ new Hash128(0x0B079BE7F7F70817, 0xB72E7736CA51E321), new AdvancedBlendEntry(AdvancedBlendOp.DstAtop, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.ZeroGl)) },
{ new Hash128(0x66215C99403CEDDE, 0x900B733D62204C48), new AdvancedBlendEntry(AdvancedBlendOp.Xor, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x12DEF2AD900CAD6C, 0x58CF5CC3004910DF), new AdvancedBlendEntry(AdvancedBlendOp.Plus, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x272BA3A49F64DAE4, 0xAC70B96C00A99EAF), new AdvancedBlendEntry(AdvancedBlendOp.Multiply, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x206C34AAA7D3F545, 0xDA4B30CACAA483A0), new AdvancedBlendEntry(AdvancedBlendOp.Screen, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x3D93494920D257BE, 0xDCC573BE1F5F4449), new AdvancedBlendEntry(AdvancedBlendOp.Overlay, AdvancedBlendOverlap.Disjoint, true, new[] { new RgbFloat(0.5f, 0.5f, 0.5f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x0D7417D80191107B, 0xEAF40547827E005F), new AdvancedBlendEntry(AdvancedBlendOp.Darken, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0xEC1B03E8C883F9C9, 0x2D3CA044C58C01B4), new AdvancedBlendEntry(AdvancedBlendOp.Lighten, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x58A19A0135D68B31, 0x82F35B97AED068E5), new AdvancedBlendEntry(AdvancedBlendOp.ColorDodge, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x20489F9AB36CC0E3, 0x20499874219E35EE), new AdvancedBlendEntry(AdvancedBlendOp.ColorBurn, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0xBB176935E5EE05BF, 0x95B26D4D30EA7A14), new AdvancedBlendEntry(AdvancedBlendOp.HardLight, AdvancedBlendOverlap.Disjoint, true, new[] { new RgbFloat(0.5f, 0.5f, 0.5f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x5FF9393C908ACFED, 0x068B0BD875773ABF), new AdvancedBlendEntry(AdvancedBlendOp.SoftLight, AdvancedBlendOverlap.Disjoint, true, new[] { new RgbFloat(0.2605f, 0.2605f, 0.2605f), new RgbFloat(-0.7817f, -0.7817f, -0.7817f), new RgbFloat(0.3022f, 0.3022f, 0.3022f), new RgbFloat(0.2192f, 0.2192f, 0.2192f), new RgbFloat(0.25f, 0.25f, 0.25f), new RgbFloat(16f, 16f, 16f), new RgbFloat(12f, 12f, 12f), new RgbFloat(3f, 3f, 3f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x03181F8711C9802C, 0x6B02C7C6B224FE7B), new AdvancedBlendEntry(AdvancedBlendOp.Difference, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x2EE2209021F6B977, 0xF3AFA1491B8B89FC), new AdvancedBlendEntry(AdvancedBlendOp.Exclusion, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0xD8BA4DD2EDE4DC9E, 0x01006114977CF715), new AdvancedBlendEntry(AdvancedBlendOp.Invert, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.ZeroGl, BlendFactor.OneGl)) },
{ new Hash128(0xD156B99835A2D8ED, 0x2D0BEE9E135EA7A7), new AdvancedBlendEntry(AdvancedBlendOp.InvertRGB, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.ZeroGl, BlendFactor.OneGl)) },
{ new Hash128(0x20CE8C898ED4BE27, 0x1514900B6F5E8F66), new AdvancedBlendEntry(AdvancedBlendOp.LinearDodge, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0xCDE5F743820BA2D9, 0x917845FE2ECB083D), new AdvancedBlendEntry(AdvancedBlendOp.LinearBurn, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0xEB03DF4A0C1D14CD, 0xBAE2E831C6E8FFE4), new AdvancedBlendEntry(AdvancedBlendOp.VividLight, AdvancedBlendOverlap.Disjoint, true, new[] { new RgbFloat(0.5f, 0.5f, 0.5f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x1DC9E49AABC779AC, 0x4053A1441EB713D3), new AdvancedBlendEntry(AdvancedBlendOp.LinearLight, AdvancedBlendOverlap.Disjoint, true, new[] { new RgbFloat(2f, 2f, 2f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0xFBDEF776248F7B3E, 0xE05EEFD65AC47CB7), new AdvancedBlendEntry(AdvancedBlendOp.PinLight, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x415A1A48E03AA6E7, 0x046D7EE33CA46B9A), new AdvancedBlendEntry(AdvancedBlendOp.HardMix, AdvancedBlendOverlap.Disjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x59A6901EC9BB2041, 0x2F3E19CE5EEC3EBE), new AdvancedBlendEntry(AdvancedBlendOp.HslHue, AdvancedBlendOverlap.Disjoint, true, new[] { new RgbFloat(0.3f, 0.59f, 0.11f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x044B2B6E105221DA, 0x3089BBC033F994AF), new AdvancedBlendEntry(AdvancedBlendOp.HslSaturation, AdvancedBlendOverlap.Disjoint, true, new[] { new RgbFloat(0.3f, 0.59f, 0.11f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x374A5A24AA8E6CC5, 0x29930FAA6215FA2B), new AdvancedBlendEntry(AdvancedBlendOp.HslColor, AdvancedBlendOverlap.Disjoint, true, new[] { new RgbFloat(0.3f, 0.59f, 0.11f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x30CD0F7AF0CF26F9, 0x06CCA6744DE7DCF5), new AdvancedBlendEntry(AdvancedBlendOp.HslLuminosity, AdvancedBlendOverlap.Disjoint, true, new[] { new RgbFloat(0.3f, 0.59f, 0.11f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x1A6C9A1F6FE494A5, 0xA0CFAF77617E54DD), new AdvancedBlendEntry(AdvancedBlendOp.Src, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.ZeroGl)) },
{ new Hash128(0x081AF6DAAB1C8717, 0xBFEDCE59AE3DC9AC), new AdvancedBlendEntry(AdvancedBlendOp.Dst, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.ZeroGl, BlendFactor.OneGl)) },
{ new Hash128(0x3518E44573AB68BA, 0xC96EE71AF9F8F546), new AdvancedBlendEntry(AdvancedBlendOp.SrcOver, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0xF89E81FE8D73C96F, 0x4583A04577A0F21C), new AdvancedBlendEntry(AdvancedBlendOp.DstOver, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0xDF4026421CB61119, 0x14115A1F5139AFC7), new AdvancedBlendEntry(AdvancedBlendOp.SrcIn, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MinimumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x91A20262C3E3A695, 0x0B3A102BFCDC6B1C), new AdvancedBlendEntry(AdvancedBlendOp.DstIn, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MinimumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x44F4C7CCFEB9EBFA, 0xF68394E6D56E5C2F), new AdvancedBlendEntry(AdvancedBlendOp.SrcOut, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0xB89F17C7021E9760, 0x430357EE0F7188EF), new AdvancedBlendEntry(AdvancedBlendOp.DstOut, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0xDA2D20EA4242B8A0, 0x0D1EC05B72E3838F), new AdvancedBlendEntry(AdvancedBlendOp.SrcAtop, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.ZeroGl, BlendFactor.OneGl)) },
{ new Hash128(0x855DFEE1208D11B9, 0x77C6E3DDCFE30B85), new AdvancedBlendEntry(AdvancedBlendOp.DstAtop, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.ZeroGl)) },
{ new Hash128(0x9B3808439683FD58, 0x123DCBE4705AB25E), new AdvancedBlendEntry(AdvancedBlendOp.Xor, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0xA42CF045C248A00A, 0x0C6C63C24EA0B0C1), new AdvancedBlendEntry(AdvancedBlendOp.Multiply, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x320A83B6D00C8059, 0x796EDAB3EB7314BC), new AdvancedBlendEntry(AdvancedBlendOp.Screen, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x45253AC9ABFFC613, 0x8F92EA70195FB573), new AdvancedBlendEntry(AdvancedBlendOp.Overlay, AdvancedBlendOverlap.Conjoint, true, new[] { new RgbFloat(0.5f, 0.5f, 0.5f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x1A5D263B588274B6, 0x167D305F6C794179), new AdvancedBlendEntry(AdvancedBlendOp.Darken, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x709C1A837FE966AC, 0x75D8CE49E8A78EDB), new AdvancedBlendEntry(AdvancedBlendOp.Lighten, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x8265C26F85E4145F, 0x932E6CCBF37CB600), new AdvancedBlendEntry(AdvancedBlendOp.ColorDodge, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x3F252B3FEF983F27, 0x9370D7EEFEFA1A9E), new AdvancedBlendEntry(AdvancedBlendOp.ColorBurn, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x66A334A4AEA41078, 0xCB52254E1E395231), new AdvancedBlendEntry(AdvancedBlendOp.HardLight, AdvancedBlendOverlap.Conjoint, true, new[] { new RgbFloat(0.5f, 0.5f, 0.5f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0xFDD05C53B25F0035, 0xB7E3ECEE166C222F), new AdvancedBlendEntry(AdvancedBlendOp.SoftLight, AdvancedBlendOverlap.Conjoint, true, new[] { new RgbFloat(0.2605f, 0.2605f, 0.2605f), new RgbFloat(-0.7817f, -0.7817f, -0.7817f), new RgbFloat(0.3022f, 0.3022f, 0.3022f), new RgbFloat(0.2192f, 0.2192f, 0.2192f), new RgbFloat(0.25f, 0.25f, 0.25f), new RgbFloat(16f, 16f, 16f), new RgbFloat(12f, 12f, 12f), new RgbFloat(3f, 3f, 3f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x25D932A77FFED81A, 0xA50D797B0FCA94E8), new AdvancedBlendEntry(AdvancedBlendOp.Difference, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x4A953B6F5F7D341C, 0xDC05CFB50DDB5DC1), new AdvancedBlendEntry(AdvancedBlendOp.Exclusion, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x838CB660C4F41F6D, 0x9E7D958697543495), new AdvancedBlendEntry(AdvancedBlendOp.Invert, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.ZeroGl, BlendFactor.OneGl)) },
{ new Hash128(0x4DF6EC1348A8F797, 0xA128E0CD69DB5A64), new AdvancedBlendEntry(AdvancedBlendOp.InvertRGB, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.ZeroGl, BlendFactor.OneGl)) },
{ new Hash128(0x178CDFAB9A015295, 0x2BF40EA72E596D57), new AdvancedBlendEntry(AdvancedBlendOp.LinearDodge, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x338FC99050E56AFD, 0x2AF41CF82BE602BF), new AdvancedBlendEntry(AdvancedBlendOp.LinearBurn, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x62E02ED60D1E978E, 0xBF726B3E68C11E4D), new AdvancedBlendEntry(AdvancedBlendOp.VividLight, AdvancedBlendOverlap.Conjoint, true, new[] { new RgbFloat(0.5f, 0.5f, 0.5f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0xFBAF92DD4C101502, 0x7AF2EDA6596B819D), new AdvancedBlendEntry(AdvancedBlendOp.LinearLight, AdvancedBlendOverlap.Conjoint, true, new[] { new RgbFloat(2f, 2f, 2f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x0EF1241F65D4B50A, 0xE8D85DFA6AEDDB84), new AdvancedBlendEntry(AdvancedBlendOp.PinLight, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x77FE024B5C9D4A18, 0xF19D48A932F6860F), new AdvancedBlendEntry(AdvancedBlendOp.HardMix, AdvancedBlendOverlap.Conjoint, true, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x9C88CBFA2E09D857, 0x0A0361704CBEEE1D), new AdvancedBlendEntry(AdvancedBlendOp.HslHue, AdvancedBlendOverlap.Conjoint, true, new[] { new RgbFloat(0.3f, 0.59f, 0.11f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x5B94127FA190E640, 0x8D1FEFF837A91268), new AdvancedBlendEntry(AdvancedBlendOp.HslSaturation, AdvancedBlendOverlap.Conjoint, true, new[] { new RgbFloat(0.3f, 0.59f, 0.11f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0xB9C9105B7E063DDB, 0xF6A70E1D511B96FD), new AdvancedBlendEntry(AdvancedBlendOp.HslColor, AdvancedBlendOverlap.Conjoint, true, new[] { new RgbFloat(0.3f, 0.59f, 0.11f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0xF0751AAE332B3ED1, 0xC40146F5C83C2533), new AdvancedBlendEntry(AdvancedBlendOp.HslLuminosity, AdvancedBlendOverlap.Conjoint, true, new[] { new RgbFloat(0.3f, 0.59f, 0.11f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x579EB12F595F75AD, 0x151BF0504703B81B), new AdvancedBlendEntry(AdvancedBlendOp.DstOver, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0xF9CA152C03AC8C62, 0x1581336205E5CF47), new AdvancedBlendEntry(AdvancedBlendOp.SrcIn, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.DstAlphaGl, BlendFactor.ZeroGl)) },
{ new Hash128(0x98ACD8BB5E195D0F, 0x91F937672BE899F0), new AdvancedBlendEntry(AdvancedBlendOp.SrcOut, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneMinusDstAlphaGl, BlendFactor.ZeroGl)) },
{ new Hash128(0xBF97F10FC301F44C, 0x75721789F0D48548), new AdvancedBlendEntry(AdvancedBlendOp.SrcAtop, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.ZeroGl, BlendFactor.OneGl)) },
{ new Hash128(0x1B982263B8B08A10, 0x3350C76E2E1B27DF), new AdvancedBlendEntry(AdvancedBlendOp.DstAtop, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.ZeroGl)) },
{ new Hash128(0xFF20AC79F64EDED8, 0xAF9025B2D97B9273), new AdvancedBlendEntry(AdvancedBlendOp.Xor, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneMinusDstAlphaGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x9FFD986600FB112F, 0x384FDDF4E060139A), new AdvancedBlendEntry(AdvancedBlendOp.PlusClamped, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x0425E40B5B8B3B52, 0x5880CBED7CAB631C), new AdvancedBlendEntry(AdvancedBlendOp.PlusClampedAlpha, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x16DAC8593F28623A, 0x233DBC82325B8AED), new AdvancedBlendEntry(AdvancedBlendOp.PlusDarker, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0xB37E5F234B9F0948, 0xD5F957A2ECD98FD6), new AdvancedBlendEntry(AdvancedBlendOp.Multiply, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0xCA0FDADD1D20DBE3, 0x1A5C15CCBF1AC538), new AdvancedBlendEntry(AdvancedBlendOp.Screen, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x1C48304D73A9DF3A, 0x891DB93FA36E3450), new AdvancedBlendEntry(AdvancedBlendOp.Overlay, AdvancedBlendOverlap.Uncorrelated, false, new[] { new RgbFloat(0.5f, 0.5f, 0.5f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x53200F2279B7FA39, 0x051C2462EBF6789C), new AdvancedBlendEntry(AdvancedBlendOp.Darken, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0xB88BFB80714DCD5C, 0xEBD6938D744E6A41), new AdvancedBlendEntry(AdvancedBlendOp.Lighten, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0xE33DC2A25FC1A976, 0x08B3DBB1F3027D45), new AdvancedBlendEntry(AdvancedBlendOp.ColorDodge, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0xCE97E71615370316, 0xE131AE49D3A4D62B), new AdvancedBlendEntry(AdvancedBlendOp.ColorBurn, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0xE059FD265149B256, 0x94AF817AC348F61F), new AdvancedBlendEntry(AdvancedBlendOp.HardLight, AdvancedBlendOverlap.Uncorrelated, false, new[] { new RgbFloat(0.5f, 0.5f, 0.5f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x16D31333D477E231, 0x9A98AAC84F72CC62), new AdvancedBlendEntry(AdvancedBlendOp.SoftLight, AdvancedBlendOverlap.Uncorrelated, false, new[] { new RgbFloat(0.2605f, 0.2605f, 0.2605f), new RgbFloat(-0.7817f, -0.7817f, -0.7817f), new RgbFloat(0.3022f, 0.3022f, 0.3022f), new RgbFloat(0.2192f, 0.2192f, 0.2192f), new RgbFloat(0.25f, 0.25f, 0.25f), new RgbFloat(16f, 16f, 16f), new RgbFloat(12f, 12f, 12f), new RgbFloat(3f, 3f, 3f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x47FC3B0776366D3C, 0xE96D9BD83B277874), new AdvancedBlendEntry(AdvancedBlendOp.Difference, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x7230401E3FEA1F3B, 0xF0D15F05D3D1E309), new AdvancedBlendEntry(AdvancedBlendOp.Minus, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.ReverseSubtractGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x188212F9303742F5, 0x100C51CB96E03591), new AdvancedBlendEntry(AdvancedBlendOp.MinusClamped, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x52B755D296B44DC5, 0x4003B87275625973), new AdvancedBlendEntry(AdvancedBlendOp.Exclusion, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0xD873ED973ADF7EAD, 0x73E68B57D92034E7), new AdvancedBlendEntry(AdvancedBlendOp.Contrast, AdvancedBlendOverlap.Uncorrelated, false, new[] { new RgbFloat(2f, 2f, 2f), new RgbFloat(0.5f, 0.5f, 0.5f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.ZeroGl, BlendFactor.OneGl)) },
{ new Hash128(0x471F9FA34B945ACB, 0x10524D1410B3C402), new AdvancedBlendEntry(AdvancedBlendOp.InvertRGB, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.ZeroGl, BlendFactor.OneGl)) },
{ new Hash128(0x99F569454EA0EF32, 0x6FC70A8B3A07DC8B), new AdvancedBlendEntry(AdvancedBlendOp.LinearDodge, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x5AD55F950067AC7E, 0x4BA60A4FBABDD0AC), new AdvancedBlendEntry(AdvancedBlendOp.LinearBurn, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x03FF2C858C9C4C5B, 0xE95AE7F561FB60E9), new AdvancedBlendEntry(AdvancedBlendOp.VividLight, AdvancedBlendOverlap.Uncorrelated, false, new[] { new RgbFloat(0.5f, 0.5f, 0.5f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x6DC0E510C7BCF9D2, 0xAE805D7CECDCB5C1), new AdvancedBlendEntry(AdvancedBlendOp.LinearLight, AdvancedBlendOverlap.Uncorrelated, false, new[] { new RgbFloat(2f, 2f, 2f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x44832332CED5C054, 0x2F8D5536C085B30A), new AdvancedBlendEntry(AdvancedBlendOp.PinLight, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x4AB4D387618AC51F, 0x495B46E0555F4B32), new AdvancedBlendEntry(AdvancedBlendOp.HardMix, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x99282B49405A01A8, 0xD6FA93F864F24A8E), new AdvancedBlendEntry(AdvancedBlendOp.Red, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.ZeroGl, BlendFactor.OneGl)) },
{ new Hash128(0x37B30C1064FBD23E, 0x5D068366F42317C2), new AdvancedBlendEntry(AdvancedBlendOp.Green, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.ZeroGl, BlendFactor.OneGl)) },
{ new Hash128(0x760FAE9D59E04BC2, 0xA40AD483EA01435E), new AdvancedBlendEntry(AdvancedBlendOp.Blue, AdvancedBlendOverlap.Uncorrelated, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.ZeroGl, BlendFactor.OneGl)) },
{ new Hash128(0xE786950FD9D1C6EF, 0xF9FDD5AF6451D239), new AdvancedBlendEntry(AdvancedBlendOp.HslHue, AdvancedBlendOverlap.Uncorrelated, false, new[] { new RgbFloat(0.3f, 0.59f, 0.11f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x052458BB4788B0CA, 0x8AC58FDCA1F45EF5), new AdvancedBlendEntry(AdvancedBlendOp.HslSaturation, AdvancedBlendOverlap.Uncorrelated, false, new[] { new RgbFloat(0.3f, 0.59f, 0.11f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x6AFC3837D1D31920, 0xB9D49C2FE49642C6), new AdvancedBlendEntry(AdvancedBlendOp.HslColor, AdvancedBlendOverlap.Uncorrelated, false, new[] { new RgbFloat(0.3f, 0.59f, 0.11f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0xAFC2911949317E01, 0xD5B63636F5CB3422), new AdvancedBlendEntry(AdvancedBlendOp.HslLuminosity, AdvancedBlendOverlap.Uncorrelated, false, new[] { new RgbFloat(0.3f, 0.59f, 0.11f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneMinusSrcAlphaGl)) },
{ new Hash128(0x13B46DF507CC2C53, 0x86DE26517E6BF0A7), new AdvancedBlendEntry(AdvancedBlendOp.Src, AdvancedBlendOverlap.Disjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.ZeroGl)) },
{ new Hash128(0x5C372442474BE410, 0x79ECD3C0C496EF2E), new AdvancedBlendEntry(AdvancedBlendOp.SrcOver, AdvancedBlendOverlap.Disjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x74AAB45DBF5336E9, 0x01BFC4E181DAD442), new AdvancedBlendEntry(AdvancedBlendOp.DstOver, AdvancedBlendOverlap.Disjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x43239E282A36C85C, 0x36FB65560E46AD0F), new AdvancedBlendEntry(AdvancedBlendOp.SrcIn, AdvancedBlendOverlap.Disjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x1A3BA8A7583B8F7A, 0xE64E41D548033180), new AdvancedBlendEntry(AdvancedBlendOp.SrcOut, AdvancedBlendOverlap.Disjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x32BBB9859E9B565D, 0x3D5CE94FE55F18B5), new AdvancedBlendEntry(AdvancedBlendOp.SrcAtop, AdvancedBlendOverlap.Disjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.ZeroGl, BlendFactor.OneGl)) },
{ new Hash128(0xD947A0766AE3C0FC, 0x391E5D53E86F4ED6), new AdvancedBlendEntry(AdvancedBlendOp.DstAtop, AdvancedBlendOverlap.Disjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.ZeroGl)) },
{ new Hash128(0xBD9A7C08BDFD8CE6, 0x905407634901355E), new AdvancedBlendEntry(AdvancedBlendOp.Xor, AdvancedBlendOverlap.Disjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x8395475BCB0D7A8C, 0x48AF5DD501D44A70), new AdvancedBlendEntry(AdvancedBlendOp.Plus, AdvancedBlendOverlap.Disjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x80AAC23FEBD4A3E5, 0xEA8C70F0B4DE52DE), new AdvancedBlendEntry(AdvancedBlendOp.Multiply, AdvancedBlendOverlap.Disjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x2F3AD1B0F1B3FD09, 0xC0EBC784BFAB8EA3), new AdvancedBlendEntry(AdvancedBlendOp.Screen, AdvancedBlendOverlap.Disjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x52B54032F2F70BFF, 0xC941D6FDED674765), new AdvancedBlendEntry(AdvancedBlendOp.Overlay, AdvancedBlendOverlap.Disjoint, false, new[] { new RgbFloat(0.5f, 0.5f, 0.5f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0xCA7B86F72EC6A99B, 0x55868A131AFE359E), new AdvancedBlendEntry(AdvancedBlendOp.Darken, AdvancedBlendOverlap.Disjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x377919B60BD133CA, 0x0FD611627664EF40), new AdvancedBlendEntry(AdvancedBlendOp.Lighten, AdvancedBlendOverlap.Disjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x9D4A0C5EE1153887, 0x7B869EBA218C589B), new AdvancedBlendEntry(AdvancedBlendOp.ColorDodge, AdvancedBlendOverlap.Disjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x311F2A858545D123, 0xB4D09C802480AD62), new AdvancedBlendEntry(AdvancedBlendOp.ColorBurn, AdvancedBlendOverlap.Disjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0xCF78AA6A83AFA689, 0x9DC48B0C2182A3E1), new AdvancedBlendEntry(AdvancedBlendOp.HardLight, AdvancedBlendOverlap.Disjoint, false, new[] { new RgbFloat(0.5f, 0.5f, 0.5f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0xC3018CD6F1CF62D1, 0x016E32DD9087B1BB), new AdvancedBlendEntry(AdvancedBlendOp.SoftLight, AdvancedBlendOverlap.Disjoint, false, new[] { new RgbFloat(0.2605f, 0.2605f, 0.2605f), new RgbFloat(-0.7817f, -0.7817f, -0.7817f), new RgbFloat(0.3022f, 0.3022f, 0.3022f), new RgbFloat(0.2192f, 0.2192f, 0.2192f), new RgbFloat(0.25f, 0.25f, 0.25f), new RgbFloat(16f, 16f, 16f), new RgbFloat(12f, 12f, 12f), new RgbFloat(3f, 3f, 3f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x9CB62CE0E956EE29, 0x0FB67F503E60B3AD), new AdvancedBlendEntry(AdvancedBlendOp.Difference, AdvancedBlendOverlap.Disjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x3589A13C16EF3BFA, 0x15B29BFC91F3BDFB), new AdvancedBlendEntry(AdvancedBlendOp.Exclusion, AdvancedBlendOverlap.Disjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x3502CA5FB7529917, 0xFA51BFD0D1688071), new AdvancedBlendEntry(AdvancedBlendOp.InvertRGB, AdvancedBlendOverlap.Disjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.ZeroGl, BlendFactor.OneGl)) },
{ new Hash128(0x62ADC25AD6D0A923, 0x76CB6D238276D3A3), new AdvancedBlendEntry(AdvancedBlendOp.LinearDodge, AdvancedBlendOverlap.Disjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x09FDEB1116A9D52C, 0x85BB8627CD5C2733), new AdvancedBlendEntry(AdvancedBlendOp.LinearBurn, AdvancedBlendOverlap.Disjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x0709FED1B65E18EB, 0x5BC3AA4D99EC19CF), new AdvancedBlendEntry(AdvancedBlendOp.VividLight, AdvancedBlendOverlap.Disjoint, false, new[] { new RgbFloat(0.5f, 0.5f, 0.5f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0xB18D28AE5DE4C723, 0xE820AA2B75C9C02E), new AdvancedBlendEntry(AdvancedBlendOp.LinearLight, AdvancedBlendOverlap.Disjoint, false, new[] { new RgbFloat(2f, 2f, 2f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x6743C51621497480, 0x4B164E40858834AE), new AdvancedBlendEntry(AdvancedBlendOp.PinLight, AdvancedBlendOverlap.Disjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x63D1E181E34A2944, 0x1AE292C9D9F12819), new AdvancedBlendEntry(AdvancedBlendOp.HardMix, AdvancedBlendOverlap.Disjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x079523298250BFF6, 0xC0C793510603CDB5), new AdvancedBlendEntry(AdvancedBlendOp.HslHue, AdvancedBlendOverlap.Disjoint, false, new[] { new RgbFloat(0.3f, 0.59f, 0.11f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x4C9D0A973C805EA6, 0xD1FF59AD5156B93C), new AdvancedBlendEntry(AdvancedBlendOp.HslSaturation, AdvancedBlendOverlap.Disjoint, false, new[] { new RgbFloat(0.3f, 0.59f, 0.11f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x1E914678F3057BCD, 0xD503AE389C12D229), new AdvancedBlendEntry(AdvancedBlendOp.HslColor, AdvancedBlendOverlap.Disjoint, false, new[] { new RgbFloat(0.3f, 0.59f, 0.11f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0x9FDBADE5556C5311, 0x03F0CBC798FC5C94), new AdvancedBlendEntry(AdvancedBlendOp.HslLuminosity, AdvancedBlendOverlap.Disjoint, false, new[] { new RgbFloat(0.3f, 0.59f, 0.11f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0xE39451534635403C, 0x606CC1CA1F452388), new AdvancedBlendEntry(AdvancedBlendOp.Src, AdvancedBlendOverlap.Conjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.ZeroGl)) },
{ new Hash128(0x1D39F0F0A1008AA6, 0xBFDF2B97E6C3F125), new AdvancedBlendEntry(AdvancedBlendOp.SrcOver, AdvancedBlendOverlap.Conjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0xDB81BED30D5BDBEA, 0xAF0B2856EB93AD2C), new AdvancedBlendEntry(AdvancedBlendOp.DstOver, AdvancedBlendOverlap.Conjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x83F69CCF1D0A79B6, 0x70D31332797430AC), new AdvancedBlendEntry(AdvancedBlendOp.SrcIn, AdvancedBlendOverlap.Conjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MinimumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x7B87F807AB7A8F5C, 0x1241A2A01FB31771), new AdvancedBlendEntry(AdvancedBlendOp.SrcOut, AdvancedBlendOverlap.Conjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0xF557172E20D5272D, 0xC1961F8C7A5D2820), new AdvancedBlendEntry(AdvancedBlendOp.SrcAtop, AdvancedBlendOverlap.Conjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.ZeroGl, BlendFactor.OneGl)) },
{ new Hash128(0xA8476B3944DBBC9B, 0x84A2F6AF97B15FDF), new AdvancedBlendEntry(AdvancedBlendOp.DstAtop, AdvancedBlendOverlap.Conjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.OneGl, BlendFactor.ZeroGl)) },
{ new Hash128(0x3259602B55414DA3, 0x72AACCC00B5A9D10), new AdvancedBlendEntry(AdvancedBlendOp.Xor, AdvancedBlendOverlap.Conjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, 0, 0, 0)) },
{ new Hash128(0xC0CB8C10F36EDCD6, 0x8C2D088AD8191E1C), new AdvancedBlendEntry(AdvancedBlendOp.Multiply, AdvancedBlendOverlap.Conjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x81806C451C6255EF, 0x5AA8AC9A08941A15), new AdvancedBlendEntry(AdvancedBlendOp.Screen, AdvancedBlendOverlap.Conjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0xE55A6537F4568198, 0xCA8735390B799B19), new AdvancedBlendEntry(AdvancedBlendOp.Overlay, AdvancedBlendOverlap.Conjoint, false, new[] { new RgbFloat(0.5f, 0.5f, 0.5f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x5C044BA14536DDA3, 0xBCE0123ED7D510EC), new AdvancedBlendEntry(AdvancedBlendOp.Darken, AdvancedBlendOverlap.Conjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x6788346C405BE130, 0x372A4BB199C01F9F), new AdvancedBlendEntry(AdvancedBlendOp.Lighten, AdvancedBlendOverlap.Conjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x510EDC2A34E2856B, 0xE1727A407E294254), new AdvancedBlendEntry(AdvancedBlendOp.ColorDodge, AdvancedBlendOverlap.Conjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x4B7BE01BD398C7A8, 0x5BFF79BC00672C18), new AdvancedBlendEntry(AdvancedBlendOp.ColorBurn, AdvancedBlendOverlap.Conjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x213B43845540CFEC, 0xDA857411CF1CCFCE), new AdvancedBlendEntry(AdvancedBlendOp.HardLight, AdvancedBlendOverlap.Conjoint, false, new[] { new RgbFloat(0.5f, 0.5f, 0.5f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x765AFA6732E783F1, 0x8F1CABF1BC78A014), new AdvancedBlendEntry(AdvancedBlendOp.SoftLight, AdvancedBlendOverlap.Conjoint, false, new[] { new RgbFloat(0.2605f, 0.2605f, 0.2605f), new RgbFloat(-0.7817f, -0.7817f, -0.7817f), new RgbFloat(0.3022f, 0.3022f, 0.3022f), new RgbFloat(0.2192f, 0.2192f, 0.2192f), new RgbFloat(0.25f, 0.25f, 0.25f), new RgbFloat(16f, 16f, 16f), new RgbFloat(12f, 12f, 12f), new RgbFloat(3f, 3f, 3f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0xA4A5DE1CC06F6CB1, 0xA0634A0011001709), new AdvancedBlendEntry(AdvancedBlendOp.Difference, AdvancedBlendOverlap.Conjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x81F32BD8816EA796, 0x697EE86683165170), new AdvancedBlendEntry(AdvancedBlendOp.Exclusion, AdvancedBlendOverlap.Conjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0xB870C209EAA5F092, 0xAF5FD923909CAA1F), new AdvancedBlendEntry(AdvancedBlendOp.InvertRGB, AdvancedBlendOverlap.Conjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.AddGl, BlendFactor.ZeroGl, BlendFactor.OneGl)) },
{ new Hash128(0x3649A9F5C936FB83, 0xDD7C834897AA182A), new AdvancedBlendEntry(AdvancedBlendOp.LinearDodge, AdvancedBlendOverlap.Conjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0xD72A2B1097A5995C, 0x3D41B2763A913654), new AdvancedBlendEntry(AdvancedBlendOp.LinearBurn, AdvancedBlendOverlap.Conjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x551E212B9F6C454A, 0xB0DFA05BEB3C37FA), new AdvancedBlendEntry(AdvancedBlendOp.VividLight, AdvancedBlendOverlap.Conjoint, false, new[] { new RgbFloat(0.5f, 0.5f, 0.5f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x681B5A313B7416BF, 0xCB1CBAEEB4D81500), new AdvancedBlendEntry(AdvancedBlendOp.LinearLight, AdvancedBlendOverlap.Conjoint, false, new[] { new RgbFloat(2f, 2f, 2f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x9343A18BD4B16777, 0xEDB4AC1C8972C3A4), new AdvancedBlendEntry(AdvancedBlendOp.PinLight, AdvancedBlendOverlap.Conjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0xC960BF6D8519DE28, 0x78D8557FD405D119), new AdvancedBlendEntry(AdvancedBlendOp.HardMix, AdvancedBlendOverlap.Conjoint, false, Array.Empty<RgbFloat>(), new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x65A7B01FDC73A46C, 0x297E096ED5CC4D8A), new AdvancedBlendEntry(AdvancedBlendOp.HslHue, AdvancedBlendOverlap.Conjoint, false, new[] { new RgbFloat(0.3f, 0.59f, 0.11f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0xD9C99BA4A6CDC13B, 0x3CFF0ACEDC2EE150), new AdvancedBlendEntry(AdvancedBlendOp.HslSaturation, AdvancedBlendOverlap.Conjoint, false, new[] { new RgbFloat(0.3f, 0.59f, 0.11f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x6BC00DA6EB922BD1, 0x5FD4C11F2A685234), new AdvancedBlendEntry(AdvancedBlendOp.HslColor, AdvancedBlendOverlap.Conjoint, false, new[] { new RgbFloat(0.3f, 0.59f, 0.11f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
{ new Hash128(0x8652300E32D93050, 0x9460E7B449132371), new AdvancedBlendEntry(AdvancedBlendOp.HslLuminosity, AdvancedBlendOverlap.Conjoint, false, new[] { new RgbFloat(0.3f, 0.59f, 0.11f) }, new FixedFunctionAlpha(BlendUcodeEnable.EnableRGB, BlendOp.MaximumGl, BlendFactor.OneGl, BlendFactor.OneGl)) },
};
}
}

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@ -0,0 +1,126 @@
using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Gpu.Engine.Threed.Blender
{
/// <summary>
/// Fixed function alpha state used for a advanced blend function.
/// </summary>
struct FixedFunctionAlpha
{
/// <summary>
/// Fixed function alpha state with alpha blending disabled.
/// </summary>
public static FixedFunctionAlpha Disabled => new FixedFunctionAlpha(BlendUcodeEnable.EnableRGBA, default, default, default);
/// <summary>
/// Individual enable bits for the RGB and alpha components.
/// </summary>
public BlendUcodeEnable Enable { get; }
/// <summary>
/// Alpha blend operation.
/// </summary>
public BlendOp AlphaOp { get; }
/// <summary>
/// Value multiplied with the blend source operand.
/// </summary>
public BlendFactor AlphaSrcFactor { get; }
/// <summary>
/// Value multiplied with the blend destination operand.
/// </summary>
public BlendFactor AlphaDstFactor { get; }
/// <summary>
/// Creates a new blend fixed function alpha state.
/// </summary>
/// <param name="enable">Individual enable bits for the RGB and alpha components</param>
/// <param name="alphaOp">Alpha blend operation</param>
/// <param name="alphaSrc">Value multiplied with the blend source operand</param>
/// <param name="alphaDst">Value multiplied with the blend destination operand</param>
public FixedFunctionAlpha(BlendUcodeEnable enable, BlendOp alphaOp, BlendFactor alphaSrc, BlendFactor alphaDst)
{
Enable = enable;
AlphaOp = alphaOp;
AlphaSrcFactor = alphaSrc;
AlphaDstFactor = alphaDst;
}
/// <summary>
/// Creates a new blend fixed function alpha state.
/// </summary>
/// <param name="alphaOp">Alpha blend operation</param>
/// <param name="alphaSrc">Value multiplied with the blend source operand</param>
/// <param name="alphaDst">Value multiplied with the blend destination operand</param>
public FixedFunctionAlpha(BlendOp alphaOp, BlendFactor alphaSrc, BlendFactor alphaDst) : this(BlendUcodeEnable.EnableRGB, alphaOp, alphaSrc, alphaDst)
{
}
}
/// <summary>
/// Blend microcode assembly function delegate.
/// </summary>
/// <param name="asm">Assembler</param>
/// <returns>Fixed function alpha state for the microcode</returns>
delegate FixedFunctionAlpha GenUcodeFunc(ref UcodeAssembler asm);
/// <summary>
/// Advanced blend microcode state.
/// </summary>
struct AdvancedBlendUcode
{
/// <summary>
/// Advanced blend operation.
/// </summary>
public AdvancedBlendOp Op { get; }
/// <summary>
/// Advanced blend overlap mode.
/// </summary>
public AdvancedBlendOverlap Overlap { get; }
/// <summary>
/// Whenever the source input is pre-multiplied.
/// </summary>
public bool SrcPreMultiplied { get; }
/// <summary>
/// Fixed function alpha state.
/// </summary>
public FixedFunctionAlpha Alpha { get; }
/// <summary>
/// Microcode.
/// </summary>
public uint[] Code { get; }
/// <summary>
/// Constants used by the microcode.
/// </summary>
public RgbFloat[] Constants { get; }
/// <summary>
/// Creates a new advanced blend state.
/// </summary>
/// <param name="op">Advanced blend operation</param>
/// <param name="overlap">Advanced blend overlap mode</param>
/// <param name="srcPreMultiplied">Whenever the source input is pre-multiplied</param>
/// <param name="genFunc">Function that will generate the advanced blend microcode</param>
public AdvancedBlendUcode(
AdvancedBlendOp op,
AdvancedBlendOverlap overlap,
bool srcPreMultiplied,
GenUcodeFunc genFunc)
{
Op = op;
Overlap = overlap;
SrcPreMultiplied = srcPreMultiplied;
UcodeAssembler asm = new UcodeAssembler();
Alpha = genFunc(ref asm);
Code = asm.GetCode();
Constants = asm.GetConstants();
}
}
}

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@ -0,0 +1,305 @@
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Engine.Threed.Blender
{
/// <summary>
/// Blend microcode instruction.
/// </summary>
enum Instruction
{
Mmadd = 0,
Mmsub = 1,
Min = 2,
Max = 3,
Rcp = 4,
Add = 5,
Sub = 6
}
/// <summary>
/// Blend microcode condition code.
/// </summary>
enum CC
{
F = 0,
T = 1,
EQ = 2,
NE = 3,
LT = 4,
LE = 5,
GT = 6,
GE = 7
}
/// <summary>
/// Blend microcode opend B or D value.
/// </summary>
enum OpBD
{
ConstantZero = 0x0,
ConstantOne = 0x1,
SrcRGB = 0x2,
SrcAAA = 0x3,
OneMinusSrcAAA = 0x4,
DstRGB = 0x5,
DstAAA = 0x6,
OneMinusDstAAA = 0x7,
Temp0 = 0x9,
Temp1 = 0xa,
Temp2 = 0xb,
PBR = 0xc,
ConstantRGB = 0xd
}
/// <summary>
/// Blend microcode operand A or C value.
/// </summary>
enum OpAC
{
SrcRGB = 0,
DstRGB = 1,
SrcAAA = 2,
DstAAA = 3,
Temp0 = 4,
Temp1 = 5,
Temp2 = 6,
PBR = 7
}
/// <summary>
/// Blend microcode destination operand.
/// </summary>
enum OpDst
{
Temp0 = 0,
Temp1 = 1,
Temp2 = 2,
PBR = 3
}
/// <summary>
/// Blend microcode input swizzle.
/// </summary>
enum Swizzle
{
RGB = 0,
GBR = 1,
RRR = 2,
GGG = 3,
BBB = 4,
RToA = 5
}
/// <summary>
/// Blend microcode output components.
/// </summary>
enum WriteMask
{
RGB = 0,
R = 1,
G = 2,
B = 3
}
/// <summary>
/// Floating-point RGB color values.
/// </summary>
struct RgbFloat
{
/// <summary>
/// Red component value.
/// </summary>
public float R { get; }
/// <summary>
/// Green component value.
/// </summary>
public float G { get; }
/// <summary>
/// Blue component value.
/// </summary>
public float B { get; }
/// <summary>
/// Creates a new floating-point RGB value.
/// </summary>
/// <param name="r">Red component value</param>
/// <param name="g">Green component value</param>
/// <param name="b">Blue component value</param>
public RgbFloat(float r, float g, float b)
{
R = r;
G = g;
B = b;
}
}
/// <summary>
/// Blend microcode destination operand, including swizzle, write mask and condition code update flag.
/// </summary>
struct Dest
{
public static Dest Temp0 => new Dest(OpDst.Temp0, Swizzle.RGB, WriteMask.RGB, false);
public static Dest Temp1 => new Dest(OpDst.Temp1, Swizzle.RGB, WriteMask.RGB, false);
public static Dest Temp2 => new Dest(OpDst.Temp2, Swizzle.RGB, WriteMask.RGB, false);
public static Dest PBR => new Dest(OpDst.PBR, Swizzle.RGB, WriteMask.RGB, false);
public Dest GBR => new Dest(Dst, Swizzle.GBR, WriteMask, WriteCC);
public Dest RRR => new Dest(Dst, Swizzle.RRR, WriteMask, WriteCC);
public Dest GGG => new Dest(Dst, Swizzle.GGG, WriteMask, WriteCC);
public Dest BBB => new Dest(Dst, Swizzle.BBB, WriteMask, WriteCC);
public Dest RToA => new Dest(Dst, Swizzle.RToA, WriteMask, WriteCC);
public Dest R => new Dest(Dst, Swizzle, WriteMask.R, WriteCC);
public Dest G => new Dest(Dst, Swizzle, WriteMask.G, WriteCC);
public Dest B => new Dest(Dst, Swizzle, WriteMask.B, WriteCC);
public Dest CC => new Dest(Dst, Swizzle, WriteMask, true);
public OpDst Dst { get; }
public Swizzle Swizzle { get; }
public WriteMask WriteMask { get; }
public bool WriteCC { get; }
/// <summary>
/// Creates a new blend microcode destination operand.
/// </summary>
/// <param name="dst">Operand</param>
/// <param name="swizzle">Swizzle</param>
/// <param name="writeMask">Write maks</param>
/// <param name="writeCC">Indicates if condition codes should be updated</param>
public Dest(OpDst dst, Swizzle swizzle, WriteMask writeMask, bool writeCC)
{
Dst = dst;
Swizzle = swizzle;
WriteMask = writeMask;
WriteCC = writeCC;
}
}
/// <summary>
/// Blend microcode operaiton.
/// </summary>
struct UcodeOp
{
public readonly uint Word;
/// <summary>
/// Creates a new blend microcode operation.
/// </summary>
/// <param name="cc">Condition code that controls whenever the operation is executed or not</param>
/// <param name="inst">Instruction</param>
/// <param name="constIndex">Index on the constant table of the constant used by any constant operand</param>
/// <param name="dest">Destination operand</param>
/// <param name="srcA">First input operand</param>
/// <param name="srcB">Second input operand</param>
/// <param name="srcC">Third input operand</param>
/// <param name="srcD">Fourth input operand</param>
public UcodeOp(CC cc, Instruction inst, int constIndex, Dest dest, OpAC srcA, OpBD srcB, OpAC srcC, OpBD srcD)
{
Word = (uint)cc |
((uint)inst << 3) |
((uint)constIndex << 6) |
((uint)srcA << 9) |
((uint)srcB << 12) |
((uint)srcC << 16) |
((uint)srcD << 19) |
((uint)dest.Swizzle << 23) |
((uint)dest.WriteMask << 26) |
((uint)dest.Dst << 28) |
(dest.WriteCC ? (1u << 31) : 0);
}
}
/// <summary>
/// Blend microcode assembler.
/// </summary>
struct UcodeAssembler
{
private List<uint> _code;
private RgbFloat[] _constants;
private int _constantIndex;
public void Mul(CC cc, Dest dest, OpAC srcA, OpBD srcB)
{
Assemble(cc, Instruction.Mmadd, dest, srcA, srcB, OpAC.SrcRGB, OpBD.ConstantZero);
}
public void Madd(CC cc, Dest dest, OpAC srcA, OpBD srcB, OpAC srcC)
{
Assemble(cc, Instruction.Mmadd, dest, srcA, srcB, srcC, OpBD.ConstantOne);
}
public void Mmadd(CC cc, Dest dest, OpAC srcA, OpBD srcB, OpAC srcC, OpBD srcD)
{
Assemble(cc, Instruction.Mmadd, dest, srcA, srcB, srcC, srcD);
}
public void Mmsub(CC cc, Dest dest, OpAC srcA, OpBD srcB, OpAC srcC, OpBD srcD)
{
Assemble(cc, Instruction.Mmsub, dest, srcA, srcB, srcC, srcD);
}
public void Min(CC cc, Dest dest, OpAC srcA, OpBD srcB)
{
Assemble(cc, Instruction.Min, dest, srcA, srcB, OpAC.SrcRGB, OpBD.ConstantZero);
}
public void Max(CC cc, Dest dest, OpAC srcA, OpBD srcB)
{
Assemble(cc, Instruction.Max, dest, srcA, srcB, OpAC.SrcRGB, OpBD.ConstantZero);
}
public void Rcp(CC cc, Dest dest, OpAC srcA)
{
Assemble(cc, Instruction.Rcp, dest, srcA, OpBD.ConstantZero, OpAC.SrcRGB, OpBD.ConstantZero);
}
public void Mov(CC cc, Dest dest, OpBD srcB)
{
Assemble(cc, Instruction.Add, dest, OpAC.SrcRGB, srcB, OpAC.SrcRGB, OpBD.ConstantZero);
}
public void Add(CC cc, Dest dest, OpBD srcB, OpBD srcD)
{
Assemble(cc, Instruction.Add, dest, OpAC.SrcRGB, srcB, OpAC.SrcRGB, srcD);
}
public void Sub(CC cc, Dest dest, OpBD srcB, OpBD srcD)
{
Assemble(cc, Instruction.Sub, dest, OpAC.SrcRGB, srcB, OpAC.SrcRGB, srcD);
}
private void Assemble(CC cc, Instruction inst, Dest dest, OpAC srcA, OpBD srcB, OpAC srcC, OpBD srcD)
{
(_code ??= new List<uint>()).Add(new UcodeOp(cc, inst, _constantIndex, dest, srcA, srcB, srcC, srcD).Word);
}
public void SetConstant(int index, float r, float g, float b)
{
if (_constants == null)
{
_constants = new RgbFloat[index + 1];
}
else if (_constants.Length <= index)
{
Array.Resize(ref _constants, index + 1);
}
_constants[index] = new RgbFloat(r, g, b);
_constantIndex = index;
}
public uint[] GetCode()
{
return _code?.ToArray();
}
public RgbFloat[] GetConstants()
{
return _constants;
}
}
}

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using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Types;
using Ryujinx.Graphics.Gpu.Memory;
namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
/// <summary>
/// Helper methods used for conditional rendering.
/// </summary>
static class ConditionalRendering
{
/// <summary>
/// Checks if draws and clears should be performed, according
/// to currently set conditional rendering conditions.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="memoryManager">Memory manager bound to the channel currently executing</param>
/// <param name="address">Conditional rendering buffer address</param>
/// <param name="condition">Conditional rendering condition</param>
/// <returns>True if rendering is enabled, false otherwise</returns>
public static ConditionalRenderEnabled GetRenderEnable(GpuContext context, MemoryManager memoryManager, GpuVa address, Condition condition)
{
switch (condition)
{
case Condition.Always:
return ConditionalRenderEnabled.True;
case Condition.Never:
return ConditionalRenderEnabled.False;
case Condition.ResultNonZero:
return CounterNonZero(context, memoryManager, address.Pack());
case Condition.Equal:
return CounterCompare(context, memoryManager, address.Pack(), true);
case Condition.NotEqual:
return CounterCompare(context, memoryManager, address.Pack(), false);
}
Logger.Warning?.Print(LogClass.Gpu, $"Invalid conditional render condition \"{condition}\".");
return ConditionalRenderEnabled.True;
}
/// <summary>
/// Checks if the counter value at a given GPU memory address is non-zero.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="memoryManager">Memory manager bound to the channel currently executing</param>
/// <param name="gpuVa">GPU virtual address of the counter value</param>
/// <returns>True if the value is not zero, false otherwise. Returns host if handling with host conditional rendering</returns>
private static ConditionalRenderEnabled CounterNonZero(GpuContext context, MemoryManager memoryManager, ulong gpuVa)
{
ICounterEvent evt = memoryManager.CounterCache.FindEvent(gpuVa);
if (evt == null)
{
return ConditionalRenderEnabled.False;
}
if (context.Renderer.Pipeline.TryHostConditionalRendering(evt, 0L, false))
{
return ConditionalRenderEnabled.Host;
}
else
{
evt.Flush();
return (memoryManager.Read<ulong>(gpuVa, true) != 0) ? ConditionalRenderEnabled.True : ConditionalRenderEnabled.False;
}
}
/// <summary>
/// Checks if the counter at a given GPU memory address passes a specified equality comparison.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="memoryManager">Memory manager bound to the channel currently executing</param>
/// <param name="gpuVa">GPU virtual address</param>
/// <param name="isEqual">True to check if the values are equal, false to check if they are not equal</param>
/// <returns>True if the condition is met, false otherwise. Returns host if handling with host conditional rendering</returns>
private static ConditionalRenderEnabled CounterCompare(GpuContext context, MemoryManager memoryManager, ulong gpuVa, bool isEqual)
{
ICounterEvent evt = FindEvent(memoryManager.CounterCache, gpuVa);
ICounterEvent evt2 = FindEvent(memoryManager.CounterCache, gpuVa + 16);
bool useHost;
if (evt != null && evt2 == null)
{
useHost = context.Renderer.Pipeline.TryHostConditionalRendering(evt, memoryManager.Read<ulong>(gpuVa + 16), isEqual);
}
else if (evt == null && evt2 != null)
{
useHost = context.Renderer.Pipeline.TryHostConditionalRendering(evt2, memoryManager.Read<ulong>(gpuVa), isEqual);
}
else if (evt != null && evt2 != null)
{
useHost = context.Renderer.Pipeline.TryHostConditionalRendering(evt, evt2, isEqual);
}
else
{
useHost = false;
}
if (useHost)
{
return ConditionalRenderEnabled.Host;
}
else
{
evt?.Flush();
evt2?.Flush();
ulong x = memoryManager.Read<ulong>(gpuVa, true);
ulong y = memoryManager.Read<ulong>(gpuVa + 16, true);
return (isEqual ? x == y : x != y) ? ConditionalRenderEnabled.True : ConditionalRenderEnabled.False;
}
}
/// <summary>
/// Tries to find a counter that is supposed to be written at the specified address,
/// returning the related event.
/// </summary>
/// <param name="counterCache">GPU counter cache to search on</param>
/// <param name="gpuVa">GPU virtual address where the counter is supposed to be written</param>
/// <returns>The counter event, or null if not present</returns>
private static ICounterEvent FindEvent(CounterCache counterCache, ulong gpuVa)
{
return counterCache.FindEvent(gpuVa);
}
}
}

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using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
/// <summary>
/// Constant buffer updater.
/// </summary>
class ConstantBufferUpdater
{
private const int UniformDataCacheSize = 512;
private readonly GpuChannel _channel;
private readonly DeviceStateWithShadow<ThreedClassState> _state;
// State associated with direct uniform buffer updates.
// This state is used to attempt to batch together consecutive updates.
private ulong _ubBeginCpuAddress = 0;
private ulong _ubFollowUpAddress = 0;
private ulong _ubByteCount = 0;
private int _ubIndex = 0;
private int[] _ubData = new int[UniformDataCacheSize];
/// <summary>
/// Creates a new instance of the constant buffer updater.
/// </summary>
/// <param name="channel">GPU channel</param>
/// <param name="state">Channel state</param>
public ConstantBufferUpdater(GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state)
{
_channel = channel;
_state = state;
}
/// <summary>
/// Binds a uniform buffer for the vertex shader stage.
/// </summary>
/// <param name="argument">Method call argument</param>
public void BindVertex(int argument)
{
Bind(argument, ShaderType.Vertex);
}
/// <summary>
/// Binds a uniform buffer for the tessellation control shader stage.
/// </summary>
/// <param name="argument">Method call argument</param>
public void BindTessControl(int argument)
{
Bind(argument, ShaderType.TessellationControl);
}
/// <summary>
/// Binds a uniform buffer for the tessellation evaluation shader stage.
/// </summary>
/// <param name="argument">Method call argument</param>
public void BindTessEvaluation(int argument)
{
Bind(argument, ShaderType.TessellationEvaluation);
}
/// <summary>
/// Binds a uniform buffer for the geometry shader stage.
/// </summary>
/// <param name="argument">Method call argument</param>
public void BindGeometry(int argument)
{
Bind(argument, ShaderType.Geometry);
}
/// <summary>
/// Binds a uniform buffer for the fragment shader stage.
/// </summary>
/// <param name="argument">Method call argument</param>
public void BindFragment(int argument)
{
Bind(argument, ShaderType.Fragment);
}
/// <summary>
/// Binds a uniform buffer for the specified shader stage.
/// </summary>
/// <param name="argument">Method call argument</param>
/// <param name="type">Shader stage that will access the uniform buffer</param>
private void Bind(int argument, ShaderType type)
{
bool enable = (argument & 1) != 0;
int index = (argument >> 4) & 0x1f;
FlushUboDirty();
if (enable)
{
var uniformBuffer = _state.State.UniformBufferState;
ulong address = uniformBuffer.Address.Pack();
_channel.BufferManager.SetGraphicsUniformBuffer((int)type, index, address, (uint)uniformBuffer.Size);
}
else
{
_channel.BufferManager.SetGraphicsUniformBuffer((int)type, index, 0, 0);
}
}
/// <summary>
/// Flushes any queued UBO updates.
/// </summary>
public void FlushUboDirty()
{
if (_ubFollowUpAddress != 0)
{
var memoryManager = _channel.MemoryManager;
Span<byte> data = MemoryMarshal.Cast<int, byte>(_ubData.AsSpan(0, (int)(_ubByteCount / 4)));
if (memoryManager.Physical.WriteWithRedundancyCheck(_ubBeginCpuAddress, data))
{
memoryManager.Physical.BufferCache.ForceDirty(memoryManager, _ubFollowUpAddress - _ubByteCount, _ubByteCount);
}
_ubFollowUpAddress = 0;
_ubIndex = 0;
}
}
/// <summary>
/// Updates the uniform buffer data with inline data.
/// </summary>
/// <param name="argument">New uniform buffer data word</param>
public void Update(int argument)
{
var uniformBuffer = _state.State.UniformBufferState;
ulong address = uniformBuffer.Address.Pack() + (uint)uniformBuffer.Offset;
if (_ubFollowUpAddress != address || _ubIndex == _ubData.Length)
{
FlushUboDirty();
_ubByteCount = 0;
_ubBeginCpuAddress = _channel.MemoryManager.Translate(address);
}
_ubData[_ubIndex++] = argument;
_ubFollowUpAddress = address + 4;
_ubByteCount += 4;
_state.State.UniformBufferState.Offset += 4;
}
/// <summary>
/// Updates the uniform buffer data with inline data.
/// </summary>
/// <param name="data">Data to be written to the uniform buffer</param>
public void Update(ReadOnlySpan<int> data)
{
var uniformBuffer = _state.State.UniformBufferState;
ulong address = uniformBuffer.Address.Pack() + (uint)uniformBuffer.Offset;
ulong size = (ulong)data.Length * 4;
if (_ubFollowUpAddress != address || _ubIndex + data.Length > _ubData.Length)
{
FlushUboDirty();
_ubByteCount = 0;
_ubBeginCpuAddress = _channel.MemoryManager.Translate(address);
}
data.CopyTo(_ubData.AsSpan(_ubIndex));
_ubIndex += data.Length;
_ubFollowUpAddress = address + size;
_ubByteCount += size;
_state.State.UniformBufferState.Offset += data.Length * 4;
}
}
}

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using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Types;
using Ryujinx.Graphics.Gpu.Memory;
using System;
namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
/// <summary>
/// Draw manager.
/// </summary>
class DrawManager
{
// Since we don't know the index buffer size for indirect draws,
// we must assume a minimum and maximum size and use that for buffer data update purposes.
private const int MinIndirectIndexCount = 0x10000;
private const int MaxIndirectIndexCount = 0x4000000;
private readonly GpuContext _context;
private readonly GpuChannel _channel;
private readonly DeviceStateWithShadow<ThreedClassState> _state;
private readonly DrawState _drawState;
private readonly SpecializationStateUpdater _currentSpecState;
private bool _topologySet;
private bool _instancedDrawPending;
private bool _instancedIndexed;
private bool _instancedIndexedInline;
private int _instancedFirstIndex;
private int _instancedFirstVertex;
private int _instancedFirstInstance;
private int _instancedIndexCount;
private int _instancedDrawStateFirst;
private int _instancedDrawStateCount;
private int _instanceIndex;
private const int VertexBufferFirstMethodOffset = 0x35d;
private const int IndexBufferCountMethodOffset = 0x5f8;
/// <summary>
/// Creates a new instance of the draw manager.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="channel">GPU channel</param>
/// <param name="state">Channel state</param>
/// <param name="drawState">Draw state</param>
/// <param name="spec">Specialization state updater</param>
public DrawManager(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state, DrawState drawState, SpecializationStateUpdater spec)
{
_context = context;
_channel = channel;
_state = state;
_drawState = drawState;
_currentSpecState = spec;
}
/// <summary>
/// Marks the entire state as dirty, forcing a full host state update before the next draw.
/// </summary>
public void ForceStateDirty()
{
_topologySet = false;
}
/// <summary>
/// Pushes four 8-bit index buffer elements.
/// </summary>
/// <param name="argument">Method call argument</param>
public void VbElementU8(int argument)
{
_drawState.IbStreamer.VbElementU8(_context.Renderer, argument);
}
/// <summary>
/// Pushes two 16-bit index buffer elements.
/// </summary>
/// <param name="argument">Method call argument</param>
public void VbElementU16(int argument)
{
_drawState.IbStreamer.VbElementU16(_context.Renderer, argument);
}
/// <summary>
/// Pushes one 32-bit index buffer element.
/// </summary>
/// <param name="argument">Method call argument</param>
public void VbElementU32(int argument)
{
_drawState.IbStreamer.VbElementU32(_context.Renderer, argument);
}
/// <summary>
/// Finishes the draw call.
/// This draws geometry on the bound buffers based on the current GPU state.
/// </summary>
/// <param name="engine">3D engine where this method is being called</param>
/// <param name="argument">Method call argument</param>
public void DrawEnd(ThreedClass engine, int argument)
{
DrawEnd(
engine,
_state.State.IndexBufferState.First,
(int)_state.State.IndexBufferCount,
_state.State.VertexBufferDrawState.First,
_state.State.VertexBufferDrawState.Count);
}
/// <summary>
/// Finishes the draw call.
/// This draws geometry on the bound buffers based on the current GPU state.
/// </summary>
/// <param name="engine">3D engine where this method is being called</param>
/// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
/// <param name="indexCount">Number of index buffer elements used on the draw</param>
/// <param name="drawFirstVertex">Index of the first vertex used on the draw</param>
/// <param name="drawVertexCount">Number of vertices used on the draw</param>
private void DrawEnd(ThreedClass engine, int firstIndex, int indexCount, int drawFirstVertex, int drawVertexCount)
{
ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
_context,
_channel.MemoryManager,
_state.State.RenderEnableAddress,
_state.State.RenderEnableCondition);
if (renderEnable == ConditionalRenderEnabled.False || _instancedDrawPending)
{
if (renderEnable == ConditionalRenderEnabled.False)
{
PerformDeferredDraws();
}
_drawState.DrawIndexed = false;
if (renderEnable == ConditionalRenderEnabled.Host)
{
_context.Renderer.Pipeline.EndHostConditionalRendering();
}
return;
}
_drawState.FirstIndex = firstIndex;
_drawState.IndexCount = indexCount;
_drawState.DrawFirstVertex = drawFirstVertex;
_drawState.DrawVertexCount = drawVertexCount;
_currentSpecState.SetHasConstantBufferDrawParameters(false);
engine.UpdateState();
bool instanced = _drawState.VsUsesInstanceId || _drawState.IsAnyVbInstanced;
if (instanced)
{
_instancedDrawPending = true;
int ibCount = _drawState.IbStreamer.InlineIndexCount;
_instancedIndexed = _drawState.DrawIndexed;
_instancedIndexedInline = ibCount != 0;
_instancedFirstIndex = firstIndex;
_instancedFirstVertex = (int)_state.State.FirstVertex;
_instancedFirstInstance = (int)_state.State.FirstInstance;
_instancedIndexCount = ibCount != 0 ? ibCount : indexCount;
_instancedDrawStateFirst = drawFirstVertex;
_instancedDrawStateCount = drawVertexCount;
_drawState.DrawIndexed = false;
if (renderEnable == ConditionalRenderEnabled.Host)
{
_context.Renderer.Pipeline.EndHostConditionalRendering();
}
return;
}
int firstInstance = (int)_state.State.FirstInstance;
int inlineIndexCount = _drawState.IbStreamer.GetAndResetInlineIndexCount(_context.Renderer);
if (inlineIndexCount != 0)
{
int firstVertex = (int)_state.State.FirstVertex;
BufferRange br = new BufferRange(_drawState.IbStreamer.GetInlineIndexBuffer(), 0, inlineIndexCount * 4);
_channel.BufferManager.SetIndexBuffer(br, IndexType.UInt);
_context.Renderer.Pipeline.DrawIndexed(inlineIndexCount, 1, firstIndex, firstVertex, firstInstance);
}
else if (_drawState.DrawIndexed)
{
int firstVertex = (int)_state.State.FirstVertex;
_context.Renderer.Pipeline.DrawIndexed(indexCount, 1, firstIndex, firstVertex, firstInstance);
}
else
{
var drawState = _state.State.VertexBufferDrawState;
_context.Renderer.Pipeline.Draw(drawVertexCount, 1, drawFirstVertex, firstInstance);
}
_drawState.DrawIndexed = false;
if (renderEnable == ConditionalRenderEnabled.Host)
{
_context.Renderer.Pipeline.EndHostConditionalRendering();
}
}
/// <summary>
/// Starts draw.
/// This sets primitive type and instanced draw parameters.
/// </summary>
/// <param name="argument">Method call argument</param>
public void DrawBegin(int argument)
{
bool incrementInstance = (argument & (1 << 26)) != 0;
bool resetInstance = (argument & (1 << 27)) == 0;
PrimitiveType type = (PrimitiveType)(argument & 0xffff);
DrawBegin(incrementInstance, resetInstance, type);
}
/// <summary>
/// Starts draw.
/// This sets primitive type and instanced draw parameters.
/// </summary>
/// <param name="incrementInstance">Indicates if the current instance should be incremented</param>
/// <param name="resetInstance">Indicates if the current instance should be set to zero</param>
/// <param name="primitiveType">Primitive type</param>
private void DrawBegin(bool incrementInstance, bool resetInstance, PrimitiveType primitiveType)
{
if (incrementInstance)
{
_instanceIndex++;
}
else if (resetInstance)
{
PerformDeferredDraws();
_instanceIndex = 0;
}
PrimitiveTopology topology;
if (_state.State.PrimitiveTypeOverrideEnable)
{
PrimitiveTypeOverride typeOverride = _state.State.PrimitiveTypeOverride;
topology = typeOverride.Convert();
}
else
{
topology = primitiveType.Convert();
}
UpdateTopology(topology);
}
/// <summary>
/// Updates the current primitive topology if needed.
/// </summary>
/// <param name="topology">New primitive topology</param>
private void UpdateTopology(PrimitiveTopology topology)
{
if (_drawState.Topology != topology || !_topologySet)
{
_context.Renderer.Pipeline.SetPrimitiveTopology(topology);
_currentSpecState.SetTopology(topology);
_drawState.Topology = topology;
_topologySet = true;
}
}
/// <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>
public void SetIndexBufferCount(int argument)
{
_drawState.DrawIndexed = true;
}
// TODO: Verify if the index type is implied from the method that is called,
// or if it uses the state index type on hardware.
/// <summary>
/// Performs a indexed draw with 8-bit index buffer elements.
/// </summary>
/// <param name="engine">3D engine where this method is being called</param>
/// <param name="argument">Method call argument</param>
public void DrawIndexBuffer8BeginEndInstanceFirst(ThreedClass engine, int argument)
{
DrawIndexBufferBeginEndInstance(engine, argument, false);
}
/// <summary>
/// Performs a indexed draw with 16-bit index buffer elements.
/// </summary>
/// <param name="engine">3D engine where this method is being called</param>
/// <param name="argument">Method call argument</param>
public void DrawIndexBuffer16BeginEndInstanceFirst(ThreedClass engine, int argument)
{
DrawIndexBufferBeginEndInstance(engine, argument, false);
}
/// <summary>
/// Performs a indexed draw with 32-bit index buffer elements.
/// </summary>
/// <param name="engine">3D engine where this method is being called</param>
/// <param name="argument">Method call argument</param>
public void DrawIndexBuffer32BeginEndInstanceFirst(ThreedClass engine, int argument)
{
DrawIndexBufferBeginEndInstance(engine, argument, false);
}
/// <summary>
/// Performs a indexed draw with 8-bit index buffer elements,
/// while also pre-incrementing the current instance value.
/// </summary>
/// <param name="engine">3D engine where this method is being called</param>
/// <param name="argument">Method call argument</param>
public void DrawIndexBuffer8BeginEndInstanceSubsequent(ThreedClass engine, int argument)
{
DrawIndexBufferBeginEndInstance(engine, argument, true);
}
/// <summary>
/// Performs a indexed draw with 16-bit index buffer elements,
/// while also pre-incrementing the current instance value.
/// </summary>
/// <param name="engine">3D engine where this method is being called</param>
/// <param name="argument">Method call argument</param>
public void DrawIndexBuffer16BeginEndInstanceSubsequent(ThreedClass engine, int argument)
{
DrawIndexBufferBeginEndInstance(engine, argument, true);
}
/// <summary>
/// Performs a indexed draw with 32-bit index buffer elements,
/// while also pre-incrementing the current instance value.
/// </summary>
/// <param name="engine">3D engine where this method is being called</param>
/// <param name="argument">Method call argument</param>
public void DrawIndexBuffer32BeginEndInstanceSubsequent(ThreedClass engine, int argument)
{
DrawIndexBufferBeginEndInstance(engine, argument, true);
}
/// <summary>
/// Performs a indexed draw with a low number of index buffer elements,
/// while optionally also pre-incrementing the current instance value.
/// </summary>
/// <param name="engine">3D engine where this method is being called</param>
/// <param name="argument">Method call argument</param>
/// <param name="instanced">True to increment the current instance value, false otherwise</param>
private void DrawIndexBufferBeginEndInstance(ThreedClass engine, int argument, bool instanced)
{
DrawBegin(instanced, !instanced, (PrimitiveType)((argument >> 28) & 0xf));
int firstIndex = argument & 0xffff;
int indexCount = (argument >> 16) & 0xfff;
bool oldDrawIndexed = _drawState.DrawIndexed;
_drawState.DrawIndexed = true;
engine.ForceStateDirty(IndexBufferCountMethodOffset * 4);
DrawEnd(engine, firstIndex, indexCount, 0, 0);
_drawState.DrawIndexed = oldDrawIndexed;
}
/// <summary>
/// Performs a non-indexed draw with the specified topology, index and count.
/// </summary>
/// <param name="engine">3D engine where this method is being called</param>
/// <param name="argument">Method call argument</param>
public void DrawVertexArrayBeginEndInstanceFirst(ThreedClass engine, int argument)
{
DrawVertexArrayBeginEndInstance(engine, argument, false);
}
/// <summary>
/// Performs a non-indexed draw with the specified topology, index and count,
/// while incrementing the current instance.
/// </summary>
/// <param name="engine">3D engine where this method is being called</param>
/// <param name="argument">Method call argument</param>
public void DrawVertexArrayBeginEndInstanceSubsequent(ThreedClass engine, int argument)
{
DrawVertexArrayBeginEndInstance(engine, argument, true);
}
/// <summary>
/// Performs a indexed draw with a low number of index buffer elements,
/// while optionally also pre-incrementing the current instance value.
/// </summary>
/// <param name="engine">3D engine where this method is being called</param>
/// <param name="argument">Method call argument</param>
/// <param name="instanced">True to increment the current instance value, false otherwise</param>
private void DrawVertexArrayBeginEndInstance(ThreedClass engine, int argument, bool instanced)
{
DrawBegin(instanced, !instanced, (PrimitiveType)((argument >> 28) & 0xf));
int firstVertex = argument & 0xffff;
int vertexCount = (argument >> 16) & 0xfff;
bool oldDrawIndexed = _drawState.DrawIndexed;
_drawState.DrawIndexed = false;
engine.ForceStateDirty(VertexBufferFirstMethodOffset * 4);
DrawEnd(engine, 0, 0, firstVertex, vertexCount);
_drawState.DrawIndexed = oldDrawIndexed;
}
/// <summary>
/// Performs a texture draw with a source texture and sampler ID, along with source
/// and destination coordinates and sizes.
/// </summary>
/// <param name="engine">3D engine where this method is being called</param>
/// <param name="argument">Method call argument</param>
public void DrawTexture(ThreedClass engine, int argument)
{
static float FixedToFloat(int fixedValue)
{
return fixedValue * (1f / 4096);
}
float dstX0 = FixedToFloat(_state.State.DrawTextureDstX);
float dstY0 = FixedToFloat(_state.State.DrawTextureDstY);
float dstWidth = FixedToFloat(_state.State.DrawTextureDstWidth);
float dstHeight = FixedToFloat(_state.State.DrawTextureDstHeight);
// TODO: Confirm behaviour on hardware.
// When this is active, the origin appears to be on the bottom.
if (_state.State.YControl.HasFlag(YControl.NegateY))
{
dstY0 -= dstHeight;
}
float dstX1 = dstX0 + dstWidth;
float dstY1 = dstY0 + dstHeight;
float srcX0 = FixedToFloat(_state.State.DrawTextureSrcX);
float srcY0 = FixedToFloat(_state.State.DrawTextureSrcY);
float srcX1 = ((float)_state.State.DrawTextureDuDx / (1UL << 32)) * dstWidth + srcX0;
float srcY1 = ((float)_state.State.DrawTextureDvDy / (1UL << 32)) * dstHeight + srcY0;
engine.UpdateState(ulong.MaxValue & ~(1UL << StateUpdater.ShaderStateIndex));
_channel.TextureManager.UpdateRenderTargets();
int textureId = _state.State.DrawTextureTextureId;
int samplerId = _state.State.DrawTextureSamplerId;
(var texture, var sampler) = _channel.TextureManager.GetGraphicsTextureAndSampler(textureId, samplerId);
srcX0 *= texture.ScaleFactor;
srcY0 *= texture.ScaleFactor;
srcX1 *= texture.ScaleFactor;
srcY1 *= texture.ScaleFactor;
float dstScale = _channel.TextureManager.RenderTargetScale;
dstX0 *= dstScale;
dstY0 *= dstScale;
dstX1 *= dstScale;
dstY1 *= dstScale;
_context.Renderer.Pipeline.DrawTexture(
texture?.HostTexture,
sampler?.GetHostSampler(texture),
new Extents2DF(srcX0, srcY0, srcX1, srcY1),
new Extents2DF(dstX0, dstY0, dstX1, dstY1));
}
/// <summary>
/// Performs a indexed or non-indexed draw.
/// </summary>
/// <param name="engine">3D engine where this method is being called</param>
/// <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(
ThreedClass engine,
PrimitiveTopology topology,
int count,
int instanceCount,
int firstIndex,
int firstVertex,
int firstInstance,
bool indexed)
{
UpdateTopology(topology);
ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
_context,
_channel.MemoryManager,
_state.State.RenderEnableAddress,
_state.State.RenderEnableCondition);
if (renderEnable == ConditionalRenderEnabled.False)
{
_drawState.DrawIndexed = false;
return;
}
if (indexed)
{
_drawState.FirstIndex = firstIndex;
_drawState.IndexCount = count;
_state.State.FirstVertex = (uint)firstVertex;
engine.ForceStateDirty(IndexBufferCountMethodOffset * 4);
}
else
{
_drawState.DrawFirstVertex = firstVertex;
_drawState.DrawVertexCount = count;
engine.ForceStateDirty(VertexBufferFirstMethodOffset * 4);
}
_state.State.FirstInstance = (uint)firstInstance;
_drawState.DrawIndexed = indexed;
_currentSpecState.SetHasConstantBufferDrawParameters(true);
engine.UpdateState();
if (indexed)
{
_context.Renderer.Pipeline.DrawIndexed(count, instanceCount, firstIndex, firstVertex, firstInstance);
_state.State.FirstVertex = 0;
}
else
{
_context.Renderer.Pipeline.Draw(count, instanceCount, firstVertex, firstInstance);
}
_state.State.FirstInstance = 0;
_drawState.DrawIndexed = false;
if (renderEnable == ConditionalRenderEnabled.Host)
{
_context.Renderer.Pipeline.EndHostConditionalRendering();
}
}
/// <summary>
/// Performs a indirect draw, with parameters from a GPU buffer.
/// </summary>
/// <param name="engine">3D engine where this method is being called</param>
/// <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(
ThreedClass engine,
PrimitiveTopology topology,
ulong indirectBufferAddress,
ulong parameterBufferAddress,
int maxDrawCount,
int stride,
int indexCount,
IndirectDrawType drawType)
{
UpdateTopology(topology);
ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
_context,
_channel.MemoryManager,
_state.State.RenderEnableAddress,
_state.State.RenderEnableCondition);
if (renderEnable == ConditionalRenderEnabled.False)
{
_drawState.DrawIndexed = false;
return;
}
PhysicalMemory memory = _channel.MemoryManager.Physical;
bool hasCount = (drawType & IndirectDrawType.Count) != 0;
bool indexed = (drawType & IndirectDrawType.Indexed) != 0;
if (indexed)
{
indexCount = Math.Clamp(indexCount, MinIndirectIndexCount, MaxIndirectIndexCount);
_drawState.FirstIndex = 0;
_drawState.IndexCount = indexCount;
engine.ForceStateDirty(IndexBufferCountMethodOffset * 4);
}
_drawState.DrawIndexed = indexed;
_drawState.DrawIndirect = true;
_currentSpecState.SetHasConstantBufferDrawParameters(true);
engine.UpdateState();
if (hasCount)
{
var indirectBuffer = memory.BufferCache.GetBufferRange(indirectBufferAddress, (ulong)maxDrawCount * (ulong)stride);
var parameterBuffer = memory.BufferCache.GetBufferRange(parameterBufferAddress, 4);
if (indexed)
{
_context.Renderer.Pipeline.DrawIndexedIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
}
else
{
_context.Renderer.Pipeline.DrawIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
}
}
else
{
var indirectBuffer = memory.BufferCache.GetBufferRange(indirectBufferAddress, (ulong)stride);
if (indexed)
{
_context.Renderer.Pipeline.DrawIndexedIndirect(indirectBuffer);
}
else
{
_context.Renderer.Pipeline.DrawIndirect(indirectBuffer);
}
}
_drawState.DrawIndexed = false;
_drawState.DrawIndirect = false;
if (renderEnable == ConditionalRenderEnabled.Host)
{
_context.Renderer.Pipeline.EndHostConditionalRendering();
}
}
/// <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;
bool indexedInline = _instancedIndexedInline;
if (_instancedIndexed || indexedInline)
{
if (indexedInline)
{
int inlineIndexCount = _drawState.IbStreamer.GetAndResetInlineIndexCount(_context.Renderer);
BufferRange br = new BufferRange(_drawState.IbStreamer.GetInlineIndexBuffer(), 0, inlineIndexCount * 4);
_channel.BufferManager.SetIndexBuffer(br, IndexType.UInt);
}
_context.Renderer.Pipeline.DrawIndexed(
_instancedIndexCount,
_instanceIndex + 1,
_instancedFirstIndex,
_instancedFirstVertex,
_instancedFirstInstance);
}
else
{
_context.Renderer.Pipeline.Draw(
_instancedDrawStateCount,
_instanceIndex + 1,
_instancedDrawStateFirst,
_instancedFirstInstance);
}
}
}
/// <summary>
/// Clears the current color and depth-stencil buffers.
/// Which buffers should be cleared can also be specified with the argument.
/// </summary>
/// <param name="engine">3D engine where this method is being called</param>
/// <param name="argument">Method call argument</param>
public void Clear(ThreedClass engine, int argument)
{
Clear(engine, argument, 1);
}
/// <summary>
/// Clears the current color and depth-stencil buffers.
/// Which buffers should be cleared can also specified with the arguments.
/// </summary>
/// <param name="engine">3D engine where this method is being called</param>
/// <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(ThreedClass engine, int argument, int layerCount)
{
ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
_context,
_channel.MemoryManager,
_state.State.RenderEnableAddress,
_state.State.RenderEnableCondition);
if (renderEnable == ConditionalRenderEnabled.False)
{
return;
}
bool clearDepth = (argument & 1) != 0;
bool clearStencil = (argument & 2) != 0;
uint componentMask = (uint)((argument >> 2) & 0xf);
int index = (argument >> 6) & 0xf;
int layer = (argument >> 10) & 0x3ff;
RenderTargetUpdateFlags updateFlags = RenderTargetUpdateFlags.SingleColor;
if (layer != 0 || layerCount > 1)
{
updateFlags |= RenderTargetUpdateFlags.Layered;
}
if (clearDepth || clearStencil)
{
updateFlags |= RenderTargetUpdateFlags.UpdateDepthStencil;
}
engine.UpdateRenderTargetState(updateFlags, singleUse: componentMask != 0 ? index : -1);
// If there is a mismatch on the host clip region and the one explicitly defined by the guest
// on the screen scissor state, then we need to force only one texture to be bound to avoid
// host clipping.
var screenScissorState = _state.State.ScreenScissorState;
// Must happen after UpdateRenderTargetState to have up-to-date clip region values.
bool clipMismatch = (screenScissorState.X | screenScissorState.Y) != 0 ||
screenScissorState.Width != _channel.TextureManager.ClipRegionWidth ||
screenScissorState.Height != _channel.TextureManager.ClipRegionHeight;
bool clearAffectedByStencilMask = (_state.State.ClearFlags & 1) != 0;
bool clearAffectedByScissor = (_state.State.ClearFlags & 0x100) != 0;
bool needsCustomScissor = !clearAffectedByScissor || clipMismatch;
// Scissor and rasterizer discard also affect clears.
ulong updateMask = 1UL << StateUpdater.RasterizerStateIndex;
if (!needsCustomScissor)
{
updateMask |= 1UL << StateUpdater.ScissorStateIndex;
}
engine.UpdateState(updateMask);
if (needsCustomScissor)
{
int scissorX = screenScissorState.X;
int scissorY = screenScissorState.Y;
int scissorW = screenScissorState.Width;
int scissorH = screenScissorState.Height;
if (clearAffectedByScissor && _state.State.ScissorState[0].Enable)
{
ref var scissorState = ref _state.State.ScissorState[0];
scissorX = Math.Max(scissorX, scissorState.X1);
scissorY = Math.Max(scissorY, scissorState.Y1);
scissorW = Math.Min(scissorW, scissorState.X2 - scissorState.X1);
scissorH = Math.Min(scissorH, scissorState.Y2 - scissorState.Y1);
}
float scale = _channel.TextureManager.RenderTargetScale;
if (scale != 1f)
{
scissorX = (int)(scissorX * scale);
scissorY = (int)(scissorY * scale);
scissorW = (int)MathF.Ceiling(scissorW * scale);
scissorH = (int)MathF.Ceiling(scissorH * scale);
}
Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[]
{
new Rectangle<int>(scissorX, scissorY, scissorW, scissorH)
};
_context.Renderer.Pipeline.SetScissors(scissors);
}
_channel.TextureManager.UpdateRenderTargets();
if (componentMask != 0)
{
var clearColor = _state.State.ClearColors;
ColorF color = new ColorF(clearColor.Red, clearColor.Green, clearColor.Blue, clearColor.Alpha);
_context.Renderer.Pipeline.ClearRenderTargetColor(index, layer, layerCount, componentMask, color);
}
if (clearDepth || clearStencil)
{
float depthValue = _state.State.ClearDepthValue;
int stencilValue = (int)_state.State.ClearStencilValue;
int stencilMask = 0;
if (clearStencil)
{
stencilMask = clearAffectedByStencilMask ? _state.State.StencilTestState.FrontMask : 0xff;
}
if (clipMismatch)
{
_channel.TextureManager.UpdateRenderTargetDepthStencil();
}
_context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
layer,
layerCount,
depthValue,
clearDepth,
stencilValue,
stencilMask);
}
if (needsCustomScissor)
{
engine.UpdateScissorState();
}
engine.UpdateRenderTargetState(RenderTargetUpdateFlags.UpdateAll);
if (renderEnable == ConditionalRenderEnabled.Host)
{
_context.Renderer.Pipeline.EndHostConditionalRendering();
}
}
}
}

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using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
/// <summary>
/// Draw state.
/// </summary>
class DrawState
{
/// <summary>
/// First index to be used for the draw on the index buffer.
/// </summary>
public int FirstIndex;
/// <summary>
/// Number of indices to be used for the draw on the index buffer.
/// </summary>
public int IndexCount;
/// <summary>
/// First vertex used on non-indexed draws. This value is stored somewhere else on indexed draws.
/// </summary>
public int DrawFirstVertex;
/// <summary>
/// Vertex count used on non-indexed draws. Indexed draws have a index count instead.
/// </summary>
public int DrawVertexCount;
/// <summary>
/// Indicates if the next draw will be a indexed draw.
/// </summary>
public bool DrawIndexed;
/// <summary>
/// Indicates if the next draw will be a indirect draw.
/// </summary>
public bool DrawIndirect;
/// <summary>
/// Indicates if any of the currently used vertex shaders reads the instance ID.
/// </summary>
public bool VsUsesInstanceId;
/// <summary>
/// Indicates if any of the currently used vertex buffers is instanced.
/// </summary>
public bool IsAnyVbInstanced;
/// <summary>
/// Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0.
/// </summary>
public bool HasConstantBufferDrawParameters;
/// <summary>
/// Primitive topology for the next draw.
/// </summary>
public PrimitiveTopology Topology;
/// <summary>
/// Index buffer data streamer for inline index buffer updates, such as those used in legacy OpenGL.
/// </summary>
public IbStreamer IbStreamer = new IbStreamer();
}
}

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using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
/// <summary>
/// Holds inline index buffer state.
/// The inline index buffer data is sent to the GPU through the command buffer.
/// </summary>
struct IbStreamer
{
private const int BufferCapacity = 256; // Must be a power of 2.
private BufferHandle _inlineIndexBuffer;
private int _inlineIndexBufferSize;
private int _inlineIndexCount;
private uint[] _buffer;
private int _bufferOffset;
/// <summary>
/// Indicates if any index buffer data has been pushed.
/// </summary>
public bool HasInlineIndexData => _inlineIndexCount != 0;
/// <summary>
/// Total numbers of indices that have been pushed.
/// </summary>
public int InlineIndexCount => _inlineIndexCount;
/// <summary>
/// Gets the handle for the host buffer currently holding the inline index buffer data.
/// </summary>
/// <returns>Host buffer handle</returns>
public BufferHandle GetInlineIndexBuffer()
{
return _inlineIndexBuffer;
}
/// <summary>
/// Gets the number of elements on the current inline index buffer,
/// while also reseting it to zero for the next draw.
/// </summary>
/// <param name="renderer">Host renderer</param>
/// <returns>Inline index bufffer count</returns>
public int GetAndResetInlineIndexCount(IRenderer renderer)
{
UpdateRemaining(renderer);
int temp = _inlineIndexCount;
_inlineIndexCount = 0;
return temp;
}
/// <summary>
/// Pushes four 8-bit index buffer elements.
/// </summary>
/// <param name="renderer">Host renderer</param>
/// <param name="argument">Method call argument</param>
public void VbElementU8(IRenderer renderer, int argument)
{
byte i0 = (byte)argument;
byte i1 = (byte)(argument >> 8);
byte i2 = (byte)(argument >> 16);
byte i3 = (byte)(argument >> 24);
int offset = _inlineIndexCount;
PushData(renderer, offset, i0);
PushData(renderer, offset + 1, i1);
PushData(renderer, offset + 2, i2);
PushData(renderer, offset + 3, i3);
_inlineIndexCount += 4;
}
/// <summary>
/// Pushes two 16-bit index buffer elements.
/// </summary>
/// <param name="renderer">Host renderer</param>
/// <param name="argument">Method call argument</param>
public void VbElementU16(IRenderer renderer, int argument)
{
ushort i0 = (ushort)argument;
ushort i1 = (ushort)(argument >> 16);
int offset = _inlineIndexCount;
PushData(renderer, offset, i0);
PushData(renderer, offset + 1, i1);
_inlineIndexCount += 2;
}
/// <summary>
/// Pushes one 32-bit index buffer element.
/// </summary>
/// <param name="renderer">Host renderer</param>
/// <param name="argument">Method call argument</param>
public void VbElementU32(IRenderer renderer, int argument)
{
uint i0 = (uint)argument;
int offset = _inlineIndexCount++;
PushData(renderer, offset, i0);
}
/// <summary>
/// Pushes a 32-bit value to the index buffer.
/// </summary>
/// <param name="renderer">Host renderer</param>
/// <param name="offset">Offset where the data should be written, in 32-bit words</param>
/// <param name="value">Index value to be written</param>
private void PushData(IRenderer renderer, int offset, uint value)
{
if (_buffer == null)
{
_buffer = new uint[BufferCapacity];
}
// We upload data in chunks.
// If we are at the start of a chunk, then the buffer might be full,
// in that case we need to submit any existing data before overwriting the buffer.
int subOffset = offset & (BufferCapacity - 1);
if (subOffset == 0 && offset != 0)
{
int baseOffset = (offset - BufferCapacity) * sizeof(uint);
BufferHandle buffer = GetInlineIndexBuffer(renderer, baseOffset, BufferCapacity * sizeof(uint));
renderer.SetBufferData(buffer, baseOffset, MemoryMarshal.Cast<uint, byte>(_buffer));
}
_buffer[subOffset] = value;
}
/// <summary>
/// Makes sure that any pending data is submitted to the GPU before the index buffer is used.
/// </summary>
/// <param name="renderer">Host renderer</param>
private void UpdateRemaining(IRenderer renderer)
{
int offset = _inlineIndexCount;
if (offset == 0)
{
return;
}
int count = offset & (BufferCapacity - 1);
if (count == 0)
{
count = BufferCapacity;
}
int baseOffset = (offset - count) * sizeof(uint);
int length = count * sizeof(uint);
BufferHandle buffer = GetInlineIndexBuffer(renderer, baseOffset, length);
renderer.SetBufferData(buffer, baseOffset, MemoryMarshal.Cast<uint, byte>(_buffer).Slice(0, length));
}
/// <summary>
/// Gets the handle of a buffer large enough to hold the data that will be written to <paramref name="offset"/>.
/// </summary>
/// <param name="renderer">Host renderer</param>
/// <param name="offset">Offset where the data will be written</param>
/// <param name="length">Number of bytes that will be written</param>
/// <returns>Buffer handle</returns>
private BufferHandle GetInlineIndexBuffer(IRenderer renderer, int offset, int length)
{
// 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 + length + 0x10, 0x200);
if (_inlineIndexBuffer == BufferHandle.Null)
{
_inlineIndexBuffer = renderer.CreateBuffer(size);
_inlineIndexBufferSize = size;
}
else if (_inlineIndexBufferSize < size)
{
BufferHandle oldBuffer = _inlineIndexBuffer;
int oldSize = _inlineIndexBufferSize;
_inlineIndexBuffer = renderer.CreateBuffer(size);
_inlineIndexBufferSize = size;
renderer.Pipeline.CopyBuffer(oldBuffer, _inlineIndexBuffer, 0, 0, oldSize);
renderer.DeleteBuffer(oldBuffer);
}
return _inlineIndexBuffer;
}
}
}

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namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
/// <summary>
/// Indirect draw type, which can be indexed or non-indexed, with or without a draw count.
/// </summary>
enum IndirectDrawType
{
/// <summary>
/// Non-indexed draw without draw count.
/// </summary>
DrawIndirect = 0,
/// <summary>
/// Indexed draw without draw count.
/// </summary>
DrawIndexedIndirect = Indexed,
/// <summary>
/// Non-indexed draw with draw count.
/// </summary>
DrawIndirectCount = Count,
/// <summary>
/// Indexed draw with draw count.
/// </summary>
DrawIndexedIndirectCount = Indexed | Count,
/// <summary>
/// Indexed flag.
/// </summary>
Indexed = 1 << 0,
/// <summary>
/// Draw count flag.
/// </summary>
Count = 1 << 1
}
}

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using System;
namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
/// <summary>
/// Flags indicating how the render targets should be updated.
/// </summary>
[Flags]
enum RenderTargetUpdateFlags
{
/// <summary>
/// No flags.
/// </summary>
None = 0,
/// <summary>
/// Get render target index from the control register.
/// </summary>
UseControl = 1 << 0,
/// <summary>
/// Indicates that all render targets are 2D array textures.
/// </summary>
Layered = 1 << 1,
/// <summary>
/// Indicates that only a single color target will be used.
/// </summary>
SingleColor = 1 << 2,
/// <summary>
/// Indicates that the depth-stencil target will be used.
/// </summary>
UpdateDepthStencil = 1 << 3,
/// <summary>
/// Default update flags for draw.
/// </summary>
UpdateAll = UseControl | UpdateDepthStencil
}
}

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using Ryujinx.Graphics.GAL;
using System;
namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
/// <summary>
/// Semaphore updater.
/// </summary>
class SemaphoreUpdater
{
/// <summary>
/// GPU semaphore operation.
/// </summary>
private enum SemaphoreOperation
{
Release = 0,
Acquire = 1,
Counter = 2
}
/// <summary>
/// Counter type for GPU counter reset.
/// </summary>
private enum ResetCounterType
{
SamplesPassed = 1,
ZcullStats = 2,
TransformFeedbackPrimitivesWritten = 0x10,
InputVertices = 0x12,
InputPrimitives = 0x13,
VertexShaderInvocations = 0x15,
TessControlShaderInvocations = 0x16,
TessEvaluationShaderInvocations = 0x17,
TessEvaluationShaderPrimitives = 0x18,
GeometryShaderInvocations = 0x1a,
GeometryShaderPrimitives = 0x1b,
ClipperInputPrimitives = 0x1c,
ClipperOutputPrimitives = 0x1d,
FragmentShaderInvocations = 0x1e,
PrimitivesGenerated = 0x1f
}
/// <summary>
/// Counter type for GPU counter reporting.
/// </summary>
private enum ReportCounterType
{
Payload = 0,
InputVertices = 1,
InputPrimitives = 3,
VertexShaderInvocations = 5,
GeometryShaderInvocations = 7,
GeometryShaderPrimitives = 9,
ZcullStats0 = 0xa,
TransformFeedbackPrimitivesWritten = 0xb,
ZcullStats1 = 0xc,
ZcullStats2 = 0xe,
ClipperInputPrimitives = 0xf,
ZcullStats3 = 0x10,
ClipperOutputPrimitives = 0x11,
PrimitivesGenerated = 0x12,
FragmentShaderInvocations = 0x13,
SamplesPassed = 0x15,
TransformFeedbackOffset = 0x1a,
TessControlShaderInvocations = 0x1b,
TessEvaluationShaderInvocations = 0x1d,
TessEvaluationShaderPrimitives = 0x1f
}
private readonly GpuContext _context;
private readonly GpuChannel _channel;
private readonly DeviceStateWithShadow<ThreedClassState> _state;
/// <summary>
/// Creates a new instance of the semaphore updater.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="channel">GPU channel</param>
/// <param name="state">Channel state</param>
public SemaphoreUpdater(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state)
{
_context = context;
_channel = channel;
_state = state;
}
/// <summary>
/// Resets the value of an internal GPU counter back to zero.
/// </summary>
/// <param name="argument">Method call argument</param>
public void ResetCounter(int argument)
{
ResetCounterType type = (ResetCounterType)argument;
switch (type)
{
case ResetCounterType.SamplesPassed:
_context.Renderer.ResetCounter(CounterType.SamplesPassed);
break;
case ResetCounterType.PrimitivesGenerated:
_context.Renderer.ResetCounter(CounterType.PrimitivesGenerated);
break;
case ResetCounterType.TransformFeedbackPrimitivesWritten:
_context.Renderer.ResetCounter(CounterType.TransformFeedbackPrimitivesWritten);
break;
}
}
/// <summary>
/// Writes a GPU counter to guest memory.
/// </summary>
/// <param name="argument">Method call argument</param>
public void Report(int argument)
{
SemaphoreOperation op = (SemaphoreOperation)(argument & 3);
ReportCounterType type = (ReportCounterType)((argument >> 23) & 0x1f);
switch (op)
{
case SemaphoreOperation.Release: ReleaseSemaphore(); break;
case SemaphoreOperation.Counter: ReportCounter(type); break;
}
}
/// <summary>
/// Writes (or Releases) a GPU semaphore value to guest memory.
/// </summary>
private void ReleaseSemaphore()
{
_channel.MemoryManager.Write(_state.State.SemaphoreAddress.Pack(), _state.State.SemaphorePayload);
_context.AdvanceSequence();
}
/// <summary>
/// Packed GPU counter data (including GPU timestamp) in memory.
/// </summary>
private struct CounterData
{
public ulong Counter;
public ulong Timestamp;
}
/// <summary>
/// Writes a GPU counter to guest memory.
/// This also writes the current timestamp value.
/// </summary>
/// <param name="type">Counter to be written to memory</param>
private void ReportCounter(ReportCounterType type)
{
ulong gpuVa = _state.State.SemaphoreAddress.Pack();
ulong ticks = _context.GetTimestamp();
ICounterEvent counter = null;
void resultHandler(object evt, ulong result)
{
CounterData counterData = new CounterData
{
Counter = result,
Timestamp = ticks
};
if (counter?.Invalid != true)
{
_channel.MemoryManager.Write(gpuVa, counterData);
}
}
switch (type)
{
case ReportCounterType.Payload:
resultHandler(null, (ulong)_state.State.SemaphorePayload);
break;
case ReportCounterType.SamplesPassed:
counter = _context.Renderer.ReportCounter(CounterType.SamplesPassed, resultHandler, false);
break;
case ReportCounterType.PrimitivesGenerated:
counter = _context.Renderer.ReportCounter(CounterType.PrimitivesGenerated, resultHandler, false);
break;
case ReportCounterType.TransformFeedbackPrimitivesWritten:
counter = _context.Renderer.ReportCounter(CounterType.TransformFeedbackPrimitivesWritten, resultHandler, false);
break;
}
_channel.MemoryManager.CounterCache.AddOrUpdate(gpuVa, counter);
}
}
}

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using Ryujinx.Common.Memory;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Types;
using Ryujinx.Graphics.Gpu.Shader;
using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
/// <summary>
/// Maintains a "current" specialiation state, and provides a flag to check if it has changed meaningfully.
/// </summary>
internal class SpecializationStateUpdater
{
private readonly GpuContext _context;
private GpuChannelGraphicsState _graphics;
private GpuChannelPoolState _pool;
private bool _usesDrawParameters;
private bool _usesTopology;
private bool _changed;
/// <summary>
/// Creates a new instance of the specialization state updater class.
/// </summary>
/// <param name="context">GPU context</param>
public SpecializationStateUpdater(GpuContext context)
{
_context = context;
}
/// <summary>
/// Signal that the specialization state has changed.
/// </summary>
private void Signal()
{
_changed = true;
}
/// <summary>
/// Checks if the specialization state has changed since the last check.
/// </summary>
/// <returns>True if it has changed, false otherwise</returns>
public bool HasChanged()
{
if (_changed)
{
_changed = false;
return true;
}
else
{
return false;
}
}
/// <summary>
/// Sets the active shader, clearing the dirty state and recording if certain specializations are noteworthy.
/// </summary>
/// <param name="gs">The active shader</param>
public void SetShader(CachedShaderProgram gs)
{
_usesDrawParameters = gs.Shaders[1]?.Info.UsesDrawParameters ?? false;
_usesTopology = gs.SpecializationState.IsPrimitiveTopologyQueried();
_changed = false;
}
/// <summary>
/// Get the current graphics state.
/// </summary>
/// <returns>GPU graphics state</returns>
public ref GpuChannelGraphicsState GetGraphicsState()
{
return ref _graphics;
}
/// <summary>
/// Get the current pool state.
/// </summary>
/// <returns>GPU pool state</returns>
public ref GpuChannelPoolState GetPoolState()
{
return ref _pool;
}
/// <summary>
/// Early Z force enable.
/// </summary>
/// <param name="value">The new value</param>
public void SetEarlyZForce(bool value)
{
_graphics.EarlyZForce = value;
Signal();
}
/// <summary>
/// Primitive topology of current draw.
/// </summary>
/// <param name="value">The new value</param>
public void SetTopology(PrimitiveTopology value)
{
if (value != _graphics.Topology)
{
_graphics.Topology = value;
if (_usesTopology)
{
Signal();
}
}
}
/// <summary>
/// Tessellation mode.
/// </summary>
/// <param name="value">The new value</param>
public void SetTessellationMode(TessMode value)
{
if (value.Packed != _graphics.TessellationMode.Packed)
{
_graphics.TessellationMode = value;
Signal();
}
}
/// <summary>
/// Updates alpha-to-coverage state, and sets it as changed.
/// </summary>
/// <param name="enable">Whether alpha-to-coverage is enabled</param>
/// <param name="ditherEnable">Whether alpha-to-coverage dithering is enabled</param>
public void SetAlphaToCoverageEnable(bool enable, bool ditherEnable)
{
_graphics.AlphaToCoverageEnable = enable;
_graphics.AlphaToCoverageDitherEnable = ditherEnable;
Signal();
}
/// <summary>
/// Indicates whether the viewport transform is disabled.
/// </summary>
/// <param name="value">The new value</param>
public void SetViewportTransformDisable(bool value)
{
if (value != _graphics.ViewportTransformDisable)
{
_graphics.ViewportTransformDisable = value;
Signal();
}
}
/// <summary>
/// Depth mode zero to one or minus one to one.
/// </summary>
/// <param name="value">The new value</param>
public void SetDepthMode(bool value)
{
if (value != _graphics.DepthMode)
{
_graphics.DepthMode = value;
Signal();
}
}
/// <summary>
/// Indicates if the point size is set on the shader or is fixed.
/// </summary>
/// <param name="value">The new value</param>
public void SetProgramPointSizeEnable(bool value)
{
if (value != _graphics.ProgramPointSizeEnable)
{
_graphics.ProgramPointSizeEnable = value;
Signal();
}
}
/// <summary>
/// Point size used if <see cref="SetProgramPointSizeEnable" /> is provided false.
/// </summary>
/// <param name="value">The new value</param>
public void SetPointSize(float value)
{
if (value != _graphics.PointSize)
{
_graphics.PointSize = value;
Signal();
}
}
/// <summary>
/// Updates alpha test specialization state, and sets it as changed.
/// </summary>
/// <param name="enable">Whether alpha test is enabled</param>
/// <param name="reference">The value to compare with the fragment output alpha</param>
/// <param name="op">The comparison that decides if the fragment should be discarded</param>
public void SetAlphaTest(bool enable, float reference, CompareOp op)
{
_graphics.AlphaTestEnable = enable;
_graphics.AlphaTestReference = reference;
_graphics.AlphaTestCompare = op;
Signal();
}
/// <summary>
/// Updates the type of the vertex attributes consumed by the shader.
/// </summary>
/// <param name="state">The new state</param>
public void SetAttributeTypes(ref Array32<VertexAttribState> state)
{
bool changed = false;
ref Array32<AttributeType> attributeTypes = ref _graphics.AttributeTypes;
for (int location = 0; location < state.Length; location++)
{
VertexAttribType type = state[location].UnpackType();
AttributeType value = type switch
{
VertexAttribType.Sint => AttributeType.Sint,
VertexAttribType.Uint => AttributeType.Uint,
_ => AttributeType.Float
};
if (attributeTypes[location] != value)
{
attributeTypes[location] = value;
changed = true;
}
}
if (changed)
{
Signal();
}
}
/// <summary>
/// Updates the type of the outputs produced by the fragment shader based on the current render target state.
/// </summary>
/// <param name="rtControl">The render target control register</param>
/// <param name="state">The color attachment state</param>
public void SetFragmentOutputTypes(RtControl rtControl, ref Array8<RtColorState> state)
{
bool changed = false;
int count = rtControl.UnpackCount();
for (int index = 0; index < Constants.TotalRenderTargets; index++)
{
int rtIndex = rtControl.UnpackPermutationIndex(index);
var colorState = state[rtIndex];
if (index < count && StateUpdater.IsRtEnabled(colorState))
{
Format format = colorState.Format.Convert().Format;
AttributeType type = format.IsInteger() ? (format.IsSint() ? AttributeType.Sint : AttributeType.Uint) : AttributeType.Float;
if (type != _graphics.FragmentOutputTypes[index])
{
_graphics.FragmentOutputTypes[index] = type;
changed = true;
}
}
}
if (changed && _context.Capabilities.NeedsFragmentOutputSpecialization)
{
Signal();
}
}
/// <summary>
/// Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0.
/// </summary>
/// <param name="value">The new value</param>
public void SetHasConstantBufferDrawParameters(bool value)
{
if (value != _graphics.HasConstantBufferDrawParameters)
{
_graphics.HasConstantBufferDrawParameters = value;
if (_usesDrawParameters)
{
Signal();
}
}
}
/// <summary>
/// Indicates that any storage buffer use is unaligned.
/// </summary>
/// <param name="value">The new value</param>
/// <returns>True if the unaligned state changed, false otherwise</returns>
public bool SetHasUnalignedStorageBuffer(bool value)
{
if (value != _graphics.HasUnalignedStorageBuffer)
{
_graphics.HasUnalignedStorageBuffer = value;
Signal();
return true;
}
return false;
}
/// <summary>
/// Sets the GPU pool state.
/// </summary>
/// <param name="state">The new state</param>
public void SetPoolState(GpuChannelPoolState state)
{
if (!state.Equals(_pool))
{
_pool = state;
Signal();
}
}
/// <summary>
/// Sets the dual-source blend enabled state.
/// </summary>
/// <param name="enabled">True if blending is enabled and using dual-source blend</param>
public void SetDualSourceBlendEnabled(bool enabled)
{
if (enabled != _graphics.DualSourceBlendEnable)
{
_graphics.DualSourceBlendEnable = enabled;
Signal();
}
}
}
}

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using Ryujinx.Graphics.Device;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
/// <summary>
/// State update callback entry, with the callback function and associated field names.
/// </summary>
readonly struct StateUpdateCallbackEntry
{
/// <summary>
/// Callback function, to be called if the register was written as the state needs to be updated.
/// </summary>
public Action Callback { get; }
/// <summary>
/// Name of the state fields (registers) associated with the callback function.
/// </summary>
public string[] FieldNames { get; }
/// <summary>
/// Creates a new state update callback entry.
/// </summary>
/// <param name="callback">Callback function, to be called if the register was written as the state needs to be updated</param>
/// <param name="fieldNames">Name of the state fields (registers) associated with the callback function</param>
public StateUpdateCallbackEntry(Action callback, params string[] fieldNames)
{
Callback = callback;
FieldNames = fieldNames;
}
}
/// <summary>
/// GPU state update tracker.
/// </summary>
/// <typeparam name="TState">State type</typeparam>
class StateUpdateTracker<[DynamicallyAccessedMembers(DynamicallyAccessedMemberTypes.PublicFields)] TState>
{
private const int BlockSize = 0xe00;
private const int RegisterSize = sizeof(uint);
private readonly byte[] _registerToGroupMapping;
private readonly Action[] _callbacks;
private ulong _dirtyMask;
/// <summary>
/// Creates a new instance of the state update tracker.
/// </summary>
/// <param name="entries">Update tracker callback entries</param>
public StateUpdateTracker(StateUpdateCallbackEntry[] entries)
{
_registerToGroupMapping = new byte[BlockSize];
_callbacks = new Action[entries.Length];
var fieldToDelegate = new Dictionary<string, int>();
for (int entryIndex = 0; entryIndex < entries.Length; entryIndex++)
{
var entry = entries[entryIndex];
foreach (var fieldName in entry.FieldNames)
{
fieldToDelegate.Add(fieldName, entryIndex);
}
_callbacks[entryIndex] = entry.Callback;
}
var fields = typeof(TState).GetFields();
int offset = 0;
for (int fieldIndex = 0; fieldIndex < fields.Length; fieldIndex++)
{
var field = fields[fieldIndex];
int sizeOfField = SizeCalculator.SizeOf(field.FieldType);
if (fieldToDelegate.TryGetValue(field.Name, out int entryIndex))
{
for (int i = 0; i < ((sizeOfField + 3) & ~3); i += 4)
{
_registerToGroupMapping[(offset + i) / RegisterSize] = (byte)(entryIndex + 1);
}
}
offset += sizeOfField;
}
Debug.Assert(offset == Unsafe.SizeOf<TState>());
}
/// <summary>
/// Sets a register as modified.
/// </summary>
/// <param name="offset">Register offset in bytes</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetDirty(int offset)
{
uint index = (uint)offset / RegisterSize;
if (index < BlockSize)
{
int groupIndex = Unsafe.Add(ref MemoryMarshal.GetArrayDataReference(_registerToGroupMapping), (IntPtr)index);
if (groupIndex != 0)
{
groupIndex--;
_dirtyMask |= 1UL << groupIndex;
}
}
}
/// <summary>
/// Forces a register group as dirty, by index.
/// </summary>
/// <param name="groupIndex">Index of the group to be dirtied</param>
public void ForceDirty(int groupIndex)
{
if ((uint)groupIndex >= _callbacks.Length)
{
throw new ArgumentOutOfRangeException(nameof(groupIndex));
}
_dirtyMask |= 1UL << groupIndex;
}
/// <summary>
/// Forces all register groups as dirty, triggering a full update on the next call to <see cref="Update"/>.
/// </summary>
public void SetAllDirty()
{
Debug.Assert(_callbacks.Length <= sizeof(ulong) * 8);
_dirtyMask = ulong.MaxValue >> ((sizeof(ulong) * 8) - _callbacks.Length);
}
/// <summary>
/// Check if the given register group is dirty without clearing it.
/// </summary>
/// <param name="groupIndex">Index of the group to check</param>
/// <returns>True if dirty, false otherwise</returns>
public bool IsDirty(int groupIndex)
{
return (_dirtyMask & (1UL << groupIndex)) != 0;
}
/// <summary>
/// Check all the groups specified by <paramref name="checkMask"/> for modification, and update if modified.
/// </summary>
/// <param name="checkMask">Mask, where each bit set corresponds to a group index that should be checked</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Update(ulong checkMask)
{
ulong mask = _dirtyMask & checkMask;
if (mask == 0)
{
return;
}
do
{
int groupIndex = BitOperations.TrailingZeroCount(mask);
_callbacks[groupIndex]();
mask &= ~(1UL << groupIndex);
}
while (mask != 0);
_dirtyMask &= ~checkMask;
}
}
}

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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);
}
}
}

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using Ryujinx.Common;
using Ryujinx.Graphics.Device;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Types;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Texture;
using Ryujinx.Memory;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Intrinsics;
namespace Ryujinx.Graphics.Gpu.Engine.Twod
{
/// <summary>
/// Represents a 2D engine class.
/// </summary>
class TwodClass : IDeviceState
{
private readonly GpuChannel _channel;
private readonly DeviceState<TwodClassState> _state;
/// <summary>
/// Creates a new instance of the 2D engine class.
/// </summary>
/// <param name="channel">The channel that will make use of the engine</param>
public TwodClass(GpuChannel channel)
{
_channel = channel;
_state = new DeviceState<TwodClassState>(new Dictionary<string, RwCallback>
{
{ nameof(TwodClassState.PixelsFromMemorySrcY0Int), new RwCallback(PixelsFromMemorySrcY0Int, null) }
});
}
/// <summary>
/// Reads data from the class registers.
/// </summary>
/// <param name="offset">Register byte offset</param>
/// <returns>Data at the specified offset</returns>
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>
public void Write(int offset, int data) => _state.Write(offset, data);
/// <summary>
/// Determines if data is compatible between the source and destination texture.
/// The two textures must have the same size, layout, and bytes per pixel.
/// </summary>
/// <param name="lhs">Info for the first texture</param>
/// <param name="rhs">Info for the second texture</param>
/// <param name="lhsFormat">Format of the first texture</param>
/// <param name="rhsFormat">Format of the second texture</param>
/// <returns>True if the data is compatible, false otherwise</returns>
private bool IsDataCompatible(TwodTexture lhs, TwodTexture rhs, FormatInfo lhsFormat, FormatInfo rhsFormat)
{
if (lhsFormat.BytesPerPixel != rhsFormat.BytesPerPixel ||
lhs.Height != rhs.Height ||
lhs.Depth != rhs.Depth ||
lhs.LinearLayout != rhs.LinearLayout ||
lhs.MemoryLayout.Packed != rhs.MemoryLayout.Packed)
{
return false;
}
if (lhs.LinearLayout)
{
return lhs.Stride == rhs.Stride;
}
else
{
return lhs.Width == rhs.Width;
}
}
/// <summary>
/// Determine if the given region covers the full texture, also considering width alignment.
/// </summary>
/// <param name="texture">The texture to check</param>
/// <param name="formatInfo"></param>
/// <param name="x1">Region start x</param>
/// <param name="y1">Region start y</param>
/// <param name="x2">Region end x</param>
/// <param name="y2">Region end y</param>
/// <returns>True if the region covers the full texture, false otherwise</returns>
private bool IsCopyRegionComplete(TwodTexture texture, FormatInfo formatInfo, int x1, int y1, int x2, int y2)
{
if (x1 != 0 || y1 != 0 || y2 != texture.Height)
{
return false;
}
int width;
int widthAlignment;
if (texture.LinearLayout)
{
widthAlignment = 1;
width = texture.Stride / formatInfo.BytesPerPixel;
}
else
{
widthAlignment = Constants.GobAlignment / formatInfo.BytesPerPixel;
width = texture.Width;
}
return width == BitUtils.AlignUp(x2, widthAlignment);
}
/// <summary>
/// Performs a full data copy between two textures, reading and writing guest memory directly.
/// The textures must have a matching layout, size, and bytes per pixel.
/// </summary>
/// <param name="src">The source texture</param>
/// <param name="dst">The destination texture</param>
/// <param name="w">Copy width</param>
/// <param name="h">Copy height</param>
/// <param name="bpp">Bytes per pixel</param>
private void UnscaledFullCopy(TwodTexture src, TwodTexture dst, int w, int h, int bpp)
{
var srcCalculator = new OffsetCalculator(
w,
h,
src.Stride,
src.LinearLayout,
src.MemoryLayout.UnpackGobBlocksInY(),
src.MemoryLayout.UnpackGobBlocksInZ(),
bpp);
(int _, int srcSize) = srcCalculator.GetRectangleRange(0, 0, w, h);
var memoryManager = _channel.MemoryManager;
ulong srcGpuVa = src.Address.Pack();
ulong dstGpuVa = dst.Address.Pack();
ReadOnlySpan<byte> srcSpan = memoryManager.GetSpan(srcGpuVa, srcSize, true);
int width;
int height = src.Height;
if (src.LinearLayout)
{
width = src.Stride / bpp;
}
else
{
width = src.Width;
}
// If the copy is not equal to the width and height of the texture, we will need to copy partially.
// It's worth noting that it has already been established that the src and dst are the same size.
if (w == width && h == height)
{
memoryManager.Write(dstGpuVa, srcSpan);
}
else
{
using WritableRegion dstRegion = memoryManager.GetWritableRegion(dstGpuVa, srcSize, true);
Span<byte> dstSpan = dstRegion.Memory.Span;
if (src.LinearLayout)
{
int stride = src.Stride;
int offset = 0;
int lineSize = width * bpp;
for (int y = 0; y < height; y++)
{
srcSpan.Slice(offset, lineSize).CopyTo(dstSpan.Slice(offset));
offset += stride;
}
}
else
{
// Copy with the block linear layout in mind.
// Recreate the offset calculate with bpp 1 for copy.
int stride = w * bpp;
srcCalculator = new OffsetCalculator(
stride,
h,
0,
false,
src.MemoryLayout.UnpackGobBlocksInY(),
src.MemoryLayout.UnpackGobBlocksInZ(),
1);
int strideTrunc = BitUtils.AlignDown(stride, 16);
ReadOnlySpan<Vector128<byte>> srcVec = MemoryMarshal.Cast<byte, Vector128<byte>>(srcSpan);
Span<Vector128<byte>> dstVec = MemoryMarshal.Cast<byte, Vector128<byte>>(dstSpan);
for (int y = 0; y < h; y++)
{
int x = 0;
srcCalculator.SetY(y);
for (; x < strideTrunc; x += 16)
{
int offset = srcCalculator.GetOffset(x) >> 4;
dstVec[offset] = srcVec[offset];
}
for (; x < stride; x++)
{
int offset = srcCalculator.GetOffset(x);
dstSpan[offset] = srcSpan[offset];
}
}
}
}
}
/// <summary>
/// Performs the blit operation, triggered by the register write.
/// </summary>
/// <param name="argument">Method call argument</param>
private void PixelsFromMemorySrcY0Int(int argument)
{
var memoryManager = _channel.MemoryManager;
var dstCopyTexture = Unsafe.As<uint, TwodTexture>(ref _state.State.SetDstFormat);
var srcCopyTexture = Unsafe.As<uint, TwodTexture>(ref _state.State.SetSrcFormat);
long srcX = ((long)_state.State.SetPixelsFromMemorySrcX0Int << 32) | (long)(ulong)_state.State.SetPixelsFromMemorySrcX0Frac;
long srcY = ((long)_state.State.PixelsFromMemorySrcY0Int << 32) | (long)(ulong)_state.State.SetPixelsFromMemorySrcY0Frac;
long duDx = ((long)_state.State.SetPixelsFromMemoryDuDxInt << 32) | (long)(ulong)_state.State.SetPixelsFromMemoryDuDxFrac;
long dvDy = ((long)_state.State.SetPixelsFromMemoryDvDyInt << 32) | (long)(ulong)_state.State.SetPixelsFromMemoryDvDyFrac;
bool originCorner = _state.State.SetPixelsFromMemorySampleModeOrigin == SetPixelsFromMemorySampleModeOrigin.Corner;
if (originCorner)
{
// If the origin is corner, it is assumed that the guest API
// is manually centering the origin by adding a offset to the
// source region X/Y coordinates.
// Here we attempt to remove such offset to ensure we have the correct region.
// The offset is calculated as FactorXY / 2.0, where FactorXY = SrcXY / DstXY,
// so we do the same here by dividing the fixed point value by 2, while
// throwing away the fractional part to avoid rounding errors.
srcX -= (duDx >> 33) << 32;
srcY -= (dvDy >> 33) << 32;
}
int srcX1 = (int)(srcX >> 32);
int srcY1 = (int)(srcY >> 32);
int srcX2 = srcX1 + (int)((duDx * _state.State.SetPixelsFromMemoryDstWidth + uint.MaxValue) >> 32);
int srcY2 = srcY1 + (int)((dvDy * _state.State.SetPixelsFromMemoryDstHeight + uint.MaxValue) >> 32);
int dstX1 = (int)_state.State.SetPixelsFromMemoryDstX0;
int dstY1 = (int)_state.State.SetPixelsFromMemoryDstY0;
int dstX2 = dstX1 + (int)_state.State.SetPixelsFromMemoryDstWidth;
int dstY2 = dstY1 + (int)_state.State.SetPixelsFromMemoryDstHeight;
// The source and destination textures should at least be as big as the region being requested.
// The hints will only resize within alignment constraints, so out of bound copies won't resize in most cases.
var srcHint = new Size(srcX2, srcY2, 1);
var dstHint = new Size(dstX2, dstY2, 1);
var srcCopyTextureFormat = srcCopyTexture.Format.Convert();
int srcWidthAligned = srcCopyTexture.Stride / srcCopyTextureFormat.BytesPerPixel;
ulong offset = 0;
// For an out of bounds copy, we must ensure that the copy wraps to the next line,
// so for a copy from a 64x64 texture, in the region [32, 96[, there are 32 pixels that are
// outside the bounds of the texture. We fill the destination with the first 32 pixels
// of the next line on the source texture.
// This can be done by simply adding an offset to the texture address, so that the initial
// gap is skipped and the copy is inside bounds again.
// This is required by the proprietary guest OpenGL driver.
if (srcCopyTexture.LinearLayout && srcCopyTexture.Width == srcX2 && srcX2 > srcWidthAligned && srcX1 > 0)
{
offset = (ulong)(srcX1 * srcCopyTextureFormat.BytesPerPixel);
srcCopyTexture.Width -= srcX1;
srcX2 -= srcX1;
srcX1 = 0;
}
FormatInfo dstCopyTextureFormat = dstCopyTexture.Format.Convert();
bool canDirectCopy = GraphicsConfig.Fast2DCopy &&
srcX2 == dstX2 && srcY2 == dstY2 &&
IsDataCompatible(srcCopyTexture, dstCopyTexture, srcCopyTextureFormat, dstCopyTextureFormat) &&
IsCopyRegionComplete(srcCopyTexture, srcCopyTextureFormat, srcX1, srcY1, srcX2, srcY2) &&
IsCopyRegionComplete(dstCopyTexture, dstCopyTextureFormat, dstX1, dstY1, dstX2, dstY2);
var srcTexture = memoryManager.Physical.TextureCache.FindOrCreateTexture(
memoryManager,
srcCopyTexture,
offset,
srcCopyTextureFormat,
!canDirectCopy,
false,
srcHint);
if (srcTexture == null)
{
if (canDirectCopy)
{
// Directly copy the data on CPU.
UnscaledFullCopy(srcCopyTexture, dstCopyTexture, srcX2, srcY2, srcCopyTextureFormat.BytesPerPixel);
}
return;
}
memoryManager.Physical.TextureCache.Lift(srcTexture);
// When the source texture that was found has a depth format,
// we must enforce the target texture also has a depth format,
// as copies between depth and color formats are not allowed.
if (srcTexture.Format.IsDepthOrStencil())
{
dstCopyTextureFormat = srcTexture.Info.FormatInfo;
}
else
{
dstCopyTextureFormat = dstCopyTexture.Format.Convert();
}
var dstTexture = memoryManager.Physical.TextureCache.FindOrCreateTexture(
memoryManager,
dstCopyTexture,
0,
dstCopyTextureFormat,
true,
srcTexture.ScaleMode == TextureScaleMode.Scaled,
dstHint);
if (dstTexture == null)
{
return;
}
if (srcTexture.Info.Samples > 1 || dstTexture.Info.Samples > 1)
{
srcTexture.PropagateScale(dstTexture);
}
float scale = srcTexture.ScaleFactor;
float dstScale = dstTexture.ScaleFactor;
Extents2D srcRegion = new Extents2D(
(int)Math.Ceiling(scale * (srcX1 / srcTexture.Info.SamplesInX)),
(int)Math.Ceiling(scale * (srcY1 / srcTexture.Info.SamplesInY)),
(int)Math.Ceiling(scale * (srcX2 / srcTexture.Info.SamplesInX)),
(int)Math.Ceiling(scale * (srcY2 / srcTexture.Info.SamplesInY)));
Extents2D dstRegion = new Extents2D(
(int)Math.Ceiling(dstScale * (dstX1 / dstTexture.Info.SamplesInX)),
(int)Math.Ceiling(dstScale * (dstY1 / dstTexture.Info.SamplesInY)),
(int)Math.Ceiling(dstScale * (dstX2 / dstTexture.Info.SamplesInX)),
(int)Math.Ceiling(dstScale * (dstY2 / dstTexture.Info.SamplesInY)));
bool linearFilter = _state.State.SetPixelsFromMemorySampleModeFilter == SetPixelsFromMemorySampleModeFilter.Bilinear;
srcTexture.HostTexture.CopyTo(dstTexture.HostTexture, srcRegion, dstRegion, linearFilter);
dstTexture.SignalModified();
}
}
}

View file

@ -0,0 +1,816 @@
// This file was auto-generated from NVIDIA official Maxwell definitions.
using Ryujinx.Common.Memory;
namespace Ryujinx.Graphics.Gpu.Engine.Twod
{
/// <summary>
/// Notify type.
/// </summary>
enum NotifyType
{
WriteOnly = 0,
WriteThenAwaken = 1,
}
/// <summary>
/// Format of the destination texture.
/// </summary>
enum SetDstFormatV
{
A8r8g8b8 = 207,
A8rl8gl8bl8 = 208,
A2r10g10b10 = 223,
A8b8g8r8 = 213,
A8bl8gl8rl8 = 214,
A2b10g10r10 = 209,
X8r8g8b8 = 230,
X8rl8gl8bl8 = 231,
X8b8g8r8 = 249,
X8bl8gl8rl8 = 250,
R5g6b5 = 232,
A1r5g5b5 = 233,
X1r5g5b5 = 248,
Y8 = 243,
Y16 = 238,
Y32 = 255,
Z1r5g5b5 = 251,
O1r5g5b5 = 252,
Z8r8g8b8 = 253,
O8r8g8b8 = 254,
Y18x8 = 28,
Rf16 = 242,
Rf32 = 229,
Rf32Gf32 = 203,
Rf16Gf16Bf16Af16 = 202,
Rf16Gf16Bf16X16 = 206,
Rf32Gf32Bf32Af32 = 192,
Rf32Gf32Bf32X32 = 195,
R16G16B16A16 = 198,
Rn16Gn16Bn16An16 = 199,
Bf10gf11rf11 = 224,
An8bn8gn8rn8 = 215,
Rf16Gf16 = 222,
R16G16 = 218,
Rn16Gn16 = 219,
G8r8 = 234,
Gn8rn8 = 235,
Rn16 = 239,
Rn8 = 244,
A8 = 247,
}
/// <summary>
/// Memory layout of the destination texture.
/// </summary>
enum SetDstMemoryLayoutV
{
Blocklinear = 0,
Pitch = 1,
}
/// <summary>
/// Height in GOBs of the destination texture.
/// </summary>
enum SetDstBlockSizeHeight
{
OneGob = 0,
TwoGobs = 1,
FourGobs = 2,
EightGobs = 3,
SixteenGobs = 4,
ThirtytwoGobs = 5,
}
/// <summary>
/// Depth in GOBs of the destination texture.
/// </summary>
enum SetDstBlockSizeDepth
{
OneGob = 0,
TwoGobs = 1,
FourGobs = 2,
EightGobs = 3,
SixteenGobs = 4,
ThirtytwoGobs = 5,
}
/// <summary>
/// Format of the source texture.
/// </summary>
enum SetSrcFormatV
{
A8r8g8b8 = 207,
A8rl8gl8bl8 = 208,
A2r10g10b10 = 223,
A8b8g8r8 = 213,
A8bl8gl8rl8 = 214,
A2b10g10r10 = 209,
X8r8g8b8 = 230,
X8rl8gl8bl8 = 231,
X8b8g8r8 = 249,
X8bl8gl8rl8 = 250,
R5g6b5 = 232,
A1r5g5b5 = 233,
X1r5g5b5 = 248,
Y8 = 243,
Ay8 = 29,
Y16 = 238,
Y32 = 255,
Z1r5g5b5 = 251,
O1r5g5b5 = 252,
Z8r8g8b8 = 253,
O8r8g8b8 = 254,
Y18x8 = 28,
Rf16 = 242,
Rf32 = 229,
Rf32Gf32 = 203,
Rf16Gf16Bf16Af16 = 202,
Rf16Gf16Bf16X16 = 206,
Rf32Gf32Bf32Af32 = 192,
Rf32Gf32Bf32X32 = 195,
R16G16B16A16 = 198,
Rn16Gn16Bn16An16 = 199,
Bf10gf11rf11 = 224,
An8bn8gn8rn8 = 215,
Rf16Gf16 = 222,
R16G16 = 218,
Rn16Gn16 = 219,
G8r8 = 234,
Gn8rn8 = 235,
Rn16 = 239,
Rn8 = 244,
A8 = 247,
}
/// <summary>
/// Memory layout of the source texture.
/// </summary>
enum SetSrcMemoryLayoutV
{
Blocklinear = 0,
Pitch = 1,
}
/// <summary>
/// Height in GOBs of the source texture.
/// </summary>
enum SetSrcBlockSizeHeight
{
OneGob = 0,
TwoGobs = 1,
FourGobs = 2,
EightGobs = 3,
SixteenGobs = 4,
ThirtytwoGobs = 5,
}
/// <summary>
/// Depth in GOBs of the source texture.
/// </summary>
enum SetSrcBlockSizeDepth
{
OneGob = 0,
TwoGobs = 1,
FourGobs = 2,
EightGobs = 3,
SixteenGobs = 4,
ThirtytwoGobs = 5,
}
/// <summary>
/// Texture data caches to invalidate.
/// </summary>
enum TwodInvalidateTextureDataCacheV
{
L1Only = 0,
L2Only = 1,
L1AndL2 = 2,
}
/// <summary>
/// Sector promotion parameters.
/// </summary>
enum SetPixelsFromMemorySectorPromotionV
{
NoPromotion = 0,
PromoteTo2V = 1,
PromoteTo2H = 2,
PromoteTo4 = 3,
}
/// <summary>
/// Number of processing clusters.
/// </summary>
enum SetNumProcessingClustersV
{
All = 0,
One = 1,
}
/// <summary>
/// Color key format.
/// </summary>
enum SetColorKeyFormatV
{
A16r5g6b5 = 0,
A1r5g5b5 = 1,
A8r8g8b8 = 2,
A2r10g10b10 = 3,
Y8 = 4,
Y16 = 5,
Y32 = 6,
}
/// <summary>
/// Color blit operation.
/// </summary>
enum SetOperationV
{
SrccopyAnd = 0,
RopAnd = 1,
BlendAnd = 2,
Srccopy = 3,
Rop = 4,
SrccopyPremult = 5,
BlendPremult = 6,
}
/// <summary>
/// Texture pattern selection.
/// </summary>
enum SetPatternSelectV
{
Monochrome8x8 = 0,
Monochrome64x1 = 1,
Monochrome1x64 = 2,
Color = 3,
}
/// <summary>
/// Render enable override mode.
/// </summary>
enum SetRenderEnableOverrideMode
{
UseRenderEnable = 0,
AlwaysRender = 1,
NeverRender = 2,
}
/// <summary>
/// Pixels from memory horizontal direction.
/// </summary>
enum SetPixelsFromMemoryDirectionHorizontal
{
HwDecides = 0,
LeftToRight = 1,
RightToLeft = 2,
}
/// <summary>
/// Pixels from memory vertical direction.
/// </summary>
enum SetPixelsFromMemoryDirectionVertical
{
HwDecides = 0,
TopToBottom = 1,
BottomToTop = 2,
}
/// <summary>
/// Color format of the monochrome pattern.
/// </summary>
enum SetMonochromePatternColorFormatV
{
A8x8r5g6b5 = 0,
A1r5g5b5 = 1,
A8r8g8b8 = 2,
A8y8 = 3,
A8x8y16 = 4,
Y32 = 5,
ByteExpand = 6,
}
/// <summary>
/// Format of the monochrome pattern.
/// </summary>
enum SetMonochromePatternFormatV
{
Cga6M1 = 0,
LeM1 = 1,
}
/// <summary>
/// DMA semaphore reduction operation.
/// </summary>
enum MmeDmaReductionReductionOp
{
RedAdd = 0,
RedMin = 1,
RedMax = 2,
RedInc = 3,
RedDec = 4,
RedAnd = 5,
RedOr = 6,
RedXor = 7,
}
/// <summary>
/// DMA semaphore reduction format.
/// </summary>
enum MmeDmaReductionReductionFormat
{
Unsigned = 0,
Signed = 1,
}
/// <summary>
/// DMA semaphore reduction size.
/// </summary>
enum MmeDmaReductionReductionSize
{
FourBytes = 0,
EightBytes = 1,
}
/// <summary>
/// Data FIFO size.
/// </summary>
enum SetMmeDataFifoConfigFifoSize
{
Size0kb = 0,
Size4kb = 1,
Size8kb = 2,
Size12kb = 3,
Size16kb = 4,
}
/// <summary>
/// Render solid primitive mode.
/// </summary>
enum RenderSolidPrimModeV
{
Points = 0,
Lines = 1,
Polyline = 2,
Triangles = 3,
Rects = 4,
}
/// <summary>
/// Render solid primitive color format.
/// </summary>
enum SetRenderSolidPrimColorFormatV
{
Rf32Gf32Bf32Af32 = 192,
Rf16Gf16Bf16Af16 = 202,
Rf32Gf32 = 203,
A8r8g8b8 = 207,
A2r10g10b10 = 223,
A8b8g8r8 = 213,
A2b10g10r10 = 209,
X8r8g8b8 = 230,
X8b8g8r8 = 249,
R5g6b5 = 232,
A1r5g5b5 = 233,
X1r5g5b5 = 248,
Y8 = 243,
Y16 = 238,
Y32 = 255,
Z1r5g5b5 = 251,
O1r5g5b5 = 252,
Z8r8g8b8 = 253,
O8r8g8b8 = 254,
}
/// <summary>
/// Pixels from CPU data type.
/// </summary>
enum SetPixelsFromCpuDataTypeV
{
Color = 0,
Index = 1,
}
/// <summary>
/// Pixels from CPU color format.
/// </summary>
enum SetPixelsFromCpuColorFormatV
{
A8r8g8b8 = 207,
A2r10g10b10 = 223,
A8b8g8r8 = 213,
A2b10g10r10 = 209,
X8r8g8b8 = 230,
X8b8g8r8 = 249,
R5g6b5 = 232,
A1r5g5b5 = 233,
X1r5g5b5 = 248,
Y8 = 243,
Y16 = 238,
Y32 = 255,
Z1r5g5b5 = 251,
O1r5g5b5 = 252,
Z8r8g8b8 = 253,
O8r8g8b8 = 254,
}
/// <summary>
/// Pixels from CPU palette index format.
/// </summary>
enum SetPixelsFromCpuIndexFormatV
{
I1 = 0,
I4 = 1,
I8 = 2,
}
/// <summary>
/// Pixels from CPU monochrome format.
/// </summary>
enum SetPixelsFromCpuMonoFormatV
{
Cga6M1 = 0,
LeM1 = 1,
}
/// <summary>
/// Pixels from CPU wrap mode.
/// </summary>
enum SetPixelsFromCpuWrapV
{
WrapPixel = 0,
WrapByte = 1,
WrapDword = 2,
}
/// <summary>
/// Pixels from CPU monochrome opacity.
/// </summary>
enum SetPixelsFromCpuMonoOpacityV
{
Transparent = 0,
Opaque = 1,
}
/// <summary>
/// Pixels from memory block shape.
/// </summary>
enum SetPixelsFromMemoryBlockShapeV
{
Auto = 0,
Shape8x8 = 1,
Shape16x4 = 2,
}
/// <summary>
/// Pixels from memory origin.
/// </summary>
enum SetPixelsFromMemorySampleModeOrigin
{
Center = 0,
Corner = 1,
}
/// <summary>
/// Pixels from memory filter mode.
/// </summary>
enum SetPixelsFromMemorySampleModeFilter
{
Point = 0,
Bilinear = 1,
}
/// <summary>
/// Render solid primitive point coordinates.
/// </summary>
struct RenderSolidPrimPoint
{
#pragma warning disable CS0649
public uint SetX;
public uint Y;
#pragma warning restore CS0649
}
/// <summary>
/// 2D class state.
/// </summary>
unsafe struct TwodClassState : IShadowState
{
#pragma warning disable CS0649
public uint SetObject;
public int SetObjectClassId => (int)((SetObject >> 0) & 0xFFFF);
public int SetObjectEngineId => (int)((SetObject >> 16) & 0x1F);
public fixed uint Reserved04[63];
public uint NoOperation;
public uint SetNotifyA;
public int SetNotifyAAddressUpper => (int)((SetNotifyA >> 0) & 0x1FFFFFF);
public uint SetNotifyB;
public uint Notify;
public NotifyType NotifyType => (NotifyType)(Notify);
public uint WaitForIdle;
public uint LoadMmeInstructionRamPointer;
public uint LoadMmeInstructionRam;
public uint LoadMmeStartAddressRamPointer;
public uint LoadMmeStartAddressRam;
public uint SetMmeShadowRamControl;
public SetMmeShadowRamControlMode SetMmeShadowRamControlMode => (SetMmeShadowRamControlMode)((SetMmeShadowRamControl >> 0) & 0x3);
public fixed uint Reserved128[2];
public uint SetGlobalRenderEnableA;
public int SetGlobalRenderEnableAOffsetUpper => (int)((SetGlobalRenderEnableA >> 0) & 0xFF);
public uint SetGlobalRenderEnableB;
public uint SetGlobalRenderEnableC;
public int SetGlobalRenderEnableCMode => (int)((SetGlobalRenderEnableC >> 0) & 0x7);
public uint SendGoIdle;
public uint PmTrigger;
public fixed uint Reserved144[3];
public uint SetInstrumentationMethodHeader;
public uint SetInstrumentationMethodData;
public fixed uint Reserved158[37];
public uint SetMmeSwitchState;
public bool SetMmeSwitchStateValid => (SetMmeSwitchState & 0x1) != 0;
public int SetMmeSwitchStateSaveMacro => (int)((SetMmeSwitchState >> 4) & 0xFF);
public int SetMmeSwitchStateRestoreMacro => (int)((SetMmeSwitchState >> 12) & 0xFF);
public fixed uint Reserved1F0[4];
public uint SetDstFormat;
public SetDstFormatV SetDstFormatV => (SetDstFormatV)((SetDstFormat >> 0) & 0xFF);
public uint SetDstMemoryLayout;
public SetDstMemoryLayoutV SetDstMemoryLayoutV => (SetDstMemoryLayoutV)((SetDstMemoryLayout >> 0) & 0x1);
public uint SetDstBlockSize;
public SetDstBlockSizeHeight SetDstBlockSizeHeight => (SetDstBlockSizeHeight)((SetDstBlockSize >> 4) & 0x7);
public SetDstBlockSizeDepth SetDstBlockSizeDepth => (SetDstBlockSizeDepth)((SetDstBlockSize >> 8) & 0x7);
public uint SetDstDepth;
public uint SetDstLayer;
public uint SetDstPitch;
public uint SetDstWidth;
public uint SetDstHeight;
public uint SetDstOffsetUpper;
public int SetDstOffsetUpperV => (int)((SetDstOffsetUpper >> 0) & 0xFF);
public uint SetDstOffsetLower;
public uint FlushAndInvalidateRopMiniCache;
public bool FlushAndInvalidateRopMiniCacheV => (FlushAndInvalidateRopMiniCache & 0x1) != 0;
public uint SetSpareNoop06;
public uint SetSrcFormat;
public SetSrcFormatV SetSrcFormatV => (SetSrcFormatV)((SetSrcFormat >> 0) & 0xFF);
public uint SetSrcMemoryLayout;
public SetSrcMemoryLayoutV SetSrcMemoryLayoutV => (SetSrcMemoryLayoutV)((SetSrcMemoryLayout >> 0) & 0x1);
public uint SetSrcBlockSize;
public SetSrcBlockSizeHeight SetSrcBlockSizeHeight => (SetSrcBlockSizeHeight)((SetSrcBlockSize >> 4) & 0x7);
public SetSrcBlockSizeDepth SetSrcBlockSizeDepth => (SetSrcBlockSizeDepth)((SetSrcBlockSize >> 8) & 0x7);
public uint SetSrcDepth;
public uint TwodInvalidateTextureDataCache;
public TwodInvalidateTextureDataCacheV TwodInvalidateTextureDataCacheV => (TwodInvalidateTextureDataCacheV)((TwodInvalidateTextureDataCache >> 0) & 0x3);
public uint SetSrcPitch;
public uint SetSrcWidth;
public uint SetSrcHeight;
public uint SetSrcOffsetUpper;
public int SetSrcOffsetUpperV => (int)((SetSrcOffsetUpper >> 0) & 0xFF);
public uint SetSrcOffsetLower;
public uint SetPixelsFromMemorySectorPromotion;
public SetPixelsFromMemorySectorPromotionV SetPixelsFromMemorySectorPromotionV => (SetPixelsFromMemorySectorPromotionV)((SetPixelsFromMemorySectorPromotion >> 0) & 0x3);
public uint SetSpareNoop12;
public uint SetNumProcessingClusters;
public SetNumProcessingClustersV SetNumProcessingClustersV => (SetNumProcessingClustersV)((SetNumProcessingClusters >> 0) & 0x1);
public uint SetRenderEnableA;
public int SetRenderEnableAOffsetUpper => (int)((SetRenderEnableA >> 0) & 0xFF);
public uint SetRenderEnableB;
public uint SetRenderEnableC;
public int SetRenderEnableCMode => (int)((SetRenderEnableC >> 0) & 0x7);
public uint SetSpareNoop08;
public uint SetSpareNoop01;
public uint SetSpareNoop11;
public uint SetSpareNoop07;
public uint SetClipX0;
public uint SetClipY0;
public uint SetClipWidth;
public uint SetClipHeight;
public uint SetClipEnable;
public bool SetClipEnableV => (SetClipEnable & 0x1) != 0;
public uint SetColorKeyFormat;
public SetColorKeyFormatV SetColorKeyFormatV => (SetColorKeyFormatV)((SetColorKeyFormat >> 0) & 0x7);
public uint SetColorKey;
public uint SetColorKeyEnable;
public bool SetColorKeyEnableV => (SetColorKeyEnable & 0x1) != 0;
public uint SetRop;
public int SetRopV => (int)((SetRop >> 0) & 0xFF);
public uint SetBeta1;
public uint SetBeta4;
public int SetBeta4B => (int)((SetBeta4 >> 0) & 0xFF);
public int SetBeta4G => (int)((SetBeta4 >> 8) & 0xFF);
public int SetBeta4R => (int)((SetBeta4 >> 16) & 0xFF);
public int SetBeta4A => (int)((SetBeta4 >> 24) & 0xFF);
public uint SetOperation;
public SetOperationV SetOperationV => (SetOperationV)((SetOperation >> 0) & 0x7);
public uint SetPatternOffset;
public int SetPatternOffsetX => (int)((SetPatternOffset >> 0) & 0x3F);
public int SetPatternOffsetY => (int)((SetPatternOffset >> 8) & 0x3F);
public uint SetPatternSelect;
public SetPatternSelectV SetPatternSelectV => (SetPatternSelectV)((SetPatternSelect >> 0) & 0x3);
public uint SetDstColorRenderToZetaSurface;
public bool SetDstColorRenderToZetaSurfaceV => (SetDstColorRenderToZetaSurface & 0x1) != 0;
public uint SetSpareNoop04;
public uint SetSpareNoop15;
public uint SetSpareNoop13;
public uint SetSpareNoop03;
public uint SetSpareNoop14;
public uint SetSpareNoop02;
public uint SetCompression;
public bool SetCompressionEnable => (SetCompression & 0x1) != 0;
public uint SetSpareNoop09;
public uint SetRenderEnableOverride;
public SetRenderEnableOverrideMode SetRenderEnableOverrideMode => (SetRenderEnableOverrideMode)((SetRenderEnableOverride >> 0) & 0x3);
public uint SetPixelsFromMemoryDirection;
public SetPixelsFromMemoryDirectionHorizontal SetPixelsFromMemoryDirectionHorizontal => (SetPixelsFromMemoryDirectionHorizontal)((SetPixelsFromMemoryDirection >> 0) & 0x3);
public SetPixelsFromMemoryDirectionVertical SetPixelsFromMemoryDirectionVertical => (SetPixelsFromMemoryDirectionVertical)((SetPixelsFromMemoryDirection >> 4) & 0x3);
public uint SetSpareNoop10;
public uint SetMonochromePatternColorFormat;
public SetMonochromePatternColorFormatV SetMonochromePatternColorFormatV => (SetMonochromePatternColorFormatV)((SetMonochromePatternColorFormat >> 0) & 0x7);
public uint SetMonochromePatternFormat;
public SetMonochromePatternFormatV SetMonochromePatternFormatV => (SetMonochromePatternFormatV)((SetMonochromePatternFormat >> 0) & 0x1);
public uint SetMonochromePatternColor0;
public uint SetMonochromePatternColor1;
public uint SetMonochromePattern0;
public uint SetMonochromePattern1;
public Array64<uint> ColorPatternX8r8g8b8;
public int ColorPatternX8r8g8b8B0(int i) => (int)((ColorPatternX8r8g8b8[i] >> 0) & 0xFF);
public int ColorPatternX8r8g8b8G0(int i) => (int)((ColorPatternX8r8g8b8[i] >> 8) & 0xFF);
public int ColorPatternX8r8g8b8R0(int i) => (int)((ColorPatternX8r8g8b8[i] >> 16) & 0xFF);
public int ColorPatternX8r8g8b8Ignore0(int i) => (int)((ColorPatternX8r8g8b8[i] >> 24) & 0xFF);
public Array32<uint> ColorPatternR5g6b5;
public int ColorPatternR5g6b5B0(int i) => (int)((ColorPatternR5g6b5[i] >> 0) & 0x1F);
public int ColorPatternR5g6b5G0(int i) => (int)((ColorPatternR5g6b5[i] >> 5) & 0x3F);
public int ColorPatternR5g6b5R0(int i) => (int)((ColorPatternR5g6b5[i] >> 11) & 0x1F);
public int ColorPatternR5g6b5B1(int i) => (int)((ColorPatternR5g6b5[i] >> 16) & 0x1F);
public int ColorPatternR5g6b5G1(int i) => (int)((ColorPatternR5g6b5[i] >> 21) & 0x3F);
public int ColorPatternR5g6b5R1(int i) => (int)((ColorPatternR5g6b5[i] >> 27) & 0x1F);
public Array32<uint> ColorPatternX1r5g5b5;
public int ColorPatternX1r5g5b5B0(int i) => (int)((ColorPatternX1r5g5b5[i] >> 0) & 0x1F);
public int ColorPatternX1r5g5b5G0(int i) => (int)((ColorPatternX1r5g5b5[i] >> 5) & 0x1F);
public int ColorPatternX1r5g5b5R0(int i) => (int)((ColorPatternX1r5g5b5[i] >> 10) & 0x1F);
public bool ColorPatternX1r5g5b5Ignore0(int i) => (ColorPatternX1r5g5b5[i] & 0x8000) != 0;
public int ColorPatternX1r5g5b5B1(int i) => (int)((ColorPatternX1r5g5b5[i] >> 16) & 0x1F);
public int ColorPatternX1r5g5b5G1(int i) => (int)((ColorPatternX1r5g5b5[i] >> 21) & 0x1F);
public int ColorPatternX1r5g5b5R1(int i) => (int)((ColorPatternX1r5g5b5[i] >> 26) & 0x1F);
public bool ColorPatternX1r5g5b5Ignore1(int i) => (ColorPatternX1r5g5b5[i] & 0x80000000) != 0;
public Array16<uint> ColorPatternY8;
public int ColorPatternY8Y0(int i) => (int)((ColorPatternY8[i] >> 0) & 0xFF);
public int ColorPatternY8Y1(int i) => (int)((ColorPatternY8[i] >> 8) & 0xFF);
public int ColorPatternY8Y2(int i) => (int)((ColorPatternY8[i] >> 16) & 0xFF);
public int ColorPatternY8Y3(int i) => (int)((ColorPatternY8[i] >> 24) & 0xFF);
public uint SetRenderSolidPrimColor0;
public uint SetRenderSolidPrimColor1;
public uint SetRenderSolidPrimColor2;
public uint SetRenderSolidPrimColor3;
public uint SetMmeMemAddressA;
public int SetMmeMemAddressAUpper => (int)((SetMmeMemAddressA >> 0) & 0x1FFFFFF);
public uint SetMmeMemAddressB;
public uint SetMmeDataRamAddress;
public uint MmeDmaRead;
public uint MmeDmaReadFifoed;
public uint MmeDmaWrite;
public uint MmeDmaReduction;
public MmeDmaReductionReductionOp MmeDmaReductionReductionOp => (MmeDmaReductionReductionOp)((MmeDmaReduction >> 0) & 0x7);
public MmeDmaReductionReductionFormat MmeDmaReductionReductionFormat => (MmeDmaReductionReductionFormat)((MmeDmaReduction >> 4) & 0x3);
public MmeDmaReductionReductionSize MmeDmaReductionReductionSize => (MmeDmaReductionReductionSize)((MmeDmaReduction >> 8) & 0x1);
public uint MmeDmaSysmembar;
public bool MmeDmaSysmembarV => (MmeDmaSysmembar & 0x1) != 0;
public uint MmeDmaSync;
public uint SetMmeDataFifoConfig;
public SetMmeDataFifoConfigFifoSize SetMmeDataFifoConfigFifoSize => (SetMmeDataFifoConfigFifoSize)((SetMmeDataFifoConfig >> 0) & 0x7);
public fixed uint Reserved578[2];
public uint RenderSolidPrimMode;
public RenderSolidPrimModeV RenderSolidPrimModeV => (RenderSolidPrimModeV)((RenderSolidPrimMode >> 0) & 0x7);
public uint SetRenderSolidPrimColorFormat;
public SetRenderSolidPrimColorFormatV SetRenderSolidPrimColorFormatV => (SetRenderSolidPrimColorFormatV)((SetRenderSolidPrimColorFormat >> 0) & 0xFF);
public uint SetRenderSolidPrimColor;
public uint SetRenderSolidLineTieBreakBits;
public bool SetRenderSolidLineTieBreakBitsXmajXincYinc => (SetRenderSolidLineTieBreakBits & 0x1) != 0;
public bool SetRenderSolidLineTieBreakBitsXmajXdecYinc => (SetRenderSolidLineTieBreakBits & 0x10) != 0;
public bool SetRenderSolidLineTieBreakBitsYmajXincYinc => (SetRenderSolidLineTieBreakBits & 0x100) != 0;
public bool SetRenderSolidLineTieBreakBitsYmajXdecYinc => (SetRenderSolidLineTieBreakBits & 0x1000) != 0;
public fixed uint Reserved590[20];
public uint RenderSolidPrimPointXY;
public int RenderSolidPrimPointXYX => (int)((RenderSolidPrimPointXY >> 0) & 0xFFFF);
public int RenderSolidPrimPointXYY => (int)((RenderSolidPrimPointXY >> 16) & 0xFFFF);
public fixed uint Reserved5E4[7];
public Array64<RenderSolidPrimPoint> RenderSolidPrimPoint;
public uint SetPixelsFromCpuDataType;
public SetPixelsFromCpuDataTypeV SetPixelsFromCpuDataTypeV => (SetPixelsFromCpuDataTypeV)((SetPixelsFromCpuDataType >> 0) & 0x1);
public uint SetPixelsFromCpuColorFormat;
public SetPixelsFromCpuColorFormatV SetPixelsFromCpuColorFormatV => (SetPixelsFromCpuColorFormatV)((SetPixelsFromCpuColorFormat >> 0) & 0xFF);
public uint SetPixelsFromCpuIndexFormat;
public SetPixelsFromCpuIndexFormatV SetPixelsFromCpuIndexFormatV => (SetPixelsFromCpuIndexFormatV)((SetPixelsFromCpuIndexFormat >> 0) & 0x3);
public uint SetPixelsFromCpuMonoFormat;
public SetPixelsFromCpuMonoFormatV SetPixelsFromCpuMonoFormatV => (SetPixelsFromCpuMonoFormatV)((SetPixelsFromCpuMonoFormat >> 0) & 0x1);
public uint SetPixelsFromCpuWrap;
public SetPixelsFromCpuWrapV SetPixelsFromCpuWrapV => (SetPixelsFromCpuWrapV)((SetPixelsFromCpuWrap >> 0) & 0x3);
public uint SetPixelsFromCpuColor0;
public uint SetPixelsFromCpuColor1;
public uint SetPixelsFromCpuMonoOpacity;
public SetPixelsFromCpuMonoOpacityV SetPixelsFromCpuMonoOpacityV => (SetPixelsFromCpuMonoOpacityV)((SetPixelsFromCpuMonoOpacity >> 0) & 0x1);
public fixed uint Reserved820[6];
public uint SetPixelsFromCpuSrcWidth;
public uint SetPixelsFromCpuSrcHeight;
public uint SetPixelsFromCpuDxDuFrac;
public uint SetPixelsFromCpuDxDuInt;
public uint SetPixelsFromCpuDyDvFrac;
public uint SetPixelsFromCpuDyDvInt;
public uint SetPixelsFromCpuDstX0Frac;
public uint SetPixelsFromCpuDstX0Int;
public uint SetPixelsFromCpuDstY0Frac;
public uint SetPixelsFromCpuDstY0Int;
public uint PixelsFromCpuData;
public fixed uint Reserved864[3];
public uint SetBigEndianControl;
public bool SetBigEndianControlX32Swap1 => (SetBigEndianControl & 0x1) != 0;
public bool SetBigEndianControlX32Swap4 => (SetBigEndianControl & 0x2) != 0;
public bool SetBigEndianControlX32Swap8 => (SetBigEndianControl & 0x4) != 0;
public bool SetBigEndianControlX32Swap16 => (SetBigEndianControl & 0x8) != 0;
public bool SetBigEndianControlX16Swap1 => (SetBigEndianControl & 0x10) != 0;
public bool SetBigEndianControlX16Swap4 => (SetBigEndianControl & 0x20) != 0;
public bool SetBigEndianControlX16Swap8 => (SetBigEndianControl & 0x40) != 0;
public bool SetBigEndianControlX16Swap16 => (SetBigEndianControl & 0x80) != 0;
public bool SetBigEndianControlX8Swap1 => (SetBigEndianControl & 0x100) != 0;
public bool SetBigEndianControlX8Swap4 => (SetBigEndianControl & 0x200) != 0;
public bool SetBigEndianControlX8Swap8 => (SetBigEndianControl & 0x400) != 0;
public bool SetBigEndianControlX8Swap16 => (SetBigEndianControl & 0x800) != 0;
public bool SetBigEndianControlI1X8Cga6Swap1 => (SetBigEndianControl & 0x1000) != 0;
public bool SetBigEndianControlI1X8Cga6Swap4 => (SetBigEndianControl & 0x2000) != 0;
public bool SetBigEndianControlI1X8Cga6Swap8 => (SetBigEndianControl & 0x4000) != 0;
public bool SetBigEndianControlI1X8Cga6Swap16 => (SetBigEndianControl & 0x8000) != 0;
public bool SetBigEndianControlI1X8LeSwap1 => (SetBigEndianControl & 0x10000) != 0;
public bool SetBigEndianControlI1X8LeSwap4 => (SetBigEndianControl & 0x20000) != 0;
public bool SetBigEndianControlI1X8LeSwap8 => (SetBigEndianControl & 0x40000) != 0;
public bool SetBigEndianControlI1X8LeSwap16 => (SetBigEndianControl & 0x80000) != 0;
public bool SetBigEndianControlI4Swap1 => (SetBigEndianControl & 0x100000) != 0;
public bool SetBigEndianControlI4Swap4 => (SetBigEndianControl & 0x200000) != 0;
public bool SetBigEndianControlI4Swap8 => (SetBigEndianControl & 0x400000) != 0;
public bool SetBigEndianControlI4Swap16 => (SetBigEndianControl & 0x800000) != 0;
public bool SetBigEndianControlI8Swap1 => (SetBigEndianControl & 0x1000000) != 0;
public bool SetBigEndianControlI8Swap4 => (SetBigEndianControl & 0x2000000) != 0;
public bool SetBigEndianControlI8Swap8 => (SetBigEndianControl & 0x4000000) != 0;
public bool SetBigEndianControlI8Swap16 => (SetBigEndianControl & 0x8000000) != 0;
public bool SetBigEndianControlOverride => (SetBigEndianControl & 0x10000000) != 0;
public fixed uint Reserved874[3];
public uint SetPixelsFromMemoryBlockShape;
public SetPixelsFromMemoryBlockShapeV SetPixelsFromMemoryBlockShapeV => (SetPixelsFromMemoryBlockShapeV)((SetPixelsFromMemoryBlockShape >> 0) & 0x7);
public uint SetPixelsFromMemoryCorralSize;
public int SetPixelsFromMemoryCorralSizeV => (int)((SetPixelsFromMemoryCorralSize >> 0) & 0x3FF);
public uint SetPixelsFromMemorySafeOverlap;
public bool SetPixelsFromMemorySafeOverlapV => (SetPixelsFromMemorySafeOverlap & 0x1) != 0;
public uint SetPixelsFromMemorySampleMode;
public SetPixelsFromMemorySampleModeOrigin SetPixelsFromMemorySampleModeOrigin => (SetPixelsFromMemorySampleModeOrigin)((SetPixelsFromMemorySampleMode >> 0) & 0x1);
public SetPixelsFromMemorySampleModeFilter SetPixelsFromMemorySampleModeFilter => (SetPixelsFromMemorySampleModeFilter)((SetPixelsFromMemorySampleMode >> 4) & 0x1);
public fixed uint Reserved890[8];
public uint SetPixelsFromMemoryDstX0;
public uint SetPixelsFromMemoryDstY0;
public uint SetPixelsFromMemoryDstWidth;
public uint SetPixelsFromMemoryDstHeight;
public uint SetPixelsFromMemoryDuDxFrac;
public uint SetPixelsFromMemoryDuDxInt;
public uint SetPixelsFromMemoryDvDyFrac;
public uint SetPixelsFromMemoryDvDyInt;
public uint SetPixelsFromMemorySrcX0Frac;
public uint SetPixelsFromMemorySrcX0Int;
public uint SetPixelsFromMemorySrcY0Frac;
public uint PixelsFromMemorySrcY0Int;
public uint SetFalcon00;
public uint SetFalcon01;
public uint SetFalcon02;
public uint SetFalcon03;
public uint SetFalcon04;
public uint SetFalcon05;
public uint SetFalcon06;
public uint SetFalcon07;
public uint SetFalcon08;
public uint SetFalcon09;
public uint SetFalcon10;
public uint SetFalcon11;
public uint SetFalcon12;
public uint SetFalcon13;
public uint SetFalcon14;
public uint SetFalcon15;
public uint SetFalcon16;
public uint SetFalcon17;
public uint SetFalcon18;
public uint SetFalcon19;
public uint SetFalcon20;
public uint SetFalcon21;
public uint SetFalcon22;
public uint SetFalcon23;
public uint SetFalcon24;
public uint SetFalcon25;
public uint SetFalcon26;
public uint SetFalcon27;
public uint SetFalcon28;
public uint SetFalcon29;
public uint SetFalcon30;
public uint SetFalcon31;
public fixed uint Reserved960[291];
public uint MmeDmaWriteMethodBarrier;
public bool MmeDmaWriteMethodBarrierV => (MmeDmaWriteMethodBarrier & 0x1) != 0;
public fixed uint ReservedDF0[2436];
public MmeShadowScratch SetMmeShadowScratch;
#pragma warning restore CS0649
}
}

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using Ryujinx.Graphics.Gpu.Engine.Types;
namespace Ryujinx.Graphics.Gpu.Engine.Twod
{
/// <summary>
/// Texture to texture (with optional resizing) copy parameters.
/// </summary>
struct TwodTexture
{
#pragma warning disable CS0649
public ColorFormat Format;
public Boolean32 LinearLayout;
public MemoryLayout MemoryLayout;
public int Depth;
public int Layer;
public int Stride;
public int Width;
public int Height;
public GpuVa Address;
#pragma warning restore CS0649
}
}

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namespace Ryujinx.Graphics.Gpu.Engine.Types
{
/// <summary>
/// Boolean value, stored as a 32-bits integer in memory.
/// </summary>
struct Boolean32
{
#pragma warning disable CS0649
private uint _value;
#pragma warning restore CS0649
public static implicit operator bool(Boolean32 value)
{
return (value._value & 1) != 0;
}
}
}

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using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
namespace Ryujinx.Graphics.Gpu.Engine.Types
{
/// <summary>
/// Color texture format.
/// </summary>
enum ColorFormat
{
R32G32B32A32Float = 0xc0,
R32G32B32A32Sint = 0xc1,
R32G32B32A32Uint = 0xc2,
R32G32B32X32Float = 0xc3,
R32G32B32X32Sint = 0xc4,
R32G32B32X32Uint = 0xc5,
R16G16B16X16Unorm = 0xc6,
R16G16B16X16Snorm = 0xc7,
R16G16B16X16Sint = 0xc8,
R16G16B16X16Uint = 0xc9,
R16G16B16A16Float = 0xca,
R32G32Float = 0xcb,
R32G32Sint = 0xcc,
R32G32Uint = 0xcd,
R16G16B16X16Float = 0xce,
B8G8R8A8Unorm = 0xcf,
B8G8R8A8Srgb = 0xd0,
R10G10B10A2Unorm = 0xd1,
R10G10B10A2Uint = 0xd2,
R8G8B8A8Unorm = 0xd5,
R8G8B8A8Srgb = 0xd6,
R8G8B8X8Snorm = 0xd7,
R8G8B8X8Sint = 0xd8,
R8G8B8X8Uint = 0xd9,
R16G16Unorm = 0xda,
R16G16Snorm = 0xdb,
R16G16Sint = 0xdc,
R16G16Uint = 0xdd,
R16G16Float = 0xde,
R11G11B10Float = 0xe0,
R32Sint = 0xe3,
R32Uint = 0xe4,
R32Float = 0xe5,
B8G8R8X8Unorm = 0xe6,
B8G8R8X8Srgb = 0xe7,
B5G6R5Unorm = 0xe8,
B5G5R5A1Unorm = 0xe9,
R8G8Unorm = 0xea,
R8G8Snorm = 0xeb,
R8G8Sint = 0xec,
R8G8Uint = 0xed,
R16Unorm = 0xee,
R16Snorm = 0xef,
R16Sint = 0xf0,
R16Uint = 0xf1,
R16Float = 0xf2,
R8Unorm = 0xf3,
R8Snorm = 0xf4,
R8Sint = 0xf5,
R8Uint = 0xf6,
B5G5R5X1Unorm = 0xf8,
R8G8B8X8Unorm = 0xf9,
R8G8B8X8Srgb = 0xfa
}
static class ColorFormatConverter
{
/// <summary>
/// Converts the color texture format to a host compatible format.
/// </summary>
/// <param name="format">Color format</param>
/// <returns>Host compatible format enum value</returns>
public static FormatInfo Convert(this ColorFormat format)
{
return format switch
{
ColorFormat.R32G32B32A32Float => new FormatInfo(Format.R32G32B32A32Float, 1, 1, 16, 4),
ColorFormat.R32G32B32A32Sint => new FormatInfo(Format.R32G32B32A32Sint, 1, 1, 16, 4),
ColorFormat.R32G32B32A32Uint => new FormatInfo(Format.R32G32B32A32Uint, 1, 1, 16, 4),
ColorFormat.R32G32B32X32Float => new FormatInfo(Format.R32G32B32A32Float, 1, 1, 16, 4),
ColorFormat.R32G32B32X32Sint => new FormatInfo(Format.R32G32B32A32Sint, 1, 1, 16, 4),
ColorFormat.R32G32B32X32Uint => new FormatInfo(Format.R32G32B32A32Uint, 1, 1, 16, 4),
ColorFormat.R16G16B16X16Unorm => new FormatInfo(Format.R16G16B16A16Unorm, 1, 1, 8, 4),
ColorFormat.R16G16B16X16Snorm => new FormatInfo(Format.R16G16B16A16Snorm, 1, 1, 8, 4),
ColorFormat.R16G16B16X16Sint => new FormatInfo(Format.R16G16B16A16Sint, 1, 1, 8, 4),
ColorFormat.R16G16B16X16Uint => new FormatInfo(Format.R16G16B16A16Uint, 1, 1, 8, 4),
ColorFormat.R16G16B16A16Float => new FormatInfo(Format.R16G16B16A16Float, 1, 1, 8, 4),
ColorFormat.R32G32Float => new FormatInfo(Format.R32G32Float, 1, 1, 8, 2),
ColorFormat.R32G32Sint => new FormatInfo(Format.R32G32Sint, 1, 1, 8, 2),
ColorFormat.R32G32Uint => new FormatInfo(Format.R32G32Uint, 1, 1, 8, 2),
ColorFormat.R16G16B16X16Float => new FormatInfo(Format.R16G16B16A16Float, 1, 1, 8, 4),
ColorFormat.B8G8R8A8Unorm => new FormatInfo(Format.B8G8R8A8Unorm, 1, 1, 4, 4),
ColorFormat.B8G8R8A8Srgb => new FormatInfo(Format.B8G8R8A8Srgb, 1, 1, 4, 4),
ColorFormat.R10G10B10A2Unorm => new FormatInfo(Format.R10G10B10A2Unorm, 1, 1, 4, 4),
ColorFormat.R10G10B10A2Uint => new FormatInfo(Format.R10G10B10A2Uint, 1, 1, 4, 4),
ColorFormat.R8G8B8A8Unorm => new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4, 4),
ColorFormat.R8G8B8A8Srgb => new FormatInfo(Format.R8G8B8A8Srgb, 1, 1, 4, 4),
ColorFormat.R8G8B8X8Snorm => new FormatInfo(Format.R8G8B8A8Snorm, 1, 1, 4, 4),
ColorFormat.R8G8B8X8Sint => new FormatInfo(Format.R8G8B8A8Sint, 1, 1, 4, 4),
ColorFormat.R8G8B8X8Uint => new FormatInfo(Format.R8G8B8A8Uint, 1, 1, 4, 4),
ColorFormat.R16G16Unorm => new FormatInfo(Format.R16G16Unorm, 1, 1, 4, 2),
ColorFormat.R16G16Snorm => new FormatInfo(Format.R16G16Snorm, 1, 1, 4, 2),
ColorFormat.R16G16Sint => new FormatInfo(Format.R16G16Sint, 1, 1, 4, 2),
ColorFormat.R16G16Uint => new FormatInfo(Format.R16G16Uint, 1, 1, 4, 2),
ColorFormat.R16G16Float => new FormatInfo(Format.R16G16Float, 1, 1, 4, 2),
ColorFormat.R11G11B10Float => new FormatInfo(Format.R11G11B10Float, 1, 1, 4, 3),
ColorFormat.R32Sint => new FormatInfo(Format.R32Sint, 1, 1, 4, 1),
ColorFormat.R32Uint => new FormatInfo(Format.R32Uint, 1, 1, 4, 1),
ColorFormat.R32Float => new FormatInfo(Format.R32Float, 1, 1, 4, 1),
ColorFormat.B8G8R8X8Unorm => new FormatInfo(Format.B8G8R8A8Unorm, 1, 1, 4, 4),
ColorFormat.B8G8R8X8Srgb => new FormatInfo(Format.B8G8R8A8Srgb, 1, 1, 4, 4),
ColorFormat.B5G6R5Unorm => new FormatInfo(Format.B5G6R5Unorm, 1, 1, 2, 3),
ColorFormat.B5G5R5A1Unorm => new FormatInfo(Format.B5G5R5A1Unorm, 1, 1, 2, 4),
ColorFormat.R8G8Unorm => new FormatInfo(Format.R8G8Unorm, 1, 1, 2, 2),
ColorFormat.R8G8Snorm => new FormatInfo(Format.R8G8Snorm, 1, 1, 2, 2),
ColorFormat.R8G8Sint => new FormatInfo(Format.R8G8Sint, 1, 1, 2, 2),
ColorFormat.R8G8Uint => new FormatInfo(Format.R8G8Uint, 1, 1, 2, 2),
ColorFormat.R16Unorm => new FormatInfo(Format.R16Unorm, 1, 1, 2, 1),
ColorFormat.R16Snorm => new FormatInfo(Format.R16Snorm, 1, 1, 2, 1),
ColorFormat.R16Sint => new FormatInfo(Format.R16Sint, 1, 1, 2, 1),
ColorFormat.R16Uint => new FormatInfo(Format.R16Uint, 1, 1, 2, 1),
ColorFormat.R16Float => new FormatInfo(Format.R16Float, 1, 1, 2, 1),
ColorFormat.R8Unorm => new FormatInfo(Format.R8Unorm, 1, 1, 1, 1),
ColorFormat.R8Snorm => new FormatInfo(Format.R8Snorm, 1, 1, 1, 1),
ColorFormat.R8Sint => new FormatInfo(Format.R8Sint, 1, 1, 1, 1),
ColorFormat.R8Uint => new FormatInfo(Format.R8Uint, 1, 1, 1, 1),
ColorFormat.B5G5R5X1Unorm => new FormatInfo(Format.B5G5R5A1Unorm, 1, 1, 2, 4),
ColorFormat.R8G8B8X8Unorm => new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4, 4),
ColorFormat.R8G8B8X8Srgb => new FormatInfo(Format.R8G8B8A8Srgb, 1, 1, 4, 4),
_ => FormatInfo.Default
};
}
/// <summary>
/// Checks if a format has an alpha component.
/// </summary>
/// <param name="format">Format to be checked</param>
/// <returns>True if the format has no alpha component (RGBX), false if it does (RGBA)</returns>
public static bool NoAlpha(this ColorFormat format)
{
switch (format)
{
case ColorFormat.R32G32B32X32Float:
case ColorFormat.R32G32B32X32Sint:
case ColorFormat.R32G32B32X32Uint:
case ColorFormat.R16G16B16X16Unorm:
case ColorFormat.R16G16B16X16Snorm:
case ColorFormat.R16G16B16X16Sint:
case ColorFormat.R16G16B16X16Uint:
case ColorFormat.R16G16B16X16Float:
case ColorFormat.R8G8B8X8Snorm:
case ColorFormat.R8G8B8X8Sint:
case ColorFormat.R8G8B8X8Uint:
case ColorFormat.B8G8R8X8Unorm:
case ColorFormat.B8G8R8X8Srgb:
case ColorFormat.B5G5R5X1Unorm:
case ColorFormat.R8G8B8X8Unorm:
case ColorFormat.R8G8B8X8Srgb:
return true;
}
return false;
}
}
}

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namespace Ryujinx.Graphics.Gpu.Engine.Types
{
/// <summary>
/// Split GPU virtual address.
/// </summary>
struct GpuVa
{
#pragma warning disable CS0649
public uint High;
public uint Low;
#pragma warning restore CS0649
/// <summary>
/// Packs the split address into a 64-bits address value.
/// </summary>
/// <returns>The 64-bits address value</returns>
public ulong Pack()
{
return Low | ((ulong)High << 32);
}
}
}

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namespace Ryujinx.Graphics.Gpu.Engine.Types
{
/// <summary>
/// Memory layout parameters, for block linear textures.
/// </summary>
struct MemoryLayout
{
#pragma warning disable CS0649
public uint Packed;
#pragma warning restore CS0649
public int UnpackGobBlocksInX()
{
return 1 << (int)(Packed & 0xf);
}
public int UnpackGobBlocksInY()
{
return 1 << (int)((Packed >> 4) & 0xf);
}
public int UnpackGobBlocksInZ()
{
return 1 << (int)((Packed >> 8) & 0xf);
}
public bool UnpackIsLinear()
{
return (Packed & 0x1000) != 0;
}
public bool UnpackIsTarget3D()
{
return (Packed & 0x10000) != 0;
}
}
}

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using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Gpu.Engine.Types
{
/// <summary>
/// Draw primitive type.
/// </summary>
enum PrimitiveType
{
Points,
Lines,
LineLoop,
LineStrip,
Triangles,
TriangleStrip,
TriangleFan,
Quads,
QuadStrip,
Polygon,
LinesAdjacency,
LineStripAdjacency,
TrianglesAdjacency,
TriangleStripAdjacency,
Patches
}
/// <summary>
/// Alternative primitive type that might override <see cref="PrimitiveType"/>.
/// </summary>
enum PrimitiveTypeOverride
{
Points = 1,
Lines = 2,
LineStrip = 3,
Triangles = 4,
TriangleStrip = 5,
TriangleFan = 0x1015,
LinesAdjacency = 10,
LineStripAdjacency = 11,
TrianglesAdjacency = 12,
TriangleStripAdjacency = 13,
Patches = 14
}
static class PrimitiveTypeConverter
{
/// <summary>
/// Converts the primitive type into something that can be used with the host API.
/// </summary>
/// <param name="type">The primitive type to convert</param>
/// <returns>A host compatible enum value</returns>
public static PrimitiveTopology Convert(this PrimitiveType type)
{
return type switch
{
PrimitiveType.Points => PrimitiveTopology.Points,
PrimitiveType.Lines => PrimitiveTopology.Lines,
PrimitiveType.LineLoop => PrimitiveTopology.LineLoop,
PrimitiveType.LineStrip => PrimitiveTopology.LineStrip,
PrimitiveType.Triangles => PrimitiveTopology.Triangles,
PrimitiveType.TriangleStrip => PrimitiveTopology.TriangleStrip,
PrimitiveType.TriangleFan => PrimitiveTopology.TriangleFan,
PrimitiveType.Quads => PrimitiveTopology.Quads,
PrimitiveType.QuadStrip => PrimitiveTopology.QuadStrip,
PrimitiveType.Polygon => PrimitiveTopology.Polygon,
PrimitiveType.LinesAdjacency => PrimitiveTopology.LinesAdjacency,
PrimitiveType.LineStripAdjacency => PrimitiveTopology.LineStripAdjacency,
PrimitiveType.TrianglesAdjacency => PrimitiveTopology.TrianglesAdjacency,
PrimitiveType.TriangleStripAdjacency => PrimitiveTopology.TriangleStripAdjacency,
PrimitiveType.Patches => PrimitiveTopology.Patches,
_ => PrimitiveTopology.Triangles
};
}
/// <summary>
/// Converts the primitive type into something that can be used with the host API.
/// </summary>
/// <param name="type">The primitive type to convert</param>
/// <returns>A host compatible enum value</returns>
public static PrimitiveTopology Convert(this PrimitiveTypeOverride type)
{
return type switch
{
PrimitiveTypeOverride.Points => PrimitiveTopology.Points,
PrimitiveTypeOverride.Lines => PrimitiveTopology.Lines,
PrimitiveTypeOverride.LineStrip => PrimitiveTopology.LineStrip,
PrimitiveTypeOverride.Triangles => PrimitiveTopology.Triangles,
PrimitiveTypeOverride.TriangleStrip => PrimitiveTopology.TriangleStrip,
PrimitiveTypeOverride.TriangleFan => PrimitiveTopology.TriangleFan,
PrimitiveTypeOverride.LinesAdjacency => PrimitiveTopology.LinesAdjacency,
PrimitiveTypeOverride.LineStripAdjacency => PrimitiveTopology.LineStripAdjacency,
PrimitiveTypeOverride.TrianglesAdjacency => PrimitiveTopology.TrianglesAdjacency,
PrimitiveTypeOverride.TriangleStripAdjacency => PrimitiveTopology.TriangleStripAdjacency,
PrimitiveTypeOverride.Patches => PrimitiveTopology.Patches,
_ => PrimitiveTopology.Triangles
};
}
}
}

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namespace Ryujinx.Graphics.Gpu.Engine.Types
{
/// <summary>
/// Sampler pool indexing mode.
/// </summary>
enum SamplerIndex
{
Independently = 0,
ViaHeaderIndex = 1
}
}

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namespace Ryujinx.Graphics.Gpu.Engine.Types
{
/// <summary>
/// Storage buffer address and size information.
/// </summary>
struct SbDescriptor
{
#pragma warning disable CS0649
public uint AddressLow;
public uint AddressHigh;
public int Size;
public int Padding;
#pragma warning restore CS0649
public ulong PackAddress()
{
return AddressLow | ((ulong)AddressHigh << 32);
}
}
}

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using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
namespace Ryujinx.Graphics.Gpu.Engine.Types
{
/// <summary>
/// Depth-stencil texture format.
/// </summary>
enum ZetaFormat
{
D32Float = 0xa,
D16Unorm = 0x13,
D24UnormS8Uint = 0x14,
D24Unorm = 0x15,
S8UintD24Unorm = 0x16,
S8Uint = 0x17,
D32FloatS8Uint = 0x19
}
static class ZetaFormatConverter
{
/// <summary>
/// Converts the depth-stencil texture format to a host compatible format.
/// </summary>
/// <param name="format">Depth-stencil format</param>
/// <returns>Host compatible format enum value</returns>
public static FormatInfo Convert(this ZetaFormat format)
{
return format switch
{
ZetaFormat.D32Float => new FormatInfo(Format.D32Float, 1, 1, 4, 1),
ZetaFormat.D16Unorm => new FormatInfo(Format.D16Unorm, 1, 1, 2, 1),
ZetaFormat.D24UnormS8Uint => new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4, 2),
ZetaFormat.D24Unorm => new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4, 1),
ZetaFormat.S8UintD24Unorm => new FormatInfo(Format.S8UintD24Unorm, 1, 1, 4, 2),
ZetaFormat.S8Uint => new FormatInfo(Format.S8Uint, 1, 1, 1, 1),
ZetaFormat.D32FloatS8Uint => new FormatInfo(Format.D32FloatS8Uint, 1, 1, 8, 2),
_ => FormatInfo.Default
};
}
}
}

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using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.GPFifo;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.Memory;
using System;
using System.Threading;
namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// Represents a GPU channel.
/// </summary>
public class GpuChannel : IDisposable
{
private readonly GpuContext _context;
private readonly GPFifoDevice _device;
private readonly GPFifoProcessor _processor;
private MemoryManager _memoryManager;
/// <summary>
/// Channel buffer bindings manager.
/// </summary>
internal BufferManager BufferManager { get; }
/// <summary>
/// Channel texture bindings manager.
/// </summary>
internal TextureManager TextureManager { get; }
/// <summary>
/// Current channel memory manager.
/// </summary>
internal MemoryManager MemoryManager => _memoryManager;
/// <summary>
/// Host hardware capabilities from the GPU context.
/// </summary>
internal ref Capabilities Capabilities => ref _context.Capabilities;
/// <summary>
/// Creates a new instance of a GPU channel.
/// </summary>
/// <param name="context">GPU context that the channel belongs to</param>
internal GpuChannel(GpuContext context)
{
_context = context;
_device = context.GPFifo;
_processor = new GPFifoProcessor(context, this);
BufferManager = new BufferManager(context, this);
TextureManager = new TextureManager(context, this);
}
/// <summary>
/// Binds a memory manager to the channel.
/// All submitted and in-flight commands will use the specified memory manager for any memory operations.
/// </summary>
/// <param name="memoryManager">The new memory manager to be bound</param>
public void BindMemory(MemoryManager memoryManager)
{
var oldMemoryManager = Interlocked.Exchange(ref _memoryManager, memoryManager ?? throw new ArgumentNullException(nameof(memoryManager)));
memoryManager.Physical.IncrementReferenceCount();
if (oldMemoryManager != null)
{
oldMemoryManager.Physical.BufferCache.NotifyBuffersModified -= BufferManager.Rebind;
oldMemoryManager.Physical.DecrementReferenceCount();
oldMemoryManager.MemoryUnmapped -= MemoryUnmappedHandler;
}
memoryManager.Physical.BufferCache.NotifyBuffersModified += BufferManager.Rebind;
memoryManager.MemoryUnmapped += MemoryUnmappedHandler;
// Since the memory manager changed, make sure we will get pools from addresses of the new memory manager.
TextureManager.ReloadPools();
memoryManager.Physical.BufferCache.QueuePrune();
}
/// <summary>
/// Memory mappings change event handler.
/// </summary>
/// <param name="sender">Memory manager where the mappings changed</param>
/// <param name="e">Information about the region that is being changed</param>
private void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
{
TextureManager.ReloadPools();
var memoryManager = Volatile.Read(ref _memoryManager);
memoryManager?.Physical.BufferCache.QueuePrune();
}
/// <summary>
/// Writes data directly to the state of the specified class.
/// </summary>
/// <param name="classId">ID of the class to write the data into</param>
/// <param name="offset">State offset in bytes</param>
/// <param name="value">Value to be written</param>
public void Write(ClassId classId, int offset, uint value)
{
_processor.Write(classId, offset, (int)value);
}
/// <summary>
/// Push a GPFIFO entry in the form of a prefetched command buffer.
/// It is intended to be used by nvservices to handle special cases.
/// </summary>
/// <param name="commandBuffer">The command buffer containing the prefetched commands</param>
public void PushHostCommandBuffer(int[] commandBuffer)
{
_device.PushHostCommandBuffer(_processor, commandBuffer);
}
/// <summary>
/// Pushes GPFIFO entries.
/// </summary>
/// <param name="entries">GPFIFO entries</param>
public void PushEntries(ReadOnlySpan<ulong> entries)
{
_device.PushEntries(_processor, entries);
}
/// <summary>
/// Disposes the GPU channel.
/// It's an error to use the GPU channel after disposal.
/// </summary>
public void Dispose()
{
_context.DeferredActions.Enqueue(Destroy);
}
/// <summary>
/// Performs disposal of the host GPU resources used by this channel, that are not shared.
/// This must only be called from the render thread.
/// </summary>
private void Destroy()
{
TextureManager.Dispose();
var oldMemoryManager = Interlocked.Exchange(ref _memoryManager, null);
if (oldMemoryManager != null)
{
oldMemoryManager.Physical.BufferCache.NotifyBuffersModified -= BufferManager.Rebind;
oldMemoryManager.Physical.DecrementReferenceCount();
oldMemoryManager.MemoryUnmapped -= MemoryUnmappedHandler;
}
}
}
}

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using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.GPFifo;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Gpu.Shader;
using Ryujinx.Graphics.Gpu.Synchronization;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Threading;
namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// GPU emulation context.
/// </summary>
public sealed class GpuContext : IDisposable
{
private const int NsToTicksFractionNumerator = 384;
private const int NsToTicksFractionDenominator = 625;
/// <summary>
/// Event signaled when the host emulation context is ready to be used by the gpu context.
/// </summary>
public ManualResetEvent HostInitalized { get; }
/// <summary>
/// Host renderer.
/// </summary>
public IRenderer Renderer { get; }
/// <summary>
/// GPU General Purpose FIFO queue.
/// </summary>
public GPFifoDevice GPFifo { get; }
/// <summary>
/// GPU synchronization manager.
/// </summary>
public SynchronizationManager Synchronization { get; }
/// <summary>
/// Presentation window.
/// </summary>
public Window Window { get; }
/// <summary>
/// Internal sequence number, used to avoid needless resource data updates
/// in the middle of a command buffer before synchronizations.
/// </summary>
internal int SequenceNumber { get; private set; }
/// <summary>
/// Internal sync number, used to denote points at which host synchronization can be requested.
/// </summary>
internal ulong SyncNumber { get; private set; }
/// <summary>
/// Actions to be performed when a CPU waiting syncpoint or barrier is triggered.
/// If there are more than 0 items when this happens, a host sync object will be generated for the given <see cref="SyncNumber"/>,
/// and the SyncNumber will be incremented.
/// </summary>
internal List<Action> SyncActions { get; }
/// <summary>
/// Actions to be performed when a CPU waiting syncpoint is triggered.
/// If there are more than 0 items when this happens, a host sync object will be generated for the given <see cref="SyncNumber"/>,
/// and the SyncNumber will be incremented.
/// </summary>
internal List<Action> SyncpointActions { get; }
/// <summary>
/// Buffer migrations that are currently in-flight. These are checked whenever sync is created to determine if buffer migration
/// copies have completed on the GPU, and their data can be freed.
/// </summary>
internal List<BufferMigration> BufferMigrations { get; }
/// <summary>
/// Queue with deferred actions that must run on the render thread.
/// </summary>
internal Queue<Action> DeferredActions { get; }
/// <summary>
/// Registry with physical memories that can be used with this GPU context, keyed by owner process ID.
/// </summary>
internal ConcurrentDictionary<ulong, PhysicalMemory> PhysicalMemoryRegistry { get; }
/// <summary>
/// Host hardware capabilities.
/// </summary>
internal Capabilities Capabilities;
/// <summary>
/// Event for signalling shader cache loading progress.
/// </summary>
public event Action<ShaderCacheState, int, int> ShaderCacheStateChanged;
private Thread _gpuThread;
private bool _pendingSync;
/// <summary>
/// Creates a new instance of the GPU emulation context.
/// </summary>
/// <param name="renderer">Host renderer</param>
public GpuContext(IRenderer renderer)
{
Renderer = renderer;
GPFifo = new GPFifoDevice(this);
Synchronization = new SynchronizationManager();
Window = new Window(this);
HostInitalized = new ManualResetEvent(false);
SyncActions = new List<Action>();
SyncpointActions = new List<Action>();
BufferMigrations = new List<BufferMigration>();
DeferredActions = new Queue<Action>();
PhysicalMemoryRegistry = new ConcurrentDictionary<ulong, PhysicalMemory>();
}
/// <summary>
/// Creates a new GPU channel.
/// </summary>
/// <returns>The GPU channel</returns>
public GpuChannel CreateChannel()
{
return new GpuChannel(this);
}
/// <summary>
/// Creates a new GPU memory manager.
/// </summary>
/// <param name="pid">ID of the process that owns the memory manager</param>
/// <returns>The memory manager</returns>
/// <exception cref="ArgumentException">Thrown when <paramref name="pid"/> is invalid</exception>
public MemoryManager CreateMemoryManager(ulong pid)
{
if (!PhysicalMemoryRegistry.TryGetValue(pid, out var physicalMemory))
{
throw new ArgumentException("The PID is invalid or the process was not registered", nameof(pid));
}
return new MemoryManager(physicalMemory);
}
/// <summary>
/// Registers virtual memory used by a process for GPU memory access, caching and read/write tracking.
/// </summary>
/// <param name="pid">ID of the process that owns <paramref name="cpuMemory"/></param>
/// <param name="cpuMemory">Virtual memory owned by the process</param>
/// <exception cref="ArgumentException">Thrown if <paramref name="pid"/> was already registered</exception>
public void RegisterProcess(ulong pid, Cpu.IVirtualMemoryManagerTracked cpuMemory)
{
var physicalMemory = new PhysicalMemory(this, cpuMemory);
if (!PhysicalMemoryRegistry.TryAdd(pid, physicalMemory))
{
throw new ArgumentException("The PID was already registered", nameof(pid));
}
physicalMemory.ShaderCache.ShaderCacheStateChanged += ShaderCacheStateUpdate;
}
/// <summary>
/// Unregisters a process, indicating that its memory will no longer be used, and that caches can be freed.
/// </summary>
/// <param name="pid">ID of the process</param>
public void UnregisterProcess(ulong pid)
{
if (PhysicalMemoryRegistry.TryRemove(pid, out var physicalMemory))
{
physicalMemory.ShaderCache.ShaderCacheStateChanged -= ShaderCacheStateUpdate;
physicalMemory.Dispose();
}
}
/// <summary>
/// Converts a nanoseconds timestamp value to Maxwell time ticks.
/// </summary>
/// <remarks>
/// The frequency is 614400000 Hz.
/// </remarks>
/// <param name="nanoseconds">Timestamp in nanoseconds</param>
/// <returns>Maxwell ticks</returns>
private static ulong ConvertNanosecondsToTicks(ulong nanoseconds)
{
// We need to divide first to avoid overflows.
// We fix up the result later by calculating the difference and adding
// that to the result.
ulong divided = nanoseconds / NsToTicksFractionDenominator;
ulong rounded = divided * NsToTicksFractionDenominator;
ulong errorBias = (nanoseconds - rounded) * NsToTicksFractionNumerator / NsToTicksFractionDenominator;
return divided * NsToTicksFractionNumerator + errorBias;
}
/// <summary>
/// Gets the value of the GPU timer.
/// </summary>
/// <returns>The current GPU timestamp</returns>
public ulong GetTimestamp()
{
ulong ticks = ConvertNanosecondsToTicks((ulong)PerformanceCounter.ElapsedNanoseconds);
if (GraphicsConfig.FastGpuTime)
{
// Divide by some amount to report time as if operations were performed faster than they really are.
// This can prevent some games from switching to a lower resolution because rendering is too slow.
ticks /= 256;
}
return ticks;
}
/// <summary>
/// Shader cache state update handler.
/// </summary>
/// <param name="state">Current state of the shader cache load process</param>
/// <param name="current">Number of the current shader being processed</param>
/// <param name="total">Total number of shaders to process</param>
private void ShaderCacheStateUpdate(ShaderCacheState state, int current, int total)
{
ShaderCacheStateChanged?.Invoke(state, current, total);
}
/// <summary>
/// Initialize the GPU shader cache.
/// </summary>
public void InitializeShaderCache(CancellationToken cancellationToken)
{
HostInitalized.WaitOne();
foreach (var physicalMemory in PhysicalMemoryRegistry.Values)
{
physicalMemory.ShaderCache.Initialize(cancellationToken);
}
}
/// <summary>
/// Sets the current thread as the main GPU thread.
/// </summary>
public void SetGpuThread()
{
_gpuThread = Thread.CurrentThread;
Capabilities = Renderer.GetCapabilities();
}
/// <summary>
/// Checks if the current thread is the GPU thread.
/// </summary>
/// <returns>True if the thread is the GPU thread, false otherwise</returns>
public bool IsGpuThread()
{
return _gpuThread == Thread.CurrentThread;
}
/// <summary>
/// Processes the queue of shaders that must save their binaries to the disk cache.
/// </summary>
public void ProcessShaderCacheQueue()
{
foreach (var physicalMemory in PhysicalMemoryRegistry.Values)
{
physicalMemory.ShaderCache.ProcessShaderCacheQueue();
}
}
/// <summary>
/// Advances internal sequence number.
/// This forces the update of any modified GPU resource.
/// </summary>
internal void AdvanceSequence()
{
SequenceNumber++;
}
/// <summary>
/// Registers a buffer migration. These are checked to see if they can be disposed when the sync number increases,
/// and the migration copy has completed.
/// </summary>
/// <param name="migration">The buffer migration</param>
internal void RegisterBufferMigration(BufferMigration migration)
{
BufferMigrations.Add(migration);
_pendingSync = true;
}
/// <summary>
/// Registers an action to be performed the next time a syncpoint is incremented.
/// This will also ensure a host sync object is created, and <see cref="SyncNumber"/> is incremented.
/// </summary>
/// <param name="action">The action to be performed on sync object creation</param>
/// <param name="syncpointOnly">True if the sync action should only run when syncpoints are incremented</param>
public void RegisterSyncAction(Action action, bool syncpointOnly = false)
{
if (syncpointOnly)
{
SyncpointActions.Add(action);
}
else
{
SyncActions.Add(action);
_pendingSync = true;
}
}
/// <summary>
/// Creates a host sync object if there are any pending sync actions. The actions will then be called.
/// If no actions are present, a host sync object is not created.
/// </summary>
/// <param name="syncpoint">True if host sync is being created by a syncpoint</param>
/// <param name="strict">True if the sync should signal as soon as possible</param>
public void CreateHostSyncIfNeeded(bool syncpoint, bool strict)
{
if (BufferMigrations.Count > 0)
{
ulong currentSyncNumber = Renderer.GetCurrentSync();
for (int i = 0; i < BufferMigrations.Count; i++)
{
BufferMigration migration = BufferMigrations[i];
long diff = (long)(currentSyncNumber - migration.SyncNumber);
if (diff >= 0)
{
migration.Dispose();
BufferMigrations.RemoveAt(i--);
}
}
}
if (_pendingSync || (syncpoint && SyncpointActions.Count > 0))
{
Renderer.CreateSync(SyncNumber, strict);
SyncNumber++;
foreach (Action action in SyncActions)
{
action();
}
foreach (Action action in SyncpointActions)
{
action();
}
SyncActions.Clear();
SyncpointActions.Clear();
}
_pendingSync = false;
}
/// <summary>
/// Performs deferred actions.
/// This is useful for actions that must run on the render thread, such as resource disposal.
/// </summary>
internal void RunDeferredActions()
{
while (DeferredActions.TryDequeue(out Action action))
{
action();
}
}
/// <summary>
/// Disposes all GPU resources currently cached.
/// It's an error to push any GPU commands after disposal.
/// Additionally, the GPU commands FIFO must be empty for disposal,
/// and processing of all commands must have finished.
/// </summary>
public void Dispose()
{
Renderer.Dispose();
GPFifo.Dispose();
HostInitalized.Dispose();
// Has to be disposed before processing deferred actions, as it will produce some.
foreach (var physicalMemory in PhysicalMemoryRegistry.Values)
{
physicalMemory.Dispose();
}
PhysicalMemoryRegistry.Clear();
RunDeferredActions();
}
}
}

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namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// General GPU and graphics configuration.
/// </summary>
public static class GraphicsConfig
{
/// <summary>
/// Resolution scale.
/// </summary>
public static float ResScale = 1f;
/// <summary>
/// Max Anisotropy. Values range from 0 - 16. Set to -1 to let the game decide.
/// </summary>
public static float MaxAnisotropy = -1;
/// <summary>
/// Base directory used to write shader code dumps.
/// Set to null to disable code dumping.
/// </summary>
public static string ShadersDumpPath;
/// <summary>
/// Fast GPU time calculates the internal GPU time ticks as if the GPU was capable of
/// processing commands almost instantly, instead of using the host timer.
/// This can avoid lower resolution on some games when GPU performance is poor.
/// </summary>
public static bool FastGpuTime = true;
/// <summary>
/// Enables or disables fast 2d engine texture copies entirely on CPU when possible.
/// Reduces stuttering and # of textures in games that copy textures around for streaming,
/// as textures will not need to be created for the copy, and the data does not need to be
/// flushed from GPU.
/// </summary>
public static bool Fast2DCopy = true;
/// <summary>
/// Enables or disables the Just-in-Time compiler for GPU Macro code.
/// </summary>
public static bool EnableMacroJit = true;
/// <summary>
/// Enables or disables high-level emulation of common GPU Macro code.
/// </summary>
public static bool EnableMacroHLE = true;
/// <summary>
/// Title id of the current running game.
/// Used by the shader cache.
/// </summary>
public static string TitleId;
/// <summary>
/// Enables or disables the shader cache.
/// </summary>
public static bool EnableShaderCache;
/// <summary>
/// Enables or disables shader SPIR-V compilation.
/// </summary>
public static bool EnableSpirvCompilationOnVulkan = true;
/// <summary>
/// Enables or disables recompression of compressed textures that are not natively supported by the host.
/// </summary>
public static bool EnableTextureRecompression = false;
}
}

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using System.Collections;
using System.Collections.Concurrent;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// An entry on the short duration texture cache.
/// </summary>
class ShortTextureCacheEntry
{
public readonly TextureDescriptor Descriptor;
public readonly int InvalidatedSequence;
public readonly Texture Texture;
/// <summary>
/// Create a new entry on the short duration texture cache.
/// </summary>
/// <param name="descriptor">Last descriptor that referenced the texture</param>
/// <param name="texture">The texture</param>
public ShortTextureCacheEntry(TextureDescriptor descriptor, Texture texture)
{
Descriptor = descriptor;
InvalidatedSequence = texture.InvalidatedSequence;
Texture = texture;
}
}
/// <summary>
/// A texture cache that automatically removes older textures that are not used for some time.
/// The cache works with a rotated list with a fixed size. When new textures are added, the
/// old ones at the bottom of the list are deleted.
/// </summary>
class AutoDeleteCache : IEnumerable<Texture>
{
private const int MinCountForDeletion = 32;
private const int MaxCapacity = 2048;
private const ulong MaxTextureSizeCapacity = 512 * 1024 * 1024; // MB;
private readonly LinkedList<Texture> _textures;
private ulong _totalSize;
private HashSet<ShortTextureCacheEntry> _shortCacheBuilder;
private HashSet<ShortTextureCacheEntry> _shortCache;
private Dictionary<TextureDescriptor, ShortTextureCacheEntry> _shortCacheLookup;
/// <summary>
/// Creates a new instance of the automatic deletion cache.
/// </summary>
public AutoDeleteCache()
{
_textures = new LinkedList<Texture>();
_shortCacheBuilder = new HashSet<ShortTextureCacheEntry>();
_shortCache = new HashSet<ShortTextureCacheEntry>();
_shortCacheLookup = new Dictionary<TextureDescriptor, ShortTextureCacheEntry>();
}
/// <summary>
/// Adds a new texture to the cache, even if the texture added is already on the cache.
/// </summary>
/// <remarks>
/// Using this method is only recommended if you know that the texture is not yet on the cache,
/// otherwise it would store the same texture more than once.
/// </remarks>
/// <param name="texture">The texture to be added to the cache</param>
public void Add(Texture texture)
{
_totalSize += texture.Size;
texture.IncrementReferenceCount();
texture.CacheNode = _textures.AddLast(texture);
if (_textures.Count > MaxCapacity ||
(_totalSize > MaxTextureSizeCapacity && _textures.Count >= MinCountForDeletion))
{
RemoveLeastUsedTexture();
}
}
/// <summary>
/// Adds a new texture to the cache, or just moves it to the top of the list if the
/// texture is already on the cache.
/// </summary>
/// <remarks>
/// Moving the texture to the top of the list prevents it from being deleted,
/// as the textures on the bottom of the list are deleted when new ones are added.
/// </remarks>
/// <param name="texture">The texture to be added, or moved to the top</param>
public void Lift(Texture texture)
{
if (texture.CacheNode != null)
{
if (texture.CacheNode != _textures.Last)
{
_textures.Remove(texture.CacheNode);
texture.CacheNode = _textures.AddLast(texture);
}
if (_totalSize > MaxTextureSizeCapacity && _textures.Count >= MinCountForDeletion)
{
RemoveLeastUsedTexture();
}
}
else
{
Add(texture);
}
}
/// <summary>
/// Removes the least used texture from the cache.
/// </summary>
private void RemoveLeastUsedTexture()
{
Texture oldestTexture = _textures.First.Value;
_totalSize -= oldestTexture.Size;
if (!oldestTexture.CheckModified(false))
{
// The texture must be flushed if it falls out of the auto delete cache.
// Flushes out of the auto delete cache do not trigger write tracking,
// as it is expected that other overlapping textures exist that have more up-to-date contents.
oldestTexture.Group.SynchronizeDependents(oldestTexture);
oldestTexture.FlushModified(false);
}
_textures.RemoveFirst();
oldestTexture.DecrementReferenceCount();
oldestTexture.CacheNode = null;
}
/// <summary>
/// Removes a texture from the cache.
/// </summary>
/// <param name="texture">The texture to be removed from the cache</param>
/// <param name="flush">True to remove the texture if it was on the cache</param>
/// <returns>True if the texture was found and removed, false otherwise</returns>
public bool Remove(Texture texture, bool flush)
{
if (texture.CacheNode == null)
{
return false;
}
// Remove our reference to this texture.
if (flush)
{
texture.FlushModified(false);
}
_textures.Remove(texture.CacheNode);
_totalSize -= texture.Size;
texture.CacheNode = null;
return texture.DecrementReferenceCount();
}
/// <summary>
/// Attempt to find a texture on the short duration cache.
/// </summary>
/// <param name="descriptor">The texture descriptor</param>
/// <returns>The texture if found, null otherwise</returns>
public Texture FindShortCache(in TextureDescriptor descriptor)
{
if (_shortCacheLookup.Count > 0 && _shortCacheLookup.TryGetValue(descriptor, out var entry))
{
if (entry.InvalidatedSequence == entry.Texture.InvalidatedSequence)
{
return entry.Texture;
}
else
{
_shortCacheLookup.Remove(descriptor);
}
}
return null;
}
/// <summary>
/// Removes a texture from the short duration cache.
/// </summary>
/// <param name="texture">Texture to remove from the short cache</param>
public void RemoveShortCache(Texture texture)
{
bool removed = _shortCache.Remove(texture.ShortCacheEntry);
removed |= _shortCacheBuilder.Remove(texture.ShortCacheEntry);
if (removed)
{
texture.DecrementReferenceCount();
_shortCacheLookup.Remove(texture.ShortCacheEntry.Descriptor);
texture.ShortCacheEntry = null;
}
}
/// <summary>
/// Adds a texture to the short duration cache.
/// It starts in the builder set, and it is moved into the deletion set on next process.
/// </summary>
/// <param name="texture">Texture to add to the short cache</param>
/// <param name="descriptor">Last used texture descriptor</param>
public void AddShortCache(Texture texture, ref TextureDescriptor descriptor)
{
var entry = new ShortTextureCacheEntry(descriptor, texture);
_shortCacheBuilder.Add(entry);
_shortCacheLookup.Add(entry.Descriptor, entry);
texture.ShortCacheEntry = entry;
texture.IncrementReferenceCount();
}
/// <summary>
/// Delete textures from the short duration cache.
/// Moves the builder set to be deleted on next process.
/// </summary>
public void ProcessShortCache()
{
HashSet<ShortTextureCacheEntry> toRemove = _shortCache;
foreach (var entry in toRemove)
{
entry.Texture.DecrementReferenceCount();
_shortCacheLookup.Remove(entry.Descriptor);
entry.Texture.ShortCacheEntry = null;
}
toRemove.Clear();
_shortCache = _shortCacheBuilder;
_shortCacheBuilder = toRemove;
}
public IEnumerator<Texture> GetEnumerator()
{
return _textures.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return _textures.GetEnumerator();
}
}
}

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using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Represents texture format information.
/// </summary>
readonly struct FormatInfo
{
/// <summary>
/// A default, generic RGBA8 texture format.
/// </summary>
public static FormatInfo Default { get; } = new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4, 4);
/// <summary>
/// The format of the texture data.
/// </summary>
public Format Format { get; }
/// <summary>
/// The block width for compressed formats.
/// </summary>
/// <remarks>
/// Must be 1 for non-compressed formats.
/// </remarks>
public int BlockWidth { get; }
/// <summary>
/// The block height for compressed formats.
/// </summary>
/// <remarks>
/// Must be 1 for non-compressed formats.
/// </remarks>
public int BlockHeight { get; }
/// <summary>
/// The number of bytes occupied by a single pixel in memory of the texture data.
/// </summary>
public int BytesPerPixel { get; }
/// <summary>
/// The maximum number of components this format has defined (in RGBA order).
/// </summary>
public int Components { get; }
/// <summary>
/// Whenever or not the texture format is a compressed format. Determined from block size.
/// </summary>
public bool IsCompressed => (BlockWidth | BlockHeight) != 1;
/// <summary>
/// Constructs the texture format info structure.
/// </summary>
/// <param name="format">The format of the texture data</param>
/// <param name="blockWidth">The block width for compressed formats. Must be 1 for non-compressed formats</param>
/// <param name="blockHeight">The block height for compressed formats. Must be 1 for non-compressed formats</param>
/// <param name="bytesPerPixel">The number of bytes occupied by a single pixel in memory of the texture data</param>
public FormatInfo(
Format format,
int blockWidth,
int blockHeight,
int bytesPerPixel,
int components)
{
Format = format;
BlockWidth = blockWidth;
BlockHeight = blockHeight;
BytesPerPixel = bytesPerPixel;
Components = components;
}
}
}

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@ -0,0 +1,578 @@
using Ryujinx.Graphics.GAL;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Contains format tables, for texture and vertex attribute formats.
/// </summary>
static class FormatTable
{
private enum TextureFormat : uint
{
// Formats
R32G32B32A32 = 0x01,
R32G32B32 = 0x02,
R16G16B16A16 = 0x03,
R32G32 = 0x04,
R32B24G8 = 0x05,
X8B8G8R8 = 0x07,
A8B8G8R8 = 0x08,
A2B10G10R10 = 0x09,
R16G16 = 0x0c,
G8R24 = 0x0d,
G24R8 = 0x0e,
R32 = 0x0f,
A4B4G4R4 = 0x12,
A5B5G5R1 = 0x13,
A1B5G5R5 = 0x14,
B5G6R5 = 0x15,
B6G5R5 = 0x16,
G8R8 = 0x18,
R16 = 0x1b,
Y8Video = 0x1c,
R8 = 0x1d,
G4R4 = 0x1e,
R1 = 0x1f,
E5B9G9R9SharedExp = 0x20,
Bf10Gf11Rf11 = 0x21,
G8B8G8R8 = 0x22,
B8G8R8G8 = 0x23,
Bc1 = 0x24,
Bc2 = 0x25,
Bc3 = 0x26,
Bc4 = 0x27,
Bc5 = 0x28,
Bc6HSf16 = 0x10,
Bc6HUf16 = 0x11,
Bc7U = 0x17,
Etc2Rgb = 0x06,
Etc2RgbPta = 0x0a,
Etc2Rgba = 0x0b,
Eac = 0x19,
Eacx2 = 0x1a,
Z24S8 = 0x29,
X8Z24 = 0x2a,
S8Z24 = 0x2b,
X4V4Z24Cov4R4V = 0x2c,
X4V4Z24Cov8R8V = 0x2d,
V8Z24Cov4R12V = 0x2e,
Zf32 = 0x2f,
Zf32X24S8 = 0x30,
X8Z24X20V4S8Cov4R4V = 0x31,
X8Z24X20V4S8Cov8R8V = 0x32,
Zf32X20V4X8Cov4R4V = 0x33,
Zf32X20V4X8Cov8R8V = 0x34,
Zf32X20V4S8Cov4R4V = 0x35,
Zf32X20V4S8Cov8R8V = 0x36,
X8Z24X16V8S8Cov4R12V = 0x37,
Zf32X16V8X8Cov4R12V = 0x38,
Zf32X16V8S8Cov4R12V = 0x39,
Z16 = 0x3a,
V8Z24Cov8R24V = 0x3b,
X8Z24X16V8S8Cov8R24V = 0x3c,
Zf32X16V8X8Cov8R24V = 0x3d,
Zf32X16V8S8Cov8R24V = 0x3e,
Astc2D4x4 = 0x40,
Astc2D5x4 = 0x50,
Astc2D5x5 = 0x41,
Astc2D6x5 = 0x51,
Astc2D6x6 = 0x42,
Astc2D8x5 = 0x55,
Astc2D8x6 = 0x52,
Astc2D8x8 = 0x44,
Astc2D10x5 = 0x56,
Astc2D10x6 = 0x57,
Astc2D10x8 = 0x53,
Astc2D10x10 = 0x45,
Astc2D12x10 = 0x54,
Astc2D12x12 = 0x46,
// Types
Snorm = 0x1,
Unorm = 0x2,
Sint = 0x3,
Uint = 0x4,
SnormForceFp16 = 0x5,
UnormForceFp16 = 0x6,
Float = 0x7,
// Component Types
RSnorm = Snorm << 7,
GSnorm = Snorm << 10,
BSnorm = Snorm << 13,
ASnorm = Snorm << 16,
RUnorm = Unorm << 7,
GUnorm = Unorm << 10,
BUnorm = Unorm << 13,
AUnorm = Unorm << 16,
RSint = Sint << 7,
GSint = Sint << 10,
BSint = Sint << 13,
ASint = Sint << 16,
RUint = Uint << 7,
GUint = Uint << 10,
BUint = Uint << 13,
AUint = Uint << 16,
RSnormForceFp16 = SnormForceFp16 << 7,
GSnormForceFp16 = SnormForceFp16 << 10,
BSnormForceFp16 = SnormForceFp16 << 13,
ASnormForceFp16 = SnormForceFp16 << 16,
RUnormForceFp16 = UnormForceFp16 << 7,
GUnormForceFp16 = UnormForceFp16 << 10,
BUnormForceFp16 = UnormForceFp16 << 13,
AUnormForceFp16 = UnormForceFp16 << 16,
RFloat = Float << 7,
GFloat = Float << 10,
BFloat = Float << 13,
AFloat = Float << 16,
Srgb = 0x1 << 19, // Custom encoding
// Combinations
R8Unorm = R8 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x2491d
R8Snorm = R8 | RSnorm | GSnorm | BSnorm | ASnorm, // 0x1249d
R8Uint = R8 | RUint | GUint | BUint | AUint, // 0x4921d
R8Sint = R8 | RSint | GSint | BSint | ASint, // 0x36d9d
R16Float = R16 | RFloat | GFloat | BFloat | AFloat, // 0x7ff9b
R16Unorm = R16 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x2491b
R16Snorm = R16 | RSnorm | GSnorm | BSnorm | ASnorm, // 0x1249b
R16Uint = R16 | RUint | GUint | BUint | AUint, // 0x4921b
R16Sint = R16 | RSint | GSint | BSint | ASint, // 0x36d9b
R32Float = R32 | RFloat | GFloat | BFloat | AFloat, // 0x7ff8f
R32Uint = R32 | RUint | GUint | BUint | AUint, // 0x4920f
R32Sint = R32 | RSint | GSint | BSint | ASint, // 0x36d8f
G8R8Unorm = G8R8 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24918
G8R8Snorm = G8R8 | RSnorm | GSnorm | BSnorm | ASnorm, // 0x12498
G8R8Uint = G8R8 | RUint | GUint | BUint | AUint, // 0x49218
G8R8Sint = G8R8 | RSint | GSint | BSint | ASint, // 0x36d98
R16G16Float = R16G16 | RFloat | GFloat | BFloat | AFloat, // 0x7ff8c
R16G16Unorm = R16G16 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x2490c
R16G16Snorm = R16G16 | RSnorm | GSnorm | BSnorm | ASnorm, // 0x1248c
R16G16Uint = R16G16 | RUint | GUint | BUint | AUint, // 0x4920c
R16G16Sint = R16G16 | RSint | GSint | BSint | ASint, // 0x36d8c
R32G32Float = R32G32 | RFloat | GFloat | BFloat | AFloat, // 0x7ff84
R32G32Uint = R32G32 | RUint | GUint | BUint | AUint, // 0x49204
R32G32Sint = R32G32 | RSint | GSint | BSint | ASint, // 0x36d84
R32G32B32Float = R32G32B32 | RFloat | GFloat | BFloat | AFloat, // 0x7ff82
R32G32B32Uint = R32G32B32 | RUint | GUint | BUint | AUint, // 0x49202
R32G32B32Sint = R32G32B32 | RSint | GSint | BSint | ASint, // 0x36d82
A8B8G8R8Unorm = A8B8G8R8 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24908
A8B8G8R8Snorm = A8B8G8R8 | RSnorm | GSnorm | BSnorm | ASnorm, // 0x12488
A8B8G8R8Uint = A8B8G8R8 | RUint | GUint | BUint | AUint, // 0x49208
A8B8G8R8Sint = A8B8G8R8 | RSint | GSint | BSint | ASint, // 0x36d88
R16G16B16A16Float = R16G16B16A16 | RFloat | GFloat | BFloat | AFloat, // 0x7ff83
R16G16B16A16Unorm = R16G16B16A16 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24903
R16G16B16A16Snorm = R16G16B16A16 | RSnorm | GSnorm | BSnorm | ASnorm, // 0x12483
R16G16B16A16Uint = R16G16B16A16 | RUint | GUint | BUint | AUint, // 0x49203
R16G16B16A16Sint = R16G16B16A16 | RSint | GSint | BSint | ASint, // 0x36d83
R32G32B32A32Float = R32G32B32A32 | RFloat | GFloat | BFloat | AFloat, // 0x7ff81
R32G32B32A32Uint = R32G32B32A32 | RUint | GUint | BUint | AUint, // 0x49201
R32G32B32A32Sint = R32G32B32A32 | RSint | GSint | BSint | ASint, // 0x36d81
Z16Unorm = Z16 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x2493a
Zf32RFloatGUintBUintAUint = Zf32 | RFloat | GUint | BUint | AUint, // 0x493af
Zf32Float = Zf32 | RFloat | GFloat | BFloat | AFloat, // 0x7ffaf
G24R8RUintGUnormBUnormAUnorm = G24R8 | RUint | GUnorm | BUnorm | AUnorm, // 0x24a0e
Z24S8RUintGUnormBUnormAUnorm = Z24S8 | RUint | GUnorm | BUnorm | AUnorm, // 0x24a29
Z24S8RUintGUnormBUintAUint = Z24S8 | RUint | GUnorm | BUint | AUint, // 0x48a29
S8Z24RUnormGUintBUintAUint = S8Z24 | RUnorm | GUint | BUint | AUint, // 0x4912b
R32B24G8RFloatGUintBUnormAUnorm = R32B24G8 | RFloat | GUint | BUnorm | AUnorm, // 0x25385
Zf32X24S8RFloatGUintBUnormAUnorm = Zf32X24S8 | RFloat | GUint | BUnorm | AUnorm, // 0x253b0
A8B8G8R8UnormSrgb = A8B8G8R8 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4908
G4R4Unorm = G4R4 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x2491e
A4B4G4R4Unorm = A4B4G4R4 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24912
A1B5G5R5Unorm = A1B5G5R5 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24914
B5G6R5Unorm = B5G6R5 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24915
A2B10G10R10Unorm = A2B10G10R10 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24909
A2B10G10R10Uint = A2B10G10R10 | RUint | GUint | BUint | AUint, // 0x49209
Bf10Gf11Rf11Float = Bf10Gf11Rf11 | RFloat | GFloat | BFloat | AFloat, // 0x7ffa1
E5B9G9R9SharedExpFloat = E5B9G9R9SharedExp | RFloat | GFloat | BFloat | AFloat, // 0x7ffa0
Bc1Unorm = Bc1 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24924
Bc2Unorm = Bc2 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24925
Bc3Unorm = Bc3 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24926
Bc1UnormSrgb = Bc1 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4924
Bc2UnormSrgb = Bc2 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4925
Bc3UnormSrgb = Bc3 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4926
Bc4Unorm = Bc4 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24927
Bc4Snorm = Bc4 | RSnorm | GSnorm | BSnorm | ASnorm, // 0x124a7
Bc5Unorm = Bc5 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24928
Bc5Snorm = Bc5 | RSnorm | GSnorm | BSnorm | ASnorm, // 0x124a8
Bc7UUnorm = Bc7U | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24917
Bc7UUnormSrgb = Bc7U | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4917
Bc6HSf16Float = Bc6HSf16 | RFloat | GFloat | BFloat | AFloat, // 0x7ff90
Bc6HUf16Float = Bc6HUf16 | RFloat | GFloat | BFloat | AFloat, // 0x7ff91
Etc2RgbUnorm = Etc2Rgb | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24906
Etc2RgbPtaUnorm = Etc2RgbPta | RUnorm | GUnorm | BUnorm | AUnorm, // 0x2490a
Etc2RgbaUnorm = Etc2Rgba | RUnorm | GUnorm | BUnorm | AUnorm, // 0x2490b
Etc2RgbUnormSrgb = Etc2Rgb | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4906
Etc2RgbPtaUnormSrgb = Etc2RgbPta | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa490a
Etc2RgbaUnormSrgb = Etc2Rgba | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa490b
Astc2D4x4Unorm = Astc2D4x4 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24940
Astc2D5x4Unorm = Astc2D5x4 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24950
Astc2D5x5Unorm = Astc2D5x5 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24941
Astc2D6x5Unorm = Astc2D6x5 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24951
Astc2D6x6Unorm = Astc2D6x6 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24942
Astc2D8x5Unorm = Astc2D8x5 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24955
Astc2D8x6Unorm = Astc2D8x6 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24952
Astc2D8x8Unorm = Astc2D8x8 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24944
Astc2D10x5Unorm = Astc2D10x5 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24956
Astc2D10x6Unorm = Astc2D10x6 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24957
Astc2D10x8Unorm = Astc2D10x8 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24953
Astc2D10x10Unorm = Astc2D10x10 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24945
Astc2D12x10Unorm = Astc2D12x10 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24954
Astc2D12x12Unorm = Astc2D12x12 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24946
Astc2D4x4UnormSrgb = Astc2D4x4 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4940
Astc2D5x4UnormSrgb = Astc2D5x4 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4950
Astc2D5x5UnormSrgb = Astc2D5x5 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4941
Astc2D6x5UnormSrgb = Astc2D6x5 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4951
Astc2D6x6UnormSrgb = Astc2D6x6 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4942
Astc2D8x5UnormSrgb = Astc2D8x5 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4955
Astc2D8x6UnormSrgb = Astc2D8x6 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4952
Astc2D8x8UnormSrgb = Astc2D8x8 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4944
Astc2D10x5UnormSrgb = Astc2D10x5 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4956
Astc2D10x6UnormSrgb = Astc2D10x6 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4957
Astc2D10x8UnormSrgb = Astc2D10x8 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4953
Astc2D10x10UnormSrgb = Astc2D10x10 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4945
Astc2D12x10UnormSrgb = Astc2D12x10 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4954
Astc2D12x12UnormSrgb = Astc2D12x12 | RUnorm | GUnorm | BUnorm | AUnorm | Srgb, // 0xa4946
A5B5G5R1Unorm = A5B5G5R1 | RUnorm | GUnorm | BUnorm | AUnorm, // 0x24913
}
private enum VertexAttributeFormat : uint
{
// Width
R32G32B32A32 = 0x01,
R32G32B32 = 0x02,
R16G16B16A16 = 0x03,
R32G32 = 0x04,
R16G16B16 = 0x05,
A8B8G8R8 = 0x2f,
R8G8B8A8 = 0x0a,
X8B8G8R8 = 0x33,
A2B10G10R10 = 0x30,
B10G11R11 = 0x31,
R16G16 = 0x0f,
R32 = 0x12,
R8G8B8 = 0x13,
G8R8 = 0x32,
R8G8 = 0x18,
R16 = 0x1b,
R8 = 0x1d,
A8 = 0x34,
// Type
Snorm = 0x01,
Unorm = 0x02,
Sint = 0x03,
Uint = 0x04,
Uscaled = 0x05,
Sscaled = 0x06,
Float = 0x07,
// Combinations
R8Unorm = (R8 << 21) | (Unorm << 27), // 0x13a00000
R8Snorm = (R8 << 21) | (Snorm << 27), // 0x0ba00000
R8Uint = (R8 << 21) | (Uint << 27), // 0x23a00000
R8Sint = (R8 << 21) | (Sint << 27), // 0x1ba00000
R16Float = (R16 << 21) | (Float << 27), // 0x3b600000
R16Unorm = (R16 << 21) | (Unorm << 27), // 0x13600000
R16Snorm = (R16 << 21) | (Snorm << 27), // 0x0b600000
R16Uint = (R16 << 21) | (Uint << 27), // 0x23600000
R16Sint = (R16 << 21) | (Sint << 27), // 0x1b600000
R32Float = (R32 << 21) | (Float << 27), // 0x3a400000
R32Uint = (R32 << 21) | (Uint << 27), // 0x22400000
R32Sint = (R32 << 21) | (Sint << 27), // 0x1a400000
R8G8Unorm = (R8G8 << 21) | (Unorm << 27), // 0x13000000
R8G8Snorm = (R8G8 << 21) | (Snorm << 27), // 0x0b000000
R8G8Uint = (R8G8 << 21) | (Uint << 27), // 0x23000000
R8G8Sint = (R8G8 << 21) | (Sint << 27), // 0x1b000000
R16G16Float = (R16G16 << 21) | (Float << 27), // 0x39e00000
R16G16Unorm = (R16G16 << 21) | (Unorm << 27), // 0x11e00000
R16G16Snorm = (R16G16 << 21) | (Snorm << 27), // 0x09e00000
R16G16Uint = (R16G16 << 21) | (Uint << 27), // 0x21e00000
R16G16Sint = (R16G16 << 21) | (Sint << 27), // 0x19e00000
R32G32Float = (R32G32 << 21) | (Float << 27), // 0x38800000
R32G32Uint = (R32G32 << 21) | (Uint << 27), // 0x20800000
R32G32Sint = (R32G32 << 21) | (Sint << 27), // 0x18800000
R8G8B8Unorm = (R8G8B8 << 21) | (Unorm << 27), // 0x12600000
R8G8B8Snorm = (R8G8B8 << 21) | (Snorm << 27), // 0x0a600000
R8G8B8Uint = (R8G8B8 << 21) | (Uint << 27), // 0x22600000
R8G8B8Sint = (R8G8B8 << 21) | (Sint << 27), // 0x1a600000
R16G16B16Float = (R16G16B16 << 21) | (Float << 27), // 0x38a00000
R16G16B16Unorm = (R16G16B16 << 21) | (Unorm << 27), // 0x10a00000
R16G16B16Snorm = (R16G16B16 << 21) | (Snorm << 27), // 0x08a00000
R16G16B16Uint = (R16G16B16 << 21) | (Uint << 27), // 0x20a00000
R16G16B16Sint = (R16G16B16 << 21) | (Sint << 27), // 0x18a00000
R32G32B32Float = (R32G32B32 << 21) | (Float << 27), // 0x38400000
R32G32B32Uint = (R32G32B32 << 21) | (Uint << 27), // 0x20400000
R32G32B32Sint = (R32G32B32 << 21) | (Sint << 27), // 0x18400000
R8G8B8A8Unorm = (R8G8B8A8 << 21) | (Unorm << 27), // 0x11400000
R8G8B8A8Snorm = (R8G8B8A8 << 21) | (Snorm << 27), // 0x09400000
R8G8B8A8Uint = (R8G8B8A8 << 21) | (Uint << 27), // 0x21400000
R8G8B8A8Sint = (R8G8B8A8 << 21) | (Sint << 27), // 0x19400000
R16G16B16A16Float = (R16G16B16A16 << 21) | (Float << 27), // 0x38600000
R16G16B16A16Unorm = (R16G16B16A16 << 21) | (Unorm << 27), // 0x10600000
R16G16B16A16Snorm = (R16G16B16A16 << 21) | (Snorm << 27), // 0x08600000
R16G16B16A16Uint = (R16G16B16A16 << 21) | (Uint << 27), // 0x20600000
R16G16B16A16Sint = (R16G16B16A16 << 21) | (Sint << 27), // 0x18600000
R32G32B32A32Float = (R32G32B32A32 << 21) | (Float << 27), // 0x38200000
R32G32B32A32Uint = (R32G32B32A32 << 21) | (Uint << 27), // 0x20200000
R32G32B32A32Sint = (R32G32B32A32 << 21) | (Sint << 27), // 0x18200000
A2B10G10R10Unorm = (A2B10G10R10 << 21) | (Unorm << 27), // 0x16000000
A2B10G10R10Uint = (A2B10G10R10 << 21) | (Uint << 27), // 0x26000000
B10G11R11Float = (B10G11R11 << 21) | (Float << 27), // 0x3e200000
R8Uscaled = (R8 << 21) | (Uscaled << 27), // 0x2ba00000
R8Sscaled = (R8 << 21) | (Sscaled << 27), // 0x33a00000
R16Uscaled = (R16 << 21) | (Uscaled << 27), // 0x2b600000
R16Sscaled = (R16 << 21) | (Sscaled << 27), // 0x33600000
R32Uscaled = (R32 << 21) | (Uscaled << 27), // 0x2a400000
R32Sscaled = (R32 << 21) | (Sscaled << 27), // 0x32400000
R8G8Uscaled = (R8G8 << 21) | (Uscaled << 27), // 0x2b000000
R8G8Sscaled = (R8G8 << 21) | (Sscaled << 27), // 0x33000000
R16G16Uscaled = (R16G16 << 21) | (Uscaled << 27), // 0x29e00000
R16G16Sscaled = (R16G16 << 21) | (Sscaled << 27), // 0x31e00000
R32G32Uscaled = (R32G32 << 21) | (Uscaled << 27), // 0x28800000
R32G32Sscaled = (R32G32 << 21) | (Sscaled << 27), // 0x30800000
R8G8B8Uscaled = (R8G8B8 << 21) | (Uscaled << 27), // 0x2a600000
R8G8B8Sscaled = (R8G8B8 << 21) | (Sscaled << 27), // 0x32600000
R16G16B16Uscaled = (R16G16B16 << 21) | (Uscaled << 27), // 0x28a00000
R16G16B16Sscaled = (R16G16B16 << 21) | (Sscaled << 27), // 0x30a00000
R32G32B32Uscaled = (R32G32B32 << 21) | (Uscaled << 27), // 0x28400000
R32G32B32Sscaled = (R32G32B32 << 21) | (Sscaled << 27), // 0x30400000
R8G8B8A8Uscaled = (R8G8B8A8 << 21) | (Uscaled << 27), // 0x29400000
R8G8B8A8Sscaled = (R8G8B8A8 << 21) | (Sscaled << 27), // 0x31400000
R16G16B16A16Uscaled = (R16G16B16A16 << 21) | (Uscaled << 27), // 0x28600000
R16G16B16A16Sscaled = (R16G16B16A16 << 21) | (Sscaled << 27), // 0x30600000
R32G32B32A32Uscaled = (R32G32B32A32 << 21) | (Uscaled << 27), // 0x28200000
R32G32B32A32Sscaled = (R32G32B32A32 << 21) | (Sscaled << 27), // 0x30200000
A2B10G10R10Snorm = (A2B10G10R10 << 21) | (Snorm << 27), // 0x0e000000
A2B10G10R10Sint = (A2B10G10R10 << 21) | (Sint << 27), // 0x1e000000
A2B10G10R10Uscaled = (A2B10G10R10 << 21) | (Uscaled << 27), // 0x2e000000
A2B10G10R10Sscaled = (A2B10G10R10 << 21) | (Sscaled << 27), // 0x36000000
}
private static readonly Dictionary<TextureFormat, FormatInfo> _textureFormats = new Dictionary<TextureFormat, FormatInfo>()
{
{ TextureFormat.R8Unorm, new FormatInfo(Format.R8Unorm, 1, 1, 1, 1) },
{ TextureFormat.R8Snorm, new FormatInfo(Format.R8Snorm, 1, 1, 1, 1) },
{ TextureFormat.R8Uint, new FormatInfo(Format.R8Uint, 1, 1, 1, 1) },
{ TextureFormat.R8Sint, new FormatInfo(Format.R8Sint, 1, 1, 1, 1) },
{ TextureFormat.R16Float, new FormatInfo(Format.R16Float, 1, 1, 2, 1) },
{ TextureFormat.R16Unorm, new FormatInfo(Format.R16Unorm, 1, 1, 2, 1) },
{ TextureFormat.R16Snorm, new FormatInfo(Format.R16Snorm, 1, 1, 2, 1) },
{ TextureFormat.R16Uint, new FormatInfo(Format.R16Uint, 1, 1, 2, 1) },
{ TextureFormat.R16Sint, new FormatInfo(Format.R16Sint, 1, 1, 2, 1) },
{ TextureFormat.R32Float, new FormatInfo(Format.R32Float, 1, 1, 4, 1) },
{ TextureFormat.R32Uint, new FormatInfo(Format.R32Uint, 1, 1, 4, 1) },
{ TextureFormat.R32Sint, new FormatInfo(Format.R32Sint, 1, 1, 4, 1) },
{ TextureFormat.G8R8Unorm, new FormatInfo(Format.R8G8Unorm, 1, 1, 2, 2) },
{ TextureFormat.G8R8Snorm, new FormatInfo(Format.R8G8Snorm, 1, 1, 2, 2) },
{ TextureFormat.G8R8Uint, new FormatInfo(Format.R8G8Uint, 1, 1, 2, 2) },
{ TextureFormat.G8R8Sint, new FormatInfo(Format.R8G8Sint, 1, 1, 2, 2) },
{ TextureFormat.R16G16Float, new FormatInfo(Format.R16G16Float, 1, 1, 4, 2) },
{ TextureFormat.R16G16Unorm, new FormatInfo(Format.R16G16Unorm, 1, 1, 4, 2) },
{ TextureFormat.R16G16Snorm, new FormatInfo(Format.R16G16Snorm, 1, 1, 4, 2) },
{ TextureFormat.R16G16Uint, new FormatInfo(Format.R16G16Uint, 1, 1, 4, 2) },
{ TextureFormat.R16G16Sint, new FormatInfo(Format.R16G16Sint, 1, 1, 4, 2) },
{ TextureFormat.R32G32Float, new FormatInfo(Format.R32G32Float, 1, 1, 8, 2) },
{ TextureFormat.R32G32Uint, new FormatInfo(Format.R32G32Uint, 1, 1, 8, 2) },
{ TextureFormat.R32G32Sint, new FormatInfo(Format.R32G32Sint, 1, 1, 8, 2) },
{ TextureFormat.R32G32B32Float, new FormatInfo(Format.R32G32B32Float, 1, 1, 12, 3) },
{ TextureFormat.R32G32B32Uint, new FormatInfo(Format.R32G32B32Uint, 1, 1, 12, 3) },
{ TextureFormat.R32G32B32Sint, new FormatInfo(Format.R32G32B32Sint, 1, 1, 12, 3) },
{ TextureFormat.A8B8G8R8Unorm, new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4, 4) },
{ TextureFormat.A8B8G8R8Snorm, new FormatInfo(Format.R8G8B8A8Snorm, 1, 1, 4, 4) },
{ TextureFormat.A8B8G8R8Uint, new FormatInfo(Format.R8G8B8A8Uint, 1, 1, 4, 4) },
{ TextureFormat.A8B8G8R8Sint, new FormatInfo(Format.R8G8B8A8Sint, 1, 1, 4, 4) },
{ TextureFormat.R16G16B16A16Float, new FormatInfo(Format.R16G16B16A16Float, 1, 1, 8, 4) },
{ TextureFormat.R16G16B16A16Unorm, new FormatInfo(Format.R16G16B16A16Unorm, 1, 1, 8, 4) },
{ TextureFormat.R16G16B16A16Snorm, new FormatInfo(Format.R16G16B16A16Snorm, 1, 1, 8, 4) },
{ TextureFormat.R16G16B16A16Uint, new FormatInfo(Format.R16G16B16A16Uint, 1, 1, 8, 4) },
{ TextureFormat.R16G16B16A16Sint, new FormatInfo(Format.R16G16B16A16Sint, 1, 1, 8, 4) },
{ TextureFormat.R32G32B32A32Float, new FormatInfo(Format.R32G32B32A32Float, 1, 1, 16, 4) },
{ TextureFormat.R32G32B32A32Uint, new FormatInfo(Format.R32G32B32A32Uint, 1, 1, 16, 4) },
{ TextureFormat.R32G32B32A32Sint, new FormatInfo(Format.R32G32B32A32Sint, 1, 1, 16, 4) },
{ TextureFormat.Z16Unorm, new FormatInfo(Format.D16Unorm, 1, 1, 2, 1) },
{ TextureFormat.Zf32RFloatGUintBUintAUint, new FormatInfo(Format.D32Float, 1, 1, 4, 1) },
{ TextureFormat.Zf32Float, new FormatInfo(Format.D32Float, 1, 1, 4, 1) },
{ TextureFormat.G24R8RUintGUnormBUnormAUnorm, new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4, 2) },
{ TextureFormat.Z24S8RUintGUnormBUnormAUnorm, new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4, 2) },
{ TextureFormat.Z24S8RUintGUnormBUintAUint, new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4, 2) },
{ TextureFormat.S8Z24RUnormGUintBUintAUint, new FormatInfo(Format.S8UintD24Unorm, 1, 1, 4, 2) },
{ TextureFormat.R32B24G8RFloatGUintBUnormAUnorm, new FormatInfo(Format.D32FloatS8Uint, 1, 1, 8, 2) },
{ TextureFormat.Zf32X24S8RFloatGUintBUnormAUnorm, new FormatInfo(Format.D32FloatS8Uint, 1, 1, 8, 2) },
{ TextureFormat.A8B8G8R8UnormSrgb, new FormatInfo(Format.R8G8B8A8Srgb, 1, 1, 4, 4) },
{ TextureFormat.G4R4Unorm, new FormatInfo(Format.R4G4Unorm, 1, 1, 1, 2) },
{ TextureFormat.A4B4G4R4Unorm, new FormatInfo(Format.R4G4B4A4Unorm, 1, 1, 2, 4) },
{ TextureFormat.A1B5G5R5Unorm, new FormatInfo(Format.R5G5B5A1Unorm, 1, 1, 2, 4) },
{ TextureFormat.B5G6R5Unorm, new FormatInfo(Format.R5G6B5Unorm, 1, 1, 2, 3) },
{ TextureFormat.A2B10G10R10Unorm, new FormatInfo(Format.R10G10B10A2Unorm, 1, 1, 4, 4) },
{ TextureFormat.A2B10G10R10Uint, new FormatInfo(Format.R10G10B10A2Uint, 1, 1, 4, 4) },
{ TextureFormat.Bf10Gf11Rf11Float, new FormatInfo(Format.R11G11B10Float, 1, 1, 4, 3) },
{ TextureFormat.E5B9G9R9SharedExpFloat, new FormatInfo(Format.R9G9B9E5Float, 1, 1, 4, 4) },
{ TextureFormat.Bc1Unorm, new FormatInfo(Format.Bc1RgbaUnorm, 4, 4, 8, 4) },
{ TextureFormat.Bc2Unorm, new FormatInfo(Format.Bc2Unorm, 4, 4, 16, 4) },
{ TextureFormat.Bc3Unorm, new FormatInfo(Format.Bc3Unorm, 4, 4, 16, 4) },
{ TextureFormat.Bc1UnormSrgb, new FormatInfo(Format.Bc1RgbaSrgb, 4, 4, 8, 4) },
{ TextureFormat.Bc2UnormSrgb, new FormatInfo(Format.Bc2Srgb, 4, 4, 16, 4) },
{ TextureFormat.Bc3UnormSrgb, new FormatInfo(Format.Bc3Srgb, 4, 4, 16, 4) },
{ TextureFormat.Bc4Unorm, new FormatInfo(Format.Bc4Unorm, 4, 4, 8, 1) },
{ TextureFormat.Bc4Snorm, new FormatInfo(Format.Bc4Snorm, 4, 4, 8, 1) },
{ TextureFormat.Bc5Unorm, new FormatInfo(Format.Bc5Unorm, 4, 4, 16, 2) },
{ TextureFormat.Bc5Snorm, new FormatInfo(Format.Bc5Snorm, 4, 4, 16, 2) },
{ TextureFormat.Bc7UUnorm, new FormatInfo(Format.Bc7Unorm, 4, 4, 16, 4) },
{ TextureFormat.Bc7UUnormSrgb, new FormatInfo(Format.Bc7Srgb, 4, 4, 16, 4) },
{ TextureFormat.Bc6HSf16Float, new FormatInfo(Format.Bc6HSfloat, 4, 4, 16, 4) },
{ TextureFormat.Bc6HUf16Float, new FormatInfo(Format.Bc6HUfloat, 4, 4, 16, 4) },
{ TextureFormat.Etc2RgbUnorm, new FormatInfo(Format.Etc2RgbUnorm, 4, 4, 8, 3) },
{ TextureFormat.Etc2RgbPtaUnorm, new FormatInfo(Format.Etc2RgbPtaUnorm, 4, 4, 8, 4) },
{ TextureFormat.Etc2RgbaUnorm, new FormatInfo(Format.Etc2RgbaUnorm, 4, 4, 16, 4) },
{ TextureFormat.Etc2RgbUnormSrgb, new FormatInfo(Format.Etc2RgbSrgb, 4, 4, 8, 3) },
{ TextureFormat.Etc2RgbPtaUnormSrgb, new FormatInfo(Format.Etc2RgbPtaSrgb, 4, 4, 8, 4) },
{ TextureFormat.Etc2RgbaUnormSrgb, new FormatInfo(Format.Etc2RgbaSrgb, 4, 4, 16, 4) },
{ TextureFormat.Astc2D4x4Unorm, new FormatInfo(Format.Astc4x4Unorm, 4, 4, 16, 4) },
{ TextureFormat.Astc2D5x4Unorm, new FormatInfo(Format.Astc5x4Unorm, 5, 4, 16, 4) },
{ TextureFormat.Astc2D5x5Unorm, new FormatInfo(Format.Astc5x5Unorm, 5, 5, 16, 4) },
{ TextureFormat.Astc2D6x5Unorm, new FormatInfo(Format.Astc6x5Unorm, 6, 5, 16, 4) },
{ TextureFormat.Astc2D6x6Unorm, new FormatInfo(Format.Astc6x6Unorm, 6, 6, 16, 4) },
{ TextureFormat.Astc2D8x5Unorm, new FormatInfo(Format.Astc8x5Unorm, 8, 5, 16, 4) },
{ TextureFormat.Astc2D8x6Unorm, new FormatInfo(Format.Astc8x6Unorm, 8, 6, 16, 4) },
{ TextureFormat.Astc2D8x8Unorm, new FormatInfo(Format.Astc8x8Unorm, 8, 8, 16, 4) },
{ TextureFormat.Astc2D10x5Unorm, new FormatInfo(Format.Astc10x5Unorm, 10, 5, 16, 4) },
{ TextureFormat.Astc2D10x6Unorm, new FormatInfo(Format.Astc10x6Unorm, 10, 6, 16, 4) },
{ TextureFormat.Astc2D10x8Unorm, new FormatInfo(Format.Astc10x8Unorm, 10, 8, 16, 4) },
{ TextureFormat.Astc2D10x10Unorm, new FormatInfo(Format.Astc10x10Unorm, 10, 10, 16, 4) },
{ TextureFormat.Astc2D12x10Unorm, new FormatInfo(Format.Astc12x10Unorm, 12, 10, 16, 4) },
{ TextureFormat.Astc2D12x12Unorm, new FormatInfo(Format.Astc12x12Unorm, 12, 12, 16, 4) },
{ TextureFormat.Astc2D4x4UnormSrgb, new FormatInfo(Format.Astc4x4Srgb, 4, 4, 16, 4) },
{ TextureFormat.Astc2D5x4UnormSrgb, new FormatInfo(Format.Astc5x4Srgb, 5, 4, 16, 4) },
{ TextureFormat.Astc2D5x5UnormSrgb, new FormatInfo(Format.Astc5x5Srgb, 5, 5, 16, 4) },
{ TextureFormat.Astc2D6x5UnormSrgb, new FormatInfo(Format.Astc6x5Srgb, 6, 5, 16, 4) },
{ TextureFormat.Astc2D6x6UnormSrgb, new FormatInfo(Format.Astc6x6Srgb, 6, 6, 16, 4) },
{ TextureFormat.Astc2D8x5UnormSrgb, new FormatInfo(Format.Astc8x5Srgb, 8, 5, 16, 4) },
{ TextureFormat.Astc2D8x6UnormSrgb, new FormatInfo(Format.Astc8x6Srgb, 8, 6, 16, 4) },
{ TextureFormat.Astc2D8x8UnormSrgb, new FormatInfo(Format.Astc8x8Srgb, 8, 8, 16, 4) },
{ TextureFormat.Astc2D10x5UnormSrgb, new FormatInfo(Format.Astc10x5Srgb, 10, 5, 16, 4) },
{ TextureFormat.Astc2D10x6UnormSrgb, new FormatInfo(Format.Astc10x6Srgb, 10, 6, 16, 4) },
{ TextureFormat.Astc2D10x8UnormSrgb, new FormatInfo(Format.Astc10x8Srgb, 10, 8, 16, 4) },
{ TextureFormat.Astc2D10x10UnormSrgb, new FormatInfo(Format.Astc10x10Srgb, 10, 10, 16, 4) },
{ TextureFormat.Astc2D12x10UnormSrgb, new FormatInfo(Format.Astc12x10Srgb, 12, 10, 16, 4) },
{ TextureFormat.Astc2D12x12UnormSrgb, new FormatInfo(Format.Astc12x12Srgb, 12, 12, 16, 4) },
{ TextureFormat.A5B5G5R1Unorm, new FormatInfo(Format.A1B5G5R5Unorm, 1, 1, 2, 4) }
};
private static readonly Dictionary<VertexAttributeFormat, Format> _attribFormats = new Dictionary<VertexAttributeFormat, Format>()
{
{ VertexAttributeFormat.R8Unorm, Format.R8Unorm },
{ VertexAttributeFormat.R8Snorm, Format.R8Snorm },
{ VertexAttributeFormat.R8Uint, Format.R8Uint },
{ VertexAttributeFormat.R8Sint, Format.R8Sint },
{ VertexAttributeFormat.R16Float, Format.R16Float },
{ VertexAttributeFormat.R16Unorm, Format.R16Unorm },
{ VertexAttributeFormat.R16Snorm, Format.R16Snorm },
{ VertexAttributeFormat.R16Uint, Format.R16Uint },
{ VertexAttributeFormat.R16Sint, Format.R16Sint },
{ VertexAttributeFormat.R32Float, Format.R32Float },
{ VertexAttributeFormat.R32Uint, Format.R32Uint },
{ VertexAttributeFormat.R32Sint, Format.R32Sint },
{ VertexAttributeFormat.R8G8Unorm, Format.R8G8Unorm },
{ VertexAttributeFormat.R8G8Snorm, Format.R8G8Snorm },
{ VertexAttributeFormat.R8G8Uint, Format.R8G8Uint },
{ VertexAttributeFormat.R8G8Sint, Format.R8G8Sint },
{ VertexAttributeFormat.R16G16Float, Format.R16G16Float },
{ VertexAttributeFormat.R16G16Unorm, Format.R16G16Unorm },
{ VertexAttributeFormat.R16G16Snorm, Format.R16G16Snorm },
{ VertexAttributeFormat.R16G16Uint, Format.R16G16Uint },
{ VertexAttributeFormat.R16G16Sint, Format.R16G16Sint },
{ VertexAttributeFormat.R32G32Float, Format.R32G32Float },
{ VertexAttributeFormat.R32G32Uint, Format.R32G32Uint },
{ VertexAttributeFormat.R32G32Sint, Format.R32G32Sint },
{ VertexAttributeFormat.R8G8B8Unorm, Format.R8G8B8Unorm },
{ VertexAttributeFormat.R8G8B8Snorm, Format.R8G8B8Snorm },
{ VertexAttributeFormat.R8G8B8Uint, Format.R8G8B8Uint },
{ VertexAttributeFormat.R8G8B8Sint, Format.R8G8B8Sint },
{ VertexAttributeFormat.R16G16B16Float, Format.R16G16B16Float },
{ VertexAttributeFormat.R16G16B16Unorm, Format.R16G16B16Unorm },
{ VertexAttributeFormat.R16G16B16Snorm, Format.R16G16B16Snorm },
{ VertexAttributeFormat.R16G16B16Uint, Format.R16G16B16Uint },
{ VertexAttributeFormat.R16G16B16Sint, Format.R16G16B16Sint },
{ VertexAttributeFormat.R32G32B32Float, Format.R32G32B32Float },
{ VertexAttributeFormat.R32G32B32Uint, Format.R32G32B32Uint },
{ VertexAttributeFormat.R32G32B32Sint, Format.R32G32B32Sint },
{ VertexAttributeFormat.R8G8B8A8Unorm, Format.R8G8B8A8Unorm },
{ VertexAttributeFormat.R8G8B8A8Snorm, Format.R8G8B8A8Snorm },
{ VertexAttributeFormat.R8G8B8A8Uint, Format.R8G8B8A8Uint },
{ VertexAttributeFormat.R8G8B8A8Sint, Format.R8G8B8A8Sint },
{ VertexAttributeFormat.R16G16B16A16Float, Format.R16G16B16A16Float },
{ VertexAttributeFormat.R16G16B16A16Unorm, Format.R16G16B16A16Unorm },
{ VertexAttributeFormat.R16G16B16A16Snorm, Format.R16G16B16A16Snorm },
{ VertexAttributeFormat.R16G16B16A16Uint, Format.R16G16B16A16Uint },
{ VertexAttributeFormat.R16G16B16A16Sint, Format.R16G16B16A16Sint },
{ VertexAttributeFormat.R32G32B32A32Float, Format.R32G32B32A32Float },
{ VertexAttributeFormat.R32G32B32A32Uint, Format.R32G32B32A32Uint },
{ VertexAttributeFormat.R32G32B32A32Sint, Format.R32G32B32A32Sint },
{ VertexAttributeFormat.A2B10G10R10Unorm, Format.R10G10B10A2Unorm },
{ VertexAttributeFormat.A2B10G10R10Uint, Format.R10G10B10A2Uint },
{ VertexAttributeFormat.B10G11R11Float, Format.R11G11B10Float },
{ VertexAttributeFormat.R8Uscaled, Format.R8Uscaled },
{ VertexAttributeFormat.R8Sscaled, Format.R8Sscaled },
{ VertexAttributeFormat.R16Uscaled, Format.R16Uscaled },
{ VertexAttributeFormat.R16Sscaled, Format.R16Sscaled },
{ VertexAttributeFormat.R32Uscaled, Format.R32Uscaled },
{ VertexAttributeFormat.R32Sscaled, Format.R32Sscaled },
{ VertexAttributeFormat.R8G8Uscaled, Format.R8G8Uscaled },
{ VertexAttributeFormat.R8G8Sscaled, Format.R8G8Sscaled },
{ VertexAttributeFormat.R16G16Uscaled, Format.R16G16Uscaled },
{ VertexAttributeFormat.R16G16Sscaled, Format.R16G16Sscaled },
{ VertexAttributeFormat.R32G32Uscaled, Format.R32G32Uscaled },
{ VertexAttributeFormat.R32G32Sscaled, Format.R32G32Sscaled },
{ VertexAttributeFormat.R8G8B8Uscaled, Format.R8G8B8Uscaled },
{ VertexAttributeFormat.R8G8B8Sscaled, Format.R8G8B8Sscaled },
{ VertexAttributeFormat.R16G16B16Uscaled, Format.R16G16B16Uscaled },
{ VertexAttributeFormat.R16G16B16Sscaled, Format.R16G16B16Sscaled },
{ VertexAttributeFormat.R32G32B32Uscaled, Format.R32G32B32Uscaled },
{ VertexAttributeFormat.R32G32B32Sscaled, Format.R32G32B32Sscaled },
{ VertexAttributeFormat.R8G8B8A8Uscaled, Format.R8G8B8A8Uscaled },
{ VertexAttributeFormat.R8G8B8A8Sscaled, Format.R8G8B8A8Sscaled },
{ VertexAttributeFormat.R16G16B16A16Uscaled, Format.R16G16B16A16Uscaled },
{ VertexAttributeFormat.R16G16B16A16Sscaled, Format.R16G16B16A16Sscaled },
{ VertexAttributeFormat.R32G32B32A32Uscaled, Format.R32G32B32A32Uscaled },
{ VertexAttributeFormat.R32G32B32A32Sscaled, Format.R32G32B32A32Sscaled },
{ VertexAttributeFormat.A2B10G10R10Snorm, Format.R10G10B10A2Snorm },
{ VertexAttributeFormat.A2B10G10R10Sint, Format.R10G10B10A2Sint },
{ VertexAttributeFormat.A2B10G10R10Uscaled, Format.R10G10B10A2Uscaled },
{ VertexAttributeFormat.A2B10G10R10Sscaled, Format.R10G10B10A2Sscaled }
};
/// <summary>
/// Try getting the texture format from an encoded format integer from the Maxwell texture descriptor.
/// </summary>
/// <param name="encoded">The encoded format integer from the texture descriptor</param>
/// <param name="isSrgb">Indicates if the format is a sRGB format</param>
/// <param name="format">The output texture format</param>
/// <returns>True if the format is valid, false otherwise</returns>
public static bool TryGetTextureFormat(uint encoded, bool isSrgb, out FormatInfo format)
{
encoded |= (isSrgb ? 1u << 19 : 0u);
return _textureFormats.TryGetValue((TextureFormat)encoded, out format);
}
/// <summary>
/// Try getting the vertex attribute format from an encoded format integer from Maxwell attribute registers.
/// </summary>
/// <param name="encoded">The encoded format integer from the attribute registers</param>
/// <param name="format">The output vertex attribute format</param>
/// <returns>True if the format is valid, false otherwise</returns>
public static bool TryGetAttribFormat(uint encoded, out Format format)
{
return _attribFormats.TryGetValue((VertexAttributeFormat)encoded, out format);
}
}
}

View file

@ -0,0 +1,10 @@
namespace Ryujinx.Graphics.Gpu.Image
{
interface ITextureDescriptor
{
public uint UnpackFormat();
public TextureTarget UnpackTextureTarget();
public bool UnpackSrgb();
public bool UnpackTextureCoordNormalized();
}
}

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@ -0,0 +1,222 @@
using Ryujinx.Cpu.Tracking;
using Ryujinx.Graphics.Gpu.Memory;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Represents a pool of GPU resources, such as samplers or textures.
/// </summary>
/// <typeparam name="T1">Type of the GPU resource</typeparam>
/// <typeparam name="T2">Type of the descriptor</typeparam>
abstract class Pool<T1, T2> : IDisposable where T2 : unmanaged
{
protected const int DescriptorSize = 0x20;
protected GpuContext Context;
protected PhysicalMemory PhysicalMemory;
protected int SequenceNumber;
protected int ModifiedSequenceNumber;
protected T1[] Items;
protected T2[] DescriptorCache;
/// <summary>
/// The maximum ID value of resources on the pool (inclusive).
/// </summary>
/// <remarks>
/// The maximum amount of resources on the pool is equal to this value plus one.
/// </remarks>
public int MaximumId { get; }
/// <summary>
/// The address of the pool in guest memory.
/// </summary>
public ulong Address { get; }
/// <summary>
/// The size of the pool in bytes.
/// </summary>
public ulong Size { get; }
private readonly CpuMultiRegionHandle _memoryTracking;
private readonly Action<ulong, ulong> _modifiedDelegate;
private int _modifiedSequenceOffset;
private bool _modified;
/// <summary>
/// Creates a new instance of the GPU resource pool.
/// </summary>
/// <param name="context">GPU context that the pool belongs to</param>
/// <param name="physicalMemory">Physical memory where the resource descriptors are mapped</param>
/// <param name="address">Address of the pool in physical memory</param>
/// <param name="maximumId">Maximum index of an item on the pool (inclusive)</param>
public Pool(GpuContext context, PhysicalMemory physicalMemory, ulong address, int maximumId)
{
Context = context;
PhysicalMemory = physicalMemory;
MaximumId = maximumId;
int count = maximumId + 1;
ulong size = (ulong)(uint)count * DescriptorSize;
Items = new T1[count];
DescriptorCache = new T2[count];
Address = address;
Size = size;
_memoryTracking = physicalMemory.BeginGranularTracking(address, size, ResourceKind.Pool);
_memoryTracking.RegisterPreciseAction(address, size, PreciseAction);
_modifiedDelegate = RegionModified;
}
/// <summary>
/// Gets the descriptor for a given ID.
/// </summary>
/// <param name="id">ID of the descriptor. This is effectively a zero-based index</param>
/// <returns>The descriptor</returns>
public T2 GetDescriptor(int id)
{
return PhysicalMemory.Read<T2>(Address + (ulong)id * DescriptorSize);
}
/// <summary>
/// Gets a reference to the descriptor for a given ID.
/// </summary>
/// <param name="id">ID of the descriptor. This is effectively a zero-based index</param>
/// <returns>A reference to the descriptor</returns>
public ref readonly T2 GetDescriptorRef(int id)
{
return ref GetDescriptorRefAddress(Address + (ulong)id * DescriptorSize);
}
/// <summary>
/// Gets a reference to the descriptor for a given address.
/// </summary>
/// <param name="address">Address of the descriptor</param>
/// <returns>A reference to the descriptor</returns>
public ref readonly T2 GetDescriptorRefAddress(ulong address)
{
return ref MemoryMarshal.Cast<byte, T2>(PhysicalMemory.GetSpan(address, DescriptorSize))[0];
}
/// <summary>
/// Gets the GPU resource with the given ID.
/// </summary>
/// <param name="id">ID of the resource. This is effectively a zero-based index</param>
/// <returns>The GPU resource with the given ID</returns>
public abstract T1 Get(int id);
/// <summary>
/// Checks if a given ID is valid and inside the range of the pool.
/// </summary>
/// <param name="id">ID of the descriptor. This is effectively a zero-based index</param>
/// <returns>True if the specified ID is valid, false otherwise</returns>
public bool IsValidId(int id)
{
return (uint)id <= MaximumId;
}
/// <summary>
/// Synchronizes host memory with guest memory.
/// This causes invalidation of pool entries,
/// if a modification of entries by the CPU is detected.
/// </summary>
public void SynchronizeMemory()
{
_modified = false;
_memoryTracking.QueryModified(_modifiedDelegate);
if (_modified)
{
UpdateModifiedSequence();
}
}
/// <summary>
/// Indicate that a region of the pool was modified, and must be loaded from memory.
/// </summary>
/// <param name="mAddress">Start address of the modified region</param>
/// <param name="mSize">Size of the modified region</param>
private void RegionModified(ulong mAddress, ulong mSize)
{
_modified = true;
if (mAddress < Address)
{
mAddress = Address;
}
ulong maxSize = Address + Size - mAddress;
if (mSize > maxSize)
{
mSize = maxSize;
}
InvalidateRangeImpl(mAddress, mSize);
}
/// <summary>
/// Updates the modified sequence number using the current sequence number and offset,
/// indicating that it has been modified.
/// </summary>
protected void UpdateModifiedSequence()
{
ModifiedSequenceNumber = SequenceNumber + _modifiedSequenceOffset;
}
/// <summary>
/// An action to be performed when a precise memory access occurs to this resource.
/// Makes sure that the dirty flags are checked.
/// </summary>
/// <param name="address">Address of the memory action</param>
/// <param name="size">Size in bytes</param>
/// <param name="write">True if the access was a write, false otherwise</param>
private bool PreciseAction(ulong address, ulong size, bool write)
{
if (write && Context.SequenceNumber == SequenceNumber)
{
if (ModifiedSequenceNumber == SequenceNumber + _modifiedSequenceOffset)
{
// The modified sequence number is offset when PreciseActions occur so that
// users checking it will see an increment and know the pool has changed since
// their last look, even though the main SequenceNumber has not been changed.
_modifiedSequenceOffset++;
}
// Force the pool to be checked again the next time it is used.
SequenceNumber--;
}
return false;
}
protected abstract void InvalidateRangeImpl(ulong address, ulong size);
protected abstract void Delete(T1 item);
/// <summary>
/// Performs the disposal of all resources stored on the pool.
/// It's an error to try using the pool after disposal.
/// </summary>
public virtual void Dispose()
{
if (Items != null)
{
for (int index = 0; index < Items.Length; index++)
{
Delete(Items[index]);
}
Items = null;
}
_memoryTracking.Dispose();
}
}
}

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using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Resource pool interface.
/// </summary>
/// <typeparam name="T">Resource pool type</typeparam>
interface IPool<T>
{
/// <summary>
/// Start address of the pool in memory.
/// </summary>
ulong Address { get; }
/// <summary>
/// Linked list node used on the texture pool cache.
/// </summary>
LinkedListNode<T> CacheNode { get; set; }
/// <summary>
/// Timestamp set on the last use of the pool by the cache.
/// </summary>
ulong CacheTimestamp { get; set; }
}
/// <summary>
/// Pool cache.
/// This can keep multiple pools, and return the current one as needed.
/// </summary>
abstract class PoolCache<T> : IDisposable where T : IPool<T>, IDisposable
{
private const int MaxCapacity = 2;
private const ulong MinDeltaForRemoval = 20000;
private readonly GpuContext _context;
private readonly LinkedList<T> _pools;
private ulong _currentTimestamp;
/// <summary>
/// Constructs a new instance of the pool.
/// </summary>
/// <param name="context">GPU context that the texture pool belongs to</param>
public PoolCache(GpuContext context)
{
_context = context;
_pools = new LinkedList<T>();
}
/// <summary>
/// Increments the internal timestamp of the cache that is used to decide when old resources will be deleted.
/// </summary>
public void Tick()
{
_currentTimestamp++;
}
/// <summary>
/// Finds a cache texture pool, or creates a new one if not found.
/// </summary>
/// <param name="channel">GPU channel that the texture pool cache belongs to</param>
/// <param name="address">Start address of the texture pool</param>
/// <param name="maximumId">Maximum ID of the texture pool</param>
/// <returns>The found or newly created texture pool</returns>
public T FindOrCreate(GpuChannel channel, ulong address, int maximumId)
{
// Remove old entries from the cache, if possible.
while (_pools.Count > MaxCapacity && (_currentTimestamp - _pools.First.Value.CacheTimestamp) >= MinDeltaForRemoval)
{
T oldestPool = _pools.First.Value;
_pools.RemoveFirst();
oldestPool.Dispose();
oldestPool.CacheNode = null;
}
T pool;
// Try to find the pool on the cache.
for (LinkedListNode<T> node = _pools.First; node != null; node = node.Next)
{
pool = node.Value;
if (pool.Address == address)
{
if (pool.CacheNode != _pools.Last)
{
_pools.Remove(pool.CacheNode);
pool.CacheNode = _pools.AddLast(pool);
}
pool.CacheTimestamp = _currentTimestamp;
return pool;
}
}
// If not found, create a new one.
pool = CreatePool(_context, channel, address, maximumId);
pool.CacheNode = _pools.AddLast(pool);
pool.CacheTimestamp = _currentTimestamp;
return pool;
}
/// <summary>
/// Creates a new instance of the pool.
/// </summary>
/// <param name="context">GPU context that the pool belongs to</param>
/// <param name="channel">GPU channel that the pool belongs to</param>
/// <param name="address">Address of the pool in guest memory</param>
/// <param name="maximumId">Maximum ID of the pool (equal to maximum minus one)</param>
protected abstract T CreatePool(GpuContext context, GpuChannel channel, ulong address, int maximumId);
public void Dispose()
{
foreach (T pool in _pools)
{
pool.Dispose();
pool.CacheNode = null;
}
_pools.Clear();
}
}
}

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namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Represents a filter used with texture minification linear filtering.
/// </summary>
/// <remarks>
/// This feature is only supported on NVIDIA GPUs.
/// </remarks>
enum ReductionFilter
{
Average,
Minimum,
Maximum
}
}

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using Ryujinx.Graphics.GAL;
using System;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Cached sampler entry for sampler pools.
/// </summary>
class Sampler : IDisposable
{
/// <summary>
/// True if the sampler is disposed, false otherwise.
/// </summary>
public bool IsDisposed { get; private set; }
/// <summary>
/// Host sampler object.
/// </summary>
private readonly ISampler _hostSampler;
/// <summary>
/// Host sampler object, with anisotropy forced.
/// </summary>
private readonly ISampler _anisoSampler;
/// <summary>
/// Creates a new instance of the cached sampler.
/// </summary>
/// <param name="context">The GPU context the sampler belongs to</param>
/// <param name="descriptor">The Maxwell sampler descriptor</param>
public Sampler(GpuContext context, SamplerDescriptor descriptor)
{
MinFilter minFilter = descriptor.UnpackMinFilter();
MagFilter magFilter = descriptor.UnpackMagFilter();
bool seamlessCubemap = descriptor.UnpackSeamlessCubemap();
AddressMode addressU = descriptor.UnpackAddressU();
AddressMode addressV = descriptor.UnpackAddressV();
AddressMode addressP = descriptor.UnpackAddressP();
CompareMode compareMode = descriptor.UnpackCompareMode();
CompareOp compareOp = descriptor.UnpackCompareOp();
ColorF color = new ColorF(
descriptor.BorderColorR,
descriptor.BorderColorG,
descriptor.BorderColorB,
descriptor.BorderColorA);
float minLod = descriptor.UnpackMinLod();
float maxLod = descriptor.UnpackMaxLod();
float mipLodBias = descriptor.UnpackMipLodBias();
float maxRequestedAnisotropy = descriptor.UnpackMaxAnisotropy();
float maxSupportedAnisotropy = context.Capabilities.MaximumSupportedAnisotropy;
_hostSampler = context.Renderer.CreateSampler(new SamplerCreateInfo(
minFilter,
magFilter,
seamlessCubemap,
addressU,
addressV,
addressP,
compareMode,
compareOp,
color,
minLod,
maxLod,
mipLodBias,
Math.Min(maxRequestedAnisotropy, maxSupportedAnisotropy)));
if (GraphicsConfig.MaxAnisotropy >= 0 && GraphicsConfig.MaxAnisotropy <= 16 && (minFilter == MinFilter.LinearMipmapNearest || minFilter == MinFilter.LinearMipmapLinear))
{
maxRequestedAnisotropy = GraphicsConfig.MaxAnisotropy;
_anisoSampler = context.Renderer.CreateSampler(new SamplerCreateInfo(
minFilter,
magFilter,
seamlessCubemap,
addressU,
addressV,
addressP,
compareMode,
compareOp,
color,
minLod,
maxLod,
mipLodBias,
Math.Min(maxRequestedAnisotropy, maxSupportedAnisotropy)));
}
}
/// <summary>
/// Gets a host sampler for the given texture.
/// </summary>
/// <param name="texture">Texture to be sampled</param>
/// <returns>A host sampler</returns>
public ISampler GetHostSampler(Texture texture)
{
return _anisoSampler != null && texture?.CanForceAnisotropy == true ? _anisoSampler : _hostSampler;
}
/// <summary>
/// Disposes the host sampler object.
/// </summary>
public void Dispose()
{
IsDisposed = true;
_hostSampler.Dispose();
_anisoSampler?.Dispose();
}
}
}

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using Ryujinx.Graphics.GAL;
using System.Runtime.CompilerServices;
using System.Runtime.Intrinsics;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Maxwell sampler descriptor structure.
/// This structure defines the sampler descriptor as it is packed on the GPU sampler pool region.
/// </summary>
struct SamplerDescriptor
{
private static readonly float[] _f5ToF32ConversionLut = new float[]
{
0.0f,
0.055555556f,
0.1f,
0.13636364f,
0.16666667f,
0.1923077f,
0.21428572f,
0.23333333f,
0.25f,
0.2777778f,
0.3f,
0.3181818f,
0.33333334f,
0.34615386f,
0.35714287f,
0.36666667f,
0.375f,
0.3888889f,
0.4f,
0.4090909f,
0.41666666f,
0.42307693f,
0.42857143f,
0.43333334f,
0.4375f,
0.44444445f,
0.45f,
0.45454547f,
0.45833334f,
0.46153846f,
0.4642857f,
0.46666667f
};
private static readonly float[] _maxAnisotropyLut = new float[]
{
1, 2, 4, 6, 8, 10, 12, 16
};
private const float Frac8ToF32 = 1.0f / 256.0f;
#pragma warning disable CS0649
public uint Word0;
public uint Word1;
public uint Word2;
public uint Word3;
public float BorderColorR;
public float BorderColorG;
public float BorderColorB;
public float BorderColorA;
#pragma warning restore CS0649
/// <summary>
/// Unpacks the texture wrap mode along the X axis.
/// </summary>
/// <returns>The texture wrap mode enum</returns>
public AddressMode UnpackAddressU()
{
return (AddressMode)(Word0 & 7);
}
// <summary>
/// Unpacks the texture wrap mode along the Y axis.
/// </summary>
/// <returns>The texture wrap mode enum</returns>
public AddressMode UnpackAddressV()
{
return (AddressMode)((Word0 >> 3) & 7);
}
// <summary>
/// Unpacks the texture wrap mode along the Z axis.
/// </summary>
/// <returns>The texture wrap mode enum</returns>
public AddressMode UnpackAddressP()
{
return (AddressMode)((Word0 >> 6) & 7);
}
/// <summary>
/// Unpacks the compare mode used for depth comparison on the shader, for
/// depth buffer texture.
/// This is only relevant for shaders with shadow samplers.
/// </summary>
/// <returns>The depth comparison mode enum</returns>
public CompareMode UnpackCompareMode()
{
return (CompareMode)((Word0 >> 9) & 1);
}
/// <summary>
/// Unpacks the compare operation used for depth comparison on the shader, for
/// depth buffer texture.
/// This is only relevant for shaders with shadow samplers.
/// </summary>
/// <returns>The depth comparison operation enum</returns>
public CompareOp UnpackCompareOp()
{
return (CompareOp)(((Word0 >> 10) & 7) + 1);
}
/// <summary>
/// Unpacks and converts the maximum anisotropy value used for texture anisotropic filtering.
/// </summary>
/// <returns>The maximum anisotropy</returns>
public float UnpackMaxAnisotropy()
{
return _maxAnisotropyLut[(Word0 >> 20) & 7];
}
/// <summary>
/// Unpacks the texture magnification filter.
/// This defines the filtering used when the texture covers an area on the screen
/// that is larger than the texture size.
/// </summary>
/// <returns>The magnification filter</returns>
public MagFilter UnpackMagFilter()
{
return (MagFilter)(Word1 & 3);
}
/// <summary>
/// Unpacks the texture minification filter.
/// This defines the filtering used when the texture covers an area on the screen
/// that is smaller than the texture size.
/// </summary>
/// <returns>The minification filter</returns>
public MinFilter UnpackMinFilter()
{
SamplerMinFilter minFilter = (SamplerMinFilter)((Word1 >> 4) & 3);
SamplerMipFilter mipFilter = (SamplerMipFilter)((Word1 >> 6) & 3);
return ConvertFilter(minFilter, mipFilter);
}
/// <summary>
/// Converts two minification and filter enum, to a single minification enum,
/// including mipmap filtering information, as expected from the host API.
/// </summary>
/// <param name="minFilter">The minification filter</param>
/// <param name="mipFilter">The mipmap level filter</param>
/// <returns>The combined, host API compatible filter enum</returns>
private static MinFilter ConvertFilter(SamplerMinFilter minFilter, SamplerMipFilter mipFilter)
{
switch (mipFilter)
{
case SamplerMipFilter.None:
switch (minFilter)
{
case SamplerMinFilter.Nearest: return MinFilter.Nearest;
case SamplerMinFilter.Linear: return MinFilter.Linear;
}
break;
case SamplerMipFilter.Nearest:
switch (minFilter)
{
case SamplerMinFilter.Nearest: return MinFilter.NearestMipmapNearest;
case SamplerMinFilter.Linear: return MinFilter.LinearMipmapNearest;
}
break;
case SamplerMipFilter.Linear:
switch (minFilter)
{
case SamplerMinFilter.Nearest: return MinFilter.NearestMipmapLinear;
case SamplerMinFilter.Linear: return MinFilter.LinearMipmapLinear;
}
break;
}
return MinFilter.Nearest;
}
/// <summary>
/// Unpacks the seamless cubemap flag.
/// </summary>
/// <returns>The seamless cubemap flag</returns>
public bool UnpackSeamlessCubemap()
{
return (Word1 & (1 << 9)) != 0;
}
/// <summary>
/// Unpacks the reduction filter, used with texture minification linear filtering.
/// This describes how the final value will be computed from neighbouring pixels.
/// </summary>
/// <returns>The reduction filter</returns>
public ReductionFilter UnpackReductionFilter()
{
return (ReductionFilter)((Word1 >> 10) & 3);
}
/// <summary>
/// Unpacks the level-of-detail bias value.
/// This is a bias added to the level-of-detail value as computed by the GPU, used to select
/// which mipmap level to use from a given texture.
/// </summary>
/// <returns>The level-of-detail bias value</returns>
public float UnpackMipLodBias()
{
int fixedValue = (int)(Word1 >> 12) & 0x1fff;
fixedValue = (fixedValue << 19) >> 19;
return fixedValue * Frac8ToF32;
}
/// <summary>
/// Unpacks the level-of-detail snap value.
/// </summary>
/// <returns>The level-of-detail snap value</returns>
public float UnpackLodSnap()
{
return _f5ToF32ConversionLut[(Word1 >> 26) & 0x1f];
}
/// <summary>
/// Unpacks the minimum level-of-detail value.
/// </summary>
/// <returns>The minimum level-of-detail value</returns>
public float UnpackMinLod()
{
return (Word2 & 0xfff) * Frac8ToF32;
}
/// <summary>
/// Unpacks the maximum level-of-detail value.
/// </summary>
/// <returns>The maximum level-of-detail value</returns>
public float UnpackMaxLod()
{
return ((Word2 >> 12) & 0xfff) * Frac8ToF32;
}
/// <summary>
/// Check if two descriptors are equal.
/// </summary>
/// <param name="other">The descriptor to compare against</param>
/// <returns>True if they are equal, false otherwise</returns>
public bool Equals(ref SamplerDescriptor other)
{
return Unsafe.As<SamplerDescriptor, Vector256<byte>>(ref this).Equals(Unsafe.As<SamplerDescriptor, Vector256<byte>>(ref other));
}
}
}

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namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Sampler texture minification filter.
/// </summary>
enum SamplerMinFilter
{
Nearest = 1,
Linear
}
}

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namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Sampler texture mipmap level filter.
/// </summary>
enum SamplerMipFilter
{
None = 1,
Nearest,
Linear
}
}

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using Ryujinx.Graphics.Gpu.Memory;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Sampler pool.
/// </summary>
class SamplerPool : Pool<Sampler, SamplerDescriptor>, IPool<SamplerPool>
{
private float _forcedAnisotropy;
/// <summary>
/// Linked list node used on the sampler pool cache.
/// </summary>
public LinkedListNode<SamplerPool> CacheNode { get; set; }
/// <summary>
/// Timestamp used by the sampler pool cache, updated on every use of this sampler pool.
/// </summary>
public ulong CacheTimestamp { get; set; }
/// <summary>
/// Creates a new instance of the sampler pool.
/// </summary>
/// <param name="context">GPU context that the sampler pool belongs to</param>
/// <param name="physicalMemory">Physical memory where the sampler descriptors are mapped</param>
/// <param name="address">Address of the sampler pool in guest memory</param>
/// <param name="maximumId">Maximum sampler ID of the sampler pool (equal to maximum samplers minus one)</param>
public SamplerPool(GpuContext context, PhysicalMemory physicalMemory, ulong address, int maximumId) : base(context, physicalMemory, address, maximumId)
{
_forcedAnisotropy = GraphicsConfig.MaxAnisotropy;
}
/// <summary>
/// Gets the sampler with the given ID.
/// </summary>
/// <param name="id">ID of the sampler. This is effectively a zero-based index</param>
/// <returns>The sampler with the given ID</returns>
public override Sampler Get(int id)
{
if ((uint)id >= Items.Length)
{
return null;
}
if (SequenceNumber != Context.SequenceNumber)
{
if (_forcedAnisotropy != GraphicsConfig.MaxAnisotropy)
{
_forcedAnisotropy = GraphicsConfig.MaxAnisotropy;
for (int i = 0; i < Items.Length; i++)
{
if (Items[i] != null)
{
Items[i].Dispose();
Items[i] = null;
}
}
UpdateModifiedSequence();
}
SequenceNumber = Context.SequenceNumber;
SynchronizeMemory();
}
Sampler sampler = Items[id];
if (sampler == null)
{
SamplerDescriptor descriptor = GetDescriptor(id);
sampler = new Sampler(Context, descriptor);
Items[id] = sampler;
DescriptorCache[id] = descriptor;
}
return sampler;
}
/// <summary>
/// Checks if the pool was modified, and returns the last sequence number where a modification was detected.
/// </summary>
/// <returns>A number that increments each time a modification is detected</returns>
public int CheckModified()
{
if (SequenceNumber != Context.SequenceNumber)
{
SequenceNumber = Context.SequenceNumber;
if (_forcedAnisotropy != GraphicsConfig.MaxAnisotropy)
{
_forcedAnisotropy = GraphicsConfig.MaxAnisotropy;
for (int i = 0; i < Items.Length; i++)
{
if (Items[i] != null)
{
Items[i].Dispose();
Items[i] = null;
}
}
UpdateModifiedSequence();
}
SynchronizeMemory();
}
return ModifiedSequenceNumber;
}
/// <summary>
/// Implementation of the sampler pool range invalidation.
/// </summary>
/// <param name="address">Start address of the range of the sampler pool</param>
/// <param name="size">Size of the range being invalidated</param>
protected override void InvalidateRangeImpl(ulong address, ulong size)
{
ulong endAddress = address + size;
for (; address < endAddress; address += DescriptorSize)
{
int id = (int)((address - Address) / DescriptorSize);
Sampler sampler = Items[id];
if (sampler != null)
{
SamplerDescriptor descriptor = GetDescriptor(id);
// If the descriptors are the same, the sampler is still valid.
if (descriptor.Equals(ref DescriptorCache[id]))
{
continue;
}
sampler.Dispose();
Items[id] = null;
}
}
}
/// <summary>
/// Deletes a given sampler pool entry.
/// The host memory used by the sampler is released by the driver.
/// </summary>
/// <param name="item">The entry to be deleted</param>
protected override void Delete(Sampler item)
{
item?.Dispose();
}
}
}

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namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Sampler pool cache.
/// This can keep multiple sampler pools, and return the current one as needed.
/// It is useful for applications that uses multiple sampler pools.
/// </summary>
class SamplerPoolCache : PoolCache<SamplerPool>
{
/// <summary>
/// Constructs a new instance of the texture pool.
/// </summary>
/// <param name="context">GPU context that the texture pool belongs to</param>
public SamplerPoolCache(GpuContext context) : base(context)
{
}
/// <summary>
/// Creates a new instance of the sampler pool.
/// </summary>
/// <param name="context">GPU context that the sampler pool belongs to</param>
/// <param name="channel">GPU channel that the texture pool belongs to</param>
/// <param name="address">Address of the sampler pool in guest memory</param>
/// <param name="maximumId">Maximum sampler ID of the sampler pool (equal to maximum samplers minus one)</param>
protected override SamplerPool CreatePool(GpuContext context, GpuChannel channel, ulong address, int maximumId)
{
return new SamplerPool(context, channel.MemoryManager.Physical, address, maximumId);
}
}
}

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using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Texture binding information.
/// This is used for textures that needs to be accessed from shaders.
/// </summary>
readonly struct TextureBindingInfo
{
/// <summary>
/// Shader sampler target type.
/// </summary>
public Target Target { get; }
/// <summary>
/// For images, indicates the format specified on the shader.
/// </summary>
public Format Format { get; }
/// <summary>
/// Shader texture host binding point.
/// </summary>
public int Binding { get; }
/// <summary>
/// Constant buffer slot with the texture handle.
/// </summary>
public int CbufSlot { get; }
/// <summary>
/// Index of the texture handle on the constant buffer at slot <see cref="CbufSlot"/>.
/// </summary>
public int Handle { get; }
/// <summary>
/// Flags from the texture descriptor that indicate how the texture is used.
/// </summary>
public TextureUsageFlags Flags { get; }
/// <summary>
/// Constructs the texture binding information structure.
/// </summary>
/// <param name="target">The shader sampler target type</param>
/// <param name="format">Format of the image as declared on the shader</param>
/// <param name="binding">The shader texture binding point</param>
/// <param name="cbufSlot">Constant buffer slot where the texture handle is located</param>
/// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param>
/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
public TextureBindingInfo(Target target, Format format, int binding, int cbufSlot, int handle, TextureUsageFlags flags)
{
Target = target;
Format = format;
Binding = binding;
CbufSlot = cbufSlot;
Handle = handle;
Flags = flags;
}
/// <summary>
/// Constructs the texture binding information structure.
/// </summary>
/// <param name="target">The shader sampler target type</param>
/// <param name="binding">The shader texture binding point</param>
/// <param name="cbufSlot">Constant buffer slot where the texture handle is located</param>
/// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param>
/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
public TextureBindingInfo(Target target, int binding, int cbufSlot, int handle, TextureUsageFlags flags) : this(target, (Format)0, binding, cbufSlot, handle, flags)
{
}
}
}

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@ -0,0 +1,882 @@
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Types;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Gpu.Shader;
using Ryujinx.Graphics.Shader;
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Texture bindings manager.
/// </summary>
class TextureBindingsManager
{
private const int InitialTextureStateSize = 32;
private const int InitialImageStateSize = 8;
private readonly GpuContext _context;
private readonly bool _isCompute;
private ulong _texturePoolGpuVa;
private int _texturePoolMaximumId;
private TexturePool _texturePool;
private ulong _samplerPoolGpuVa;
private int _samplerPoolMaximumId;
private SamplerIndex _samplerIndex;
private SamplerPool _samplerPool;
private readonly GpuChannel _channel;
private readonly TexturePoolCache _texturePoolCache;
private readonly SamplerPoolCache _samplerPoolCache;
private TexturePool _cachedTexturePool;
private SamplerPool _cachedSamplerPool;
private TextureBindingInfo[][] _textureBindings;
private TextureBindingInfo[][] _imageBindings;
private struct TextureState
{
public ITexture Texture;
public ISampler Sampler;
public int TextureHandle;
public int SamplerHandle;
public Format ImageFormat;
public int InvalidatedSequence;
public Texture CachedTexture;
public Sampler CachedSampler;
}
private TextureState[] _textureState;
private TextureState[] _imageState;
private int _texturePoolSequence;
private int _samplerPoolSequence;
private int _textureBufferIndex;
private readonly float[] _scales;
private bool _scaleChanged;
private int _lastFragmentTotal;
/// <summary>
/// Constructs a new instance of the texture bindings manager.
/// </summary>
/// <param name="context">The GPU context that the texture bindings manager belongs to</param>
/// <param name="channel">The GPU channel that the texture bindings manager belongs to</param>
/// <param name="texturePoolCache">Texture pools cache used to get texture pools from</param>
/// <param name="samplerPoolCache">Sampler pools cache used to get sampler pools from</param>
/// <param name="scales">Array where the scales for the currently bound textures are stored</param>
/// <param name="isCompute">True if the bindings manager is used for the compute engine</param>
public TextureBindingsManager(
GpuContext context,
GpuChannel channel,
TexturePoolCache texturePoolCache,
SamplerPoolCache samplerPoolCache,
float[] scales,
bool isCompute)
{
_context = context;
_channel = channel;
_texturePoolCache = texturePoolCache;
_samplerPoolCache = samplerPoolCache;
_scales = scales;
_isCompute = isCompute;
int stages = isCompute ? 1 : Constants.ShaderStages;
_textureBindings = new TextureBindingInfo[stages][];
_imageBindings = new TextureBindingInfo[stages][];
_textureState = new TextureState[InitialTextureStateSize];
_imageState = new TextureState[InitialImageStateSize];
for (int stage = 0; stage < stages; stage++)
{
_textureBindings[stage] = new TextureBindingInfo[InitialTextureStateSize];
_imageBindings[stage] = new TextureBindingInfo[InitialImageStateSize];
}
}
/// <summary>
/// Sets the texture and image bindings.
/// </summary>
/// <param name="bindings">Bindings for the active shader</param>
public void SetBindings(CachedShaderBindings bindings)
{
_textureBindings = bindings.TextureBindings;
_imageBindings = bindings.ImageBindings;
SetMaxBindings(bindings.MaxTextureBinding, bindings.MaxImageBinding);
}
/// <summary>
/// Sets the max binding indexes for textures and images.
/// </summary>
/// <param name="maxTextureBinding">The maximum texture binding</param>
/// <param name="maxImageBinding">The maximum image binding</param>
public void SetMaxBindings(int maxTextureBinding, int maxImageBinding)
{
if (maxTextureBinding >= _textureState.Length)
{
Array.Resize(ref _textureState, maxTextureBinding + 1);
}
if (maxImageBinding >= _imageState.Length)
{
Array.Resize(ref _imageState, maxImageBinding + 1);
}
}
/// <summary>
/// Sets the textures constant buffer index.
/// The constant buffer specified holds the texture handles.
/// </summary>
/// <param name="index">Constant buffer index</param>
public void SetTextureBufferIndex(int index)
{
_textureBufferIndex = index;
}
/// <summary>
/// Sets the current texture sampler pool to be used.
/// </summary>
/// <param name="gpuVa">Start GPU virtual address of the pool</param>
/// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
/// <param name="samplerIndex">Type of the sampler pool indexing used for bound samplers</param>
public void SetSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
{
_samplerPoolGpuVa = gpuVa;
_samplerPoolMaximumId = maximumId;
_samplerIndex = samplerIndex;
_samplerPool = null;
}
/// <summary>
/// Sets the current texture pool to be used.
/// </summary>
/// <param name="gpuVa">Start GPU virtual address of the pool</param>
/// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
public void SetTexturePool(ulong gpuVa, int maximumId)
{
_texturePoolGpuVa = gpuVa;
_texturePoolMaximumId = maximumId;
_texturePool = null;
}
/// <summary>
/// Gets a texture and a sampler from their respective pools from a texture ID and a sampler ID.
/// </summary>
/// <param name="textureId">ID of the texture</param>
/// <param name="samplerId">ID of the sampler</param>
public (Texture, Sampler) GetTextureAndSampler(int textureId, int samplerId)
{
(TexturePool texturePool, SamplerPool samplerPool) = GetPools();
return (texturePool.Get(textureId), samplerPool.Get(samplerId));
}
/// <summary>
/// Updates the texture scale for a given texture or image.
/// </summary>
/// <param name="texture">Start GPU virtual address of the pool</param>
/// <param name="usageFlags">The related texture usage flags</param>
/// <param name="index">The texture/image binding index</param>
/// <param name="stage">The active shader stage</param>
/// <returns>True if the given texture has become blacklisted, indicating that its host texture may have changed.</returns>
private bool UpdateScale(Texture texture, TextureUsageFlags usageFlags, int index, ShaderStage stage)
{
float result = 1f;
bool changed = false;
if ((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 && texture != null)
{
if ((usageFlags & TextureUsageFlags.ResScaleUnsupported) != 0)
{
changed = texture.ScaleMode != TextureScaleMode.Blacklisted;
texture.BlacklistScale();
}
else
{
switch (stage)
{
case ShaderStage.Fragment:
float scale = texture.ScaleFactor;
if (scale != 1)
{
Texture activeTarget = _channel.TextureManager.GetAnyRenderTarget();
if (activeTarget != null && (activeTarget.Info.Width / (float)texture.Info.Width) == (activeTarget.Info.Height / (float)texture.Info.Height))
{
// If the texture's size is a multiple of the sampler size, enable interpolation using gl_FragCoord. (helps "invent" new integer values between scaled pixels)
result = -scale;
break;
}
}
result = scale;
break;
case ShaderStage.Vertex:
int fragmentIndex = (int)ShaderStage.Fragment - 1;
index += _textureBindings[fragmentIndex].Length + _imageBindings[fragmentIndex].Length;
result = texture.ScaleFactor;
break;
case ShaderStage.Compute:
result = texture.ScaleFactor;
break;
}
}
}
if (result != _scales[index])
{
_scaleChanged = true;
_scales[index] = result;
}
return changed;
}
/// <summary>
/// Determines if the vertex stage requires a scale value.
/// </summary>
private bool VertexRequiresScale()
{
for (int i = 0; i < _textureBindings[0].Length; i++)
{
if ((_textureBindings[0][i].Flags & TextureUsageFlags.NeedsScaleValue) != 0)
{
return true;
}
}
for (int i = 0; i < _imageBindings[0].Length; i++)
{
if ((_imageBindings[0][i].Flags & TextureUsageFlags.NeedsScaleValue) != 0)
{
return true;
}
}
return false;
}
/// <summary>
/// Uploads texture and image scales to the backend when they are used.
/// </summary>
private void CommitRenderScale()
{
// Stage 0 total: Compute or Vertex.
int total = _textureBindings[0].Length + _imageBindings[0].Length;
int fragmentIndex = (int)ShaderStage.Fragment - 1;
int fragmentTotal = _isCompute ? 0 : (_textureBindings[fragmentIndex].Length + _imageBindings[fragmentIndex].Length);
if (total != 0 && fragmentTotal != _lastFragmentTotal && VertexRequiresScale())
{
// Must update scales in the support buffer if:
// - Vertex stage has bindings that require scale.
// - Fragment stage binding count has been updated since last render scale update.
_scaleChanged = true;
}
if (_scaleChanged)
{
if (!_isCompute)
{
total += fragmentTotal; // Add the fragment bindings to the total.
}
_lastFragmentTotal = fragmentTotal;
_context.Renderer.Pipeline.UpdateRenderScale(_scales, total, fragmentTotal);
_scaleChanged = false;
}
}
/// <summary>
/// Ensures that the bindings are visible to the host GPU.
/// Note: this actually performs the binding using the host graphics API.
/// </summary>
/// <param name="specState">Specialization state for the bound shader</param>
/// <returns>True if all bound textures match the current shader specialiation state, false otherwise</returns>
public bool CommitBindings(ShaderSpecializationState specState)
{
(TexturePool texturePool, SamplerPool samplerPool) = GetPools();
// Check if the texture pool has been modified since bindings were last committed.
// If it wasn't, then it's possible to avoid looking up textures again when the handle remains the same.
if (_cachedTexturePool != texturePool || _cachedSamplerPool != samplerPool)
{
Rebind();
_cachedTexturePool = texturePool;
_cachedSamplerPool = samplerPool;
}
bool poolModified = false;
if (texturePool != null)
{
int texturePoolSequence = texturePool.CheckModified();
if (_texturePoolSequence != texturePoolSequence)
{
poolModified = true;
_texturePoolSequence = texturePoolSequence;
}
}
if (samplerPool != null)
{
int samplerPoolSequence = samplerPool.CheckModified();
if (_samplerPoolSequence != samplerPoolSequence)
{
poolModified = true;
_samplerPoolSequence = samplerPoolSequence;
}
}
bool specStateMatches = true;
if (_isCompute)
{
specStateMatches &= CommitTextureBindings(texturePool, samplerPool, ShaderStage.Compute, 0, poolModified, specState);
specStateMatches &= CommitImageBindings(texturePool, ShaderStage.Compute, 0, poolModified, specState);
}
else
{
for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
{
int stageIndex = (int)stage - 1;
specStateMatches &= CommitTextureBindings(texturePool, samplerPool, stage, stageIndex, poolModified, specState);
specStateMatches &= CommitImageBindings(texturePool, stage, stageIndex, poolModified, specState);
}
}
CommitRenderScale();
return specStateMatches;
}
/// <summary>
/// Fetch the constant buffers used for a texture to cache.
/// </summary>
/// <param name="stageIndex">Stage index of the constant buffer</param>
/// <param name="cachedTextureBufferIndex">The currently cached texture buffer index</param>
/// <param name="cachedSamplerBufferIndex">The currently cached sampler buffer index</param>
/// <param name="cachedTextureBuffer">The currently cached texture buffer data</param>
/// <param name="cachedSamplerBuffer">The currently cached sampler buffer data</param>
/// <param name="textureBufferIndex">The new texture buffer index</param>
/// <param name="samplerBufferIndex">The new sampler buffer index</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void UpdateCachedBuffer(
int stageIndex,
scoped ref int cachedTextureBufferIndex,
scoped ref int cachedSamplerBufferIndex,
scoped ref ReadOnlySpan<int> cachedTextureBuffer,
scoped ref ReadOnlySpan<int> cachedSamplerBuffer,
int textureBufferIndex,
int samplerBufferIndex)
{
if (textureBufferIndex != cachedTextureBufferIndex)
{
ref BufferBounds bounds = ref _channel.BufferManager.GetUniformBufferBounds(_isCompute, stageIndex, textureBufferIndex);
cachedTextureBuffer = MemoryMarshal.Cast<byte, int>(_channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
cachedTextureBufferIndex = textureBufferIndex;
if (samplerBufferIndex == textureBufferIndex)
{
cachedSamplerBuffer = cachedTextureBuffer;
cachedSamplerBufferIndex = samplerBufferIndex;
}
}
if (samplerBufferIndex != cachedSamplerBufferIndex)
{
ref BufferBounds bounds = ref _channel.BufferManager.GetUniformBufferBounds(_isCompute, stageIndex, samplerBufferIndex);
cachedSamplerBuffer = MemoryMarshal.Cast<byte, int>(_channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
cachedSamplerBufferIndex = samplerBufferIndex;
}
}
/// <summary>
/// Counts the total number of texture bindings used by all shader stages.
/// </summary>
/// <returns>The total amount of textures used</returns>
private int GetTextureBindingsCount()
{
int count = 0;
for (int i = 0; i < _textureBindings.Length; i++)
{
if (_textureBindings[i] != null)
{
count += _textureBindings[i].Length;
}
}
return count;
}
/// <summary>
/// Ensures that the texture bindings are visible to the host GPU.
/// Note: this actually performs the binding using the host graphics API.
/// </summary>
/// <param name="texturePool">The current texture pool</param>
/// <param name="samplerPool">The current sampler pool</param>
/// <param name="stage">The shader stage using the textures to be bound</param>
/// <param name="stageIndex">The stage number of the specified shader stage</param
/// <param name="poolModified">True if either the texture or sampler pool was modified, false otherwise</param>
/// <param name="specState">Specialization state for the bound shader</param>
/// <returns>True if all bound textures match the current shader specialiation state, false otherwise</returns>
private bool CommitTextureBindings(
TexturePool texturePool,
SamplerPool samplerPool,
ShaderStage stage,
int stageIndex,
bool poolModified,
ShaderSpecializationState specState)
{
int textureCount = _textureBindings[stageIndex].Length;
if (textureCount == 0)
{
return true;
}
if (texturePool == null)
{
Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses textures, but texture pool was not set.");
return true;
}
bool specStateMatches = true;
int cachedTextureBufferIndex = -1;
int cachedSamplerBufferIndex = -1;
ReadOnlySpan<int> cachedTextureBuffer = Span<int>.Empty;
ReadOnlySpan<int> cachedSamplerBuffer = Span<int>.Empty;
for (int index = 0; index < textureCount; index++)
{
TextureBindingInfo bindingInfo = _textureBindings[stageIndex][index];
TextureUsageFlags usageFlags = bindingInfo.Flags;
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
UpdateCachedBuffer(stageIndex, ref cachedTextureBufferIndex, ref cachedSamplerBufferIndex, ref cachedTextureBuffer, ref cachedSamplerBuffer, textureBufferIndex, samplerBufferIndex);
int packedId = TextureHandle.ReadPackedId(bindingInfo.Handle, cachedTextureBuffer, cachedSamplerBuffer);
int textureId = TextureHandle.UnpackTextureId(packedId);
int samplerId;
if (_samplerIndex == SamplerIndex.ViaHeaderIndex)
{
samplerId = textureId;
}
else
{
samplerId = TextureHandle.UnpackSamplerId(packedId);
}
ref TextureState state = ref _textureState[bindingInfo.Binding];
if (!poolModified &&
state.TextureHandle == textureId &&
state.SamplerHandle == samplerId &&
state.CachedTexture != null &&
state.CachedTexture.InvalidatedSequence == state.InvalidatedSequence &&
state.CachedSampler?.IsDisposed != true)
{
// The texture is already bound.
state.CachedTexture.SynchronizeMemory();
if ((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 &&
UpdateScale(state.CachedTexture, usageFlags, index, stage))
{
ITexture hostTextureRebind = state.CachedTexture.GetTargetTexture(bindingInfo.Target);
state.Texture = hostTextureRebind;
_context.Renderer.Pipeline.SetTextureAndSampler(stage, bindingInfo.Binding, hostTextureRebind, state.Sampler);
}
continue;
}
state.TextureHandle = textureId;
state.SamplerHandle = samplerId;
ref readonly TextureDescriptor descriptor = ref texturePool.GetForBinding(textureId, out Texture texture);
specStateMatches &= specState.MatchesTexture(stage, index, descriptor);
Sampler sampler = samplerPool?.Get(samplerId);
ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
ISampler hostSampler = sampler?.GetHostSampler(texture);
if (hostTexture != null && texture.Target == Target.TextureBuffer)
{
// Ensure that the buffer texture is using the correct buffer as storage.
// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
// to ensure we're not using a old buffer that was already deleted.
_channel.BufferManager.SetBufferTextureStorage(stage, hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, bindingInfo.Format, false);
// Cache is not used for buffer texture, it must always rebind.
state.CachedTexture = null;
}
else
{
bool textureOrSamplerChanged = state.Texture != hostTexture || state.Sampler != hostSampler;
if ((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 &&
UpdateScale(texture, usageFlags, index, stage))
{
hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
textureOrSamplerChanged = true;
}
if (textureOrSamplerChanged)
{
state.Texture = hostTexture;
state.Sampler = hostSampler;
_context.Renderer.Pipeline.SetTextureAndSampler(stage, bindingInfo.Binding, hostTexture, hostSampler);
}
state.CachedTexture = texture;
state.CachedSampler = sampler;
state.InvalidatedSequence = texture?.InvalidatedSequence ?? 0;
}
}
return specStateMatches;
}
/// <summary>
/// Ensures that the image bindings are visible to the host GPU.
/// Note: this actually performs the binding using the host graphics API.
/// </summary>
/// <param name="pool">The current texture pool</param>
/// <param name="stage">The shader stage using the textures to be bound</param>
/// <param name="stageIndex">The stage number of the specified shader stage</param>
/// <param name="poolModified">True if either the texture or sampler pool was modified, false otherwise</param>
/// <param name="specState">Specialization state for the bound shader</param>
/// <returns>True if all bound images match the current shader specialiation state, false otherwise</returns>
private bool CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex, bool poolModified, ShaderSpecializationState specState)
{
int imageCount = _imageBindings[stageIndex].Length;
if (imageCount == 0)
{
return true;
}
if (pool == null)
{
Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses images, but texture pool was not set.");
return true;
}
// Scales for images appear after the texture ones.
int baseScaleIndex = _textureBindings[stageIndex].Length;
int cachedTextureBufferIndex = -1;
int cachedSamplerBufferIndex = -1;
ReadOnlySpan<int> cachedTextureBuffer = Span<int>.Empty;
ReadOnlySpan<int> cachedSamplerBuffer = Span<int>.Empty;
bool specStateMatches = true;
for (int index = 0; index < imageCount; index++)
{
TextureBindingInfo bindingInfo = _imageBindings[stageIndex][index];
TextureUsageFlags usageFlags = bindingInfo.Flags;
int scaleIndex = baseScaleIndex + index;
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
UpdateCachedBuffer(stageIndex, ref cachedTextureBufferIndex, ref cachedSamplerBufferIndex, ref cachedTextureBuffer, ref cachedSamplerBuffer, textureBufferIndex, samplerBufferIndex);
int packedId = TextureHandle.ReadPackedId(bindingInfo.Handle, cachedTextureBuffer, cachedSamplerBuffer);
int textureId = TextureHandle.UnpackTextureId(packedId);
ref TextureState state = ref _imageState[bindingInfo.Binding];
bool isStore = bindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);
if (!poolModified &&
state.TextureHandle == textureId &&
state.CachedTexture != null &&
state.CachedTexture.InvalidatedSequence == state.InvalidatedSequence)
{
Texture cachedTexture = state.CachedTexture;
// The texture is already bound.
cachedTexture.SynchronizeMemory();
if (isStore)
{
cachedTexture?.SignalModified();
}
Format format = bindingInfo.Format == 0 ? cachedTexture.Format : bindingInfo.Format;
if (state.ImageFormat != format ||
((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 &&
UpdateScale(state.CachedTexture, usageFlags, scaleIndex, stage)))
{
ITexture hostTextureRebind = state.CachedTexture.GetTargetTexture(bindingInfo.Target);
state.Texture = hostTextureRebind;
state.ImageFormat = format;
_context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTextureRebind, format);
}
continue;
}
state.TextureHandle = textureId;
ref readonly TextureDescriptor descriptor = ref pool.GetForBinding(textureId, out Texture texture);
specStateMatches &= specState.MatchesImage(stage, index, descriptor);
ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
if (hostTexture != null && texture.Target == Target.TextureBuffer)
{
// Ensure that the buffer texture is using the correct buffer as storage.
// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
// to ensure we're not using a old buffer that was already deleted.
Format format = bindingInfo.Format;
if (format == 0 && texture != null)
{
format = texture.Format;
}
_channel.BufferManager.SetBufferTextureStorage(stage, hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, format, true);
// Cache is not used for buffer texture, it must always rebind.
state.CachedTexture = null;
}
else
{
if (isStore)
{
texture?.SignalModified();
}
if ((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 &&
UpdateScale(texture, usageFlags, scaleIndex, stage))
{
hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
}
if (state.Texture != hostTexture)
{
state.Texture = hostTexture;
Format format = bindingInfo.Format;
if (format == 0 && texture != null)
{
format = texture.Format;
}
state.ImageFormat = format;
_context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTexture, format);
}
state.CachedTexture = texture;
state.InvalidatedSequence = texture?.InvalidatedSequence ?? 0;
}
}
return specStateMatches;
}
/// <summary>
/// Gets the texture descriptor for a given texture handle.
/// </summary>
/// <param name="poolGpuVa">GPU virtual address of the texture pool</param>
/// <param name="bufferIndex">Index of the constant buffer with texture handles</param>
/// <param name="maximumId">Maximum ID of the texture pool</param>
/// <param name="stageIndex">The stage number where the texture is bound</param>
/// <param name="handle">The texture handle</param>
/// <param name="cbufSlot">The texture handle's constant buffer slot</param>
/// <returns>The texture descriptor for the specified texture</returns>
public TextureDescriptor GetTextureDescriptor(
ulong poolGpuVa,
int bufferIndex,
int maximumId,
int stageIndex,
int handle,
int cbufSlot)
{
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(cbufSlot, bufferIndex);
int packedId = ReadPackedId(stageIndex, handle, textureBufferIndex, samplerBufferIndex);
int textureId = TextureHandle.UnpackTextureId(packedId);
ulong poolAddress = _channel.MemoryManager.Translate(poolGpuVa);
TexturePool texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, maximumId);
TextureDescriptor descriptor;
if (texturePool.IsValidId(textureId))
{
descriptor = texturePool.GetDescriptor(textureId);
}
else
{
// If the ID is not valid, we just return a default descriptor with the most common state.
// Since this is used for shader specialization, doing so might avoid the need for recompilations.
descriptor = new TextureDescriptor();
descriptor.Word4 |= (uint)TextureTarget.Texture2D << 23;
descriptor.Word5 |= 1u << 31; // Coords normalized.
}
return descriptor;
}
/// <summary>
/// Reads a packed texture and sampler ID (basically, the real texture handle)
/// from the texture constant buffer.
/// </summary>
/// <param name="stageIndex">The number of the shader stage where the texture is bound</param>
/// <param name="wordOffset">A word offset of the handle on the buffer (the "fake" shader handle)</param>
/// <param name="textureBufferIndex">Index of the constant buffer holding the texture handles</param>
/// <param name="samplerBufferIndex">Index of the constant buffer holding the sampler handles</param>
/// <returns>The packed texture and sampler ID (the real texture handle)</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private int ReadPackedId(int stageIndex, int wordOffset, int textureBufferIndex, int samplerBufferIndex)
{
(int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = TextureHandle.UnpackOffsets(wordOffset);
ulong textureBufferAddress = _isCompute
? _channel.BufferManager.GetComputeUniformBufferAddress(textureBufferIndex)
: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
int handle = textureBufferAddress != 0
? _channel.MemoryManager.Physical.Read<int>(textureBufferAddress + (uint)textureWordOffset * 4)
: 0;
// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
// bindless textures on the shader), we extend it with another value on the higher 16 bits with
// another offset for the sampler.
// The shader translator has code to detect separate texture and sampler uses with a bindless texture,
// turn that into a regular texture access and produce those special handles with values on the higher 16 bits.
if (handleType != TextureHandleType.CombinedSampler)
{
int samplerHandle;
if (handleType != TextureHandleType.SeparateConstantSamplerHandle)
{
ulong samplerBufferAddress = _isCompute
? _channel.BufferManager.GetComputeUniformBufferAddress(samplerBufferIndex)
: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, samplerBufferIndex);
samplerHandle = samplerBufferAddress != 0
? _channel.MemoryManager.Physical.Read<int>(samplerBufferAddress + (uint)samplerWordOffset * 4)
: 0;
}
else
{
samplerHandle = samplerWordOffset;
}
if (handleType == TextureHandleType.SeparateSamplerId ||
handleType == TextureHandleType.SeparateConstantSamplerHandle)
{
samplerHandle <<= 20;
}
handle |= samplerHandle;
}
return handle;
}
/// <summary>
/// Gets the texture and sampler pool for the GPU virtual address that are currently set.
/// </summary>
/// <returns>The texture and sampler pools</returns>
private (TexturePool, SamplerPool) GetPools()
{
MemoryManager memoryManager = _channel.MemoryManager;
TexturePool texturePool = _texturePool;
SamplerPool samplerPool = _samplerPool;
if (texturePool == null)
{
ulong poolAddress = memoryManager.Translate(_texturePoolGpuVa);
if (poolAddress != MemoryManager.PteUnmapped)
{
texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, _texturePoolMaximumId);
_texturePool = texturePool;
}
}
if (samplerPool == null)
{
ulong poolAddress = memoryManager.Translate(_samplerPoolGpuVa);
if (poolAddress != MemoryManager.PteUnmapped)
{
samplerPool = _samplerPoolCache.FindOrCreate(_channel, poolAddress, _samplerPoolMaximumId);
_samplerPool = samplerPool;
}
}
return (texturePool, samplerPool);
}
/// <summary>
/// Forces the texture and sampler pools to be re-loaded from the cache on next use.
/// </summary>
/// <remarks>
/// This should be called if the memory mappings change, to ensure the correct pools are being used.
/// </remarks>
public void ReloadPools()
{
_samplerPool = null;
_texturePool = null;
}
/// <summary>
/// Force all bound textures and images to be rebound the next time CommitBindings is called.
/// </summary>
public void Rebind()
{
Array.Clear(_textureState);
Array.Clear(_imageState);
}
}
}

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using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Texture;
using System;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Texture format compatibility checks.
/// </summary>
static class TextureCompatibility
{
private enum FormatClass
{
Unclassified,
Bc1Rgba,
Bc2,
Bc3,
Bc4,
Bc5,
Bc6,
Bc7,
Etc2Rgb,
Etc2Rgba,
Astc4x4,
Astc5x4,
Astc5x5,
Astc6x5,
Astc6x6,
Astc8x5,
Astc8x6,
Astc8x8,
Astc10x5,
Astc10x6,
Astc10x8,
Astc10x10,
Astc12x10,
Astc12x12
}
/// <summary>
/// Checks if a format is host incompatible.
/// </summary>
/// <remarks>
/// Host incompatible formats can't be used directly, the texture data needs to be converted
/// to a compatible format first.
/// </remarks>
/// <param name="info">Texture information</param>
/// <param name="caps">Host GPU capabilities</param>
/// <returns>True if the format is incompatible, false otherwise</returns>
public static bool IsFormatHostIncompatible(TextureInfo info, Capabilities caps)
{
Format originalFormat = info.FormatInfo.Format;
return ToHostCompatibleFormat(info, caps).Format != originalFormat;
}
/// <summary>
/// Converts a incompatible format to a host compatible format, or return the format directly
/// if it is already host compatible.
/// </summary>
/// <remarks>
/// This can be used to convert a incompatible compressed format to the decompressor
/// output format.
/// </remarks>
/// <param name="info">Texture information</param>
/// <param name="caps">Host GPU capabilities</param>
/// <returns>A host compatible format</returns>
public static FormatInfo ToHostCompatibleFormat(TextureInfo info, Capabilities caps)
{
// The host API does not support those compressed formats.
// We assume software decompression will be done for those textures,
// and so we adjust the format here to match the decompressor output.
if (!caps.SupportsAstcCompression)
{
if (info.FormatInfo.Format.IsAstcUnorm())
{
return GraphicsConfig.EnableTextureRecompression
? new FormatInfo(Format.Bc7Unorm, 4, 4, 16, 4)
: new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4, 4);
}
else if (info.FormatInfo.Format.IsAstcSrgb())
{
return GraphicsConfig.EnableTextureRecompression
? new FormatInfo(Format.Bc7Srgb, 4, 4, 16, 4)
: new FormatInfo(Format.R8G8B8A8Srgb, 1, 1, 4, 4);
}
}
if (!HostSupportsBcFormat(info.FormatInfo.Format, info.Target, caps))
{
switch (info.FormatInfo.Format)
{
case Format.Bc1RgbaSrgb:
case Format.Bc2Srgb:
case Format.Bc3Srgb:
case Format.Bc7Srgb:
return new FormatInfo(Format.R8G8B8A8Srgb, 1, 1, 4, 4);
case Format.Bc1RgbaUnorm:
case Format.Bc2Unorm:
case Format.Bc3Unorm:
case Format.Bc7Unorm:
return new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4, 4);
case Format.Bc4Unorm:
return new FormatInfo(Format.R8Unorm, 1, 1, 1, 1);
case Format.Bc4Snorm:
return new FormatInfo(Format.R8Snorm, 1, 1, 1, 1);
case Format.Bc5Unorm:
return new FormatInfo(Format.R8G8Unorm, 1, 1, 2, 2);
case Format.Bc5Snorm:
return new FormatInfo(Format.R8G8Snorm, 1, 1, 2, 2);
case Format.Bc6HSfloat:
case Format.Bc6HUfloat:
return new FormatInfo(Format.R16G16B16A16Float, 1, 1, 8, 4);
}
}
if (!caps.SupportsEtc2Compression)
{
switch (info.FormatInfo.Format)
{
case Format.Etc2RgbaSrgb:
case Format.Etc2RgbPtaSrgb:
case Format.Etc2RgbSrgb:
return new FormatInfo(Format.R8G8B8A8Srgb, 1, 1, 4, 4);
case Format.Etc2RgbaUnorm:
case Format.Etc2RgbPtaUnorm:
case Format.Etc2RgbUnorm:
return new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4, 4);
}
}
if (!caps.SupportsR4G4Format && info.FormatInfo.Format == Format.R4G4Unorm)
{
if (caps.SupportsR4G4B4A4Format)
{
return new FormatInfo(Format.R4G4B4A4Unorm, 1, 1, 2, 4);
}
else
{
return new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4, 4);
}
}
if (info.FormatInfo.Format == Format.R4G4B4A4Unorm)
{
if (!caps.SupportsR4G4B4A4Format)
{
return new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4, 4);
}
}
else if (!caps.Supports5BitComponentFormat && info.FormatInfo.Format.Is16BitPacked())
{
return new FormatInfo(info.FormatInfo.Format.IsBgr() ? Format.B8G8R8A8Unorm : Format.R8G8B8A8Unorm, 1, 1, 4, 4);
}
return info.FormatInfo;
}
/// <summary>
/// Checks if the host API supports a given texture compression format of the BC family.
/// </summary>
/// <param name="format">BC format to be checked</param>
/// <param name="target">Target usage of the texture</param>
/// <param name="caps">Host GPU Capabilities</param>
/// <returns>True if the texture host supports the format with the given target usage, false otherwise</returns>
public static bool HostSupportsBcFormat(Format format, Target target, Capabilities caps)
{
bool not3DOr3DCompressionSupported = target != Target.Texture3D || caps.Supports3DTextureCompression;
switch (format)
{
case Format.Bc1RgbaSrgb:
case Format.Bc1RgbaUnorm:
case Format.Bc2Srgb:
case Format.Bc2Unorm:
case Format.Bc3Srgb:
case Format.Bc3Unorm:
return caps.SupportsBc123Compression && not3DOr3DCompressionSupported;
case Format.Bc4Unorm:
case Format.Bc4Snorm:
case Format.Bc5Unorm:
case Format.Bc5Snorm:
return caps.SupportsBc45Compression && not3DOr3DCompressionSupported;
case Format.Bc6HSfloat:
case Format.Bc6HUfloat:
case Format.Bc7Srgb:
case Format.Bc7Unorm:
return caps.SupportsBc67Compression && not3DOr3DCompressionSupported;
}
return true;
}
/// <summary>
/// Determines whether a texture can flush its data back to guest memory.
/// </summary>
/// <param name="info">Texture information</param>
/// <param name="caps">Host GPU Capabilities</param>
/// <returns>True if the texture can flush, false otherwise</returns>
public static bool CanTextureFlush(TextureInfo info, Capabilities caps)
{
if (IsFormatHostIncompatible(info, caps))
{
return false; // Flushing this format is not supported, as it may have been converted to another host format.
}
if (info.Target == Target.Texture2DMultisample ||
info.Target == Target.Texture2DMultisampleArray)
{
return false; // Flushing multisample textures is not supported, the host does not allow getting their data.
}
return true;
}
/// <summary>
/// Checks if the texture format matches with the specified texture information.
/// </summary>
/// <param name="lhs">Texture information to compare</param>
/// <param name="rhs">Texture information to compare with</param>
/// <param name="forSampler">Indicates that the texture will be used for shader sampling</param>
/// <param name="forCopy">Indicates that the texture will be used as copy source or target</param>
/// <returns>A value indicating how well the formats match</returns>
public static TextureMatchQuality FormatMatches(TextureInfo lhs, TextureInfo rhs, bool forSampler, bool forCopy)
{
// D32F and R32F texture have the same representation internally,
// however the R32F format is used to sample from depth textures.
if (lhs.FormatInfo.Format == Format.D32Float && rhs.FormatInfo.Format == Format.R32Float && (forSampler || forCopy))
{
return TextureMatchQuality.FormatAlias;
}
if (forCopy)
{
// The 2D engine does not support depth-stencil formats, so it will instead
// use equivalent color formats. We must also consider them as compatible.
if (lhs.FormatInfo.Format == Format.S8Uint && rhs.FormatInfo.Format == Format.R8Unorm)
{
return TextureMatchQuality.FormatAlias;
}
if (lhs.FormatInfo.Format == Format.D16Unorm && rhs.FormatInfo.Format == Format.R16Unorm)
{
return TextureMatchQuality.FormatAlias;
}
if ((lhs.FormatInfo.Format == Format.D24UnormS8Uint ||
lhs.FormatInfo.Format == Format.S8UintD24Unorm) && rhs.FormatInfo.Format == Format.B8G8R8A8Unorm)
{
return TextureMatchQuality.FormatAlias;
}
}
return lhs.FormatInfo.Format == rhs.FormatInfo.Format ? TextureMatchQuality.Perfect : TextureMatchQuality.NoMatch;
}
/// <summary>
/// Checks if the texture layout specified matches with this texture layout.
/// The layout information is composed of the Stride for linear textures, or GOB block size
/// for block linear textures.
/// </summary>
/// <param name="lhs">Texture information to compare</param>
/// <param name="rhs">Texture information to compare with</param>
/// <returns>True if the layout matches, false otherwise</returns>
public static bool LayoutMatches(TextureInfo lhs, TextureInfo rhs)
{
if (lhs.IsLinear != rhs.IsLinear)
{
return false;
}
// For linear textures, gob block sizes are ignored.
// For block linear textures, the stride is ignored.
if (rhs.IsLinear)
{
return lhs.Stride == rhs.Stride;
}
else
{
return lhs.GobBlocksInY == rhs.GobBlocksInY &&
lhs.GobBlocksInZ == rhs.GobBlocksInZ;
}
}
/// <summary>
/// Obtain the minimum compatibility level of two provided view compatibility results.
/// </summary>
/// <param name="first">The first compatibility level</param>
/// <param name="second">The second compatibility level</param>
/// <returns>The minimum compatibility level of two provided view compatibility results</returns>
public static TextureViewCompatibility PropagateViewCompatibility(TextureViewCompatibility first, TextureViewCompatibility second)
{
if (first == TextureViewCompatibility.Incompatible || second == TextureViewCompatibility.Incompatible)
{
return TextureViewCompatibility.Incompatible;
}
else if (first == TextureViewCompatibility.LayoutIncompatible || second == TextureViewCompatibility.LayoutIncompatible)
{
return TextureViewCompatibility.LayoutIncompatible;
}
else if (first == TextureViewCompatibility.CopyOnly || second == TextureViewCompatibility.CopyOnly)
{
return TextureViewCompatibility.CopyOnly;
}
else
{
return TextureViewCompatibility.Full;
}
}
/// <summary>
/// Checks if the sizes of two texture levels are copy compatible.
/// </summary>
/// <param name="lhs">Texture information of the texture view</param>
/// <param name="rhs">Texture information of the texture view to match against</param>
/// <param name="lhsLevel">Mipmap level of the texture view in relation to this texture</param>
/// <param name="rhsLevel">Mipmap level of the texture view in relation to the second texture</param>
/// <returns>True if both levels are view compatible</returns>
public static bool CopySizeMatches(TextureInfo lhs, TextureInfo rhs, int lhsLevel, int rhsLevel)
{
Size size = GetAlignedSize(lhs, lhsLevel);
Size otherSize = GetAlignedSize(rhs, rhsLevel);
if (size.Width == otherSize.Width && size.Height == otherSize.Height)
{
return true;
}
else if (lhs.IsLinear && rhs.IsLinear)
{
// Copy between linear textures with matching stride.
int stride = BitUtils.AlignUp(Math.Max(1, lhs.Stride >> lhsLevel), Constants.StrideAlignment);
return stride == rhs.Stride;
}
else
{
return false;
}
}
/// <summary>
/// Checks if the sizes of two given textures are view compatible.
/// </summary>
/// <param name="lhs">Texture information of the texture view</param>
/// <param name="rhs">Texture information of the texture view to match against</param>
/// <param name="exact">Indicates if the sizes must be exactly equal</param>
/// <param name="level">Mipmap level of the texture view in relation to this texture</param>
/// <returns>The view compatibility level of the view sizes</returns>
public static TextureViewCompatibility ViewSizeMatches(TextureInfo lhs, TextureInfo rhs, bool exact, int level)
{
Size lhsAlignedSize = GetAlignedSize(lhs, level);
Size rhsAlignedSize = GetAlignedSize(rhs);
Size lhsSize = GetSizeInBlocks(lhs, level);
Size rhsSize = GetSizeInBlocks(rhs);
bool alignedWidthMatches = lhsAlignedSize.Width == rhsAlignedSize.Width;
if (lhs.FormatInfo.BytesPerPixel != rhs.FormatInfo.BytesPerPixel && IsIncompatibleFormatAliasingAllowed(lhs.FormatInfo, rhs.FormatInfo))
{
alignedWidthMatches = lhsSize.Width * lhs.FormatInfo.BytesPerPixel == rhsSize.Width * rhs.FormatInfo.BytesPerPixel;
}
TextureViewCompatibility result = TextureViewCompatibility.Full;
// For copies, we can copy a subset of the 3D texture slices,
// so the depth may be different in this case.
if (rhs.Target == Target.Texture3D && lhsSize.Depth != rhsSize.Depth)
{
result = TextureViewCompatibility.CopyOnly;
}
// Some APIs align the width for copy and render target textures,
// so the width may not match in this case for different uses of the same texture.
// To account for this, we compare the aligned width here.
// We expect height to always match exactly, if the texture is the same.
if (alignedWidthMatches && lhsSize.Height == rhsSize.Height)
{
return (exact && lhsSize.Width != rhsSize.Width) || lhsSize.Width < rhsSize.Width
? TextureViewCompatibility.CopyOnly
: result;
}
else if (lhs.IsLinear && rhs.IsLinear && lhsSize.Height == rhsSize.Height)
{
// Copy between linear textures with matching stride.
int stride = BitUtils.AlignUp(Math.Max(1, lhs.Stride >> level), Constants.StrideAlignment);
return stride == rhs.Stride ? TextureViewCompatibility.CopyOnly : TextureViewCompatibility.LayoutIncompatible;
}
else
{
return TextureViewCompatibility.LayoutIncompatible;
}
}
/// <summary>
/// Checks if the potential child texture fits within the level and layer bounds of the parent.
/// </summary>
/// <param name="parent">Texture information for the parent</param>
/// <param name="child">Texture information for the child</param>
/// <param name="layer">Base layer of the child texture</param>
/// <param name="level">Base level of the child texture</param>
/// <returns>Full compatiblity if the child's layer and level count fit within the parent, incompatible otherwise</returns>
public static TextureViewCompatibility ViewSubImagesInBounds(TextureInfo parent, TextureInfo child, int layer, int level)
{
if (level + child.Levels <= parent.Levels &&
layer + child.GetSlices() <= parent.GetSlices())
{
return TextureViewCompatibility.Full;
}
else
{
return TextureViewCompatibility.LayoutIncompatible;
}
}
/// <summary>
/// Checks if the texture sizes of the supplied texture informations match.
/// </summary>
/// <param name="lhs">Texture information to compare</param>
/// <param name="rhs">Texture information to compare with</param>
/// <param name="exact">Indicates if the size must be exactly equal between the textures, or if <paramref name="rhs"/> is allowed to be larger</param>
/// <returns>True if the sizes matches, false otherwise</returns>
public static bool SizeMatches(TextureInfo lhs, TextureInfo rhs, bool exact)
{
if (lhs.GetLayers() != rhs.GetLayers())
{
return false;
}
Size lhsSize = GetSizeInBlocks(lhs);
Size rhsSize = GetSizeInBlocks(rhs);
if (exact || lhs.IsLinear || rhs.IsLinear)
{
return lhsSize.Width == rhsSize.Width &&
lhsSize.Height == rhsSize.Height &&
lhsSize.Depth == rhsSize.Depth;
}
else
{
Size lhsAlignedSize = GetAlignedSize(lhs);
Size rhsAlignedSize = GetAlignedSize(rhs);
return lhsAlignedSize.Width == rhsAlignedSize.Width &&
lhsSize.Width >= rhsSize.Width &&
lhsSize.Height == rhsSize.Height &&
lhsSize.Depth == rhsSize.Depth;
}
}
/// <summary>
/// Gets the aligned sizes for the given dimensions, using the specified texture information.
/// The alignment depends on the texture layout and format bytes per pixel.
/// </summary>
/// <param name="info">Texture information to calculate the aligned size from</param>
/// <param name="width">The width to be aligned</param>
/// <param name="height">The height to be aligned</param>
/// <param name="depth">The depth to be aligned</param>
/// <returns>The aligned texture size</returns>
private static Size GetAlignedSize(TextureInfo info, int width, int height, int depth)
{
if (info.IsLinear)
{
return SizeCalculator.GetLinearAlignedSize(
width,
height,
info.FormatInfo.BlockWidth,
info.FormatInfo.BlockHeight,
info.FormatInfo.BytesPerPixel);
}
else
{
return SizeCalculator.GetBlockLinearAlignedSize(
width,
height,
depth,
info.FormatInfo.BlockWidth,
info.FormatInfo.BlockHeight,
info.FormatInfo.BytesPerPixel,
info.GobBlocksInY,
info.GobBlocksInZ,
info.GobBlocksInTileX);
}
}
/// <summary>
/// Gets the aligned sizes of the specified texture information.
/// The alignment depends on the texture layout and format bytes per pixel.
/// </summary>
/// <param name="info">Texture information to calculate the aligned size from</param>
/// <param name="level">Mipmap level for texture views</param>
/// <returns>The aligned texture size</returns>
public static Size GetAlignedSize(TextureInfo info, int level = 0)
{
int width = Math.Max(1, info.Width >> level);
int height = Math.Max(1, info.Height >> level);
int depth = Math.Max(1, info.GetDepth() >> level);
return GetAlignedSize(info, width, height, depth);
}
/// <summary>
/// Gets the size in blocks for the given texture information.
/// For non-compressed formats, that's the same as the regular size.
/// </summary>
/// <param name="info">Texture information to calculate the aligned size from</param>
/// <param name="level">Mipmap level for texture views</param>
/// <returns>The texture size in blocks</returns>
public static Size GetSizeInBlocks(TextureInfo info, int level = 0)
{
int width = Math.Max(1, info.Width >> level);
int height = Math.Max(1, info.Height >> level);
int depth = Math.Max(1, info.GetDepth() >> level);
return new Size(
BitUtils.DivRoundUp(width, info.FormatInfo.BlockWidth),
BitUtils.DivRoundUp(height, info.FormatInfo.BlockHeight),
depth);
}
/// <summary>
/// Check if it's possible to create a view with the layout of the second texture information from the first.
/// The layout information is composed of the Stride for linear textures, or GOB block size
/// for block linear textures.
/// </summary>
/// <param name="lhs">Texture information of the texture view</param>
/// <param name="rhs">Texture information of the texture view to compare against</param>
/// <param name="level">Start level of the texture view, in relation with the first texture</param>
/// <returns>True if the layout is compatible, false otherwise</returns>
public static bool ViewLayoutCompatible(TextureInfo lhs, TextureInfo rhs, int level)
{
if (lhs.IsLinear != rhs.IsLinear)
{
return false;
}
// For linear textures, gob block sizes are ignored.
// For block linear textures, the stride is ignored.
if (rhs.IsLinear)
{
int stride = Math.Max(1, lhs.Stride >> level);
stride = BitUtils.AlignUp(stride, Constants.StrideAlignment);
return stride == rhs.Stride;
}
else
{
int height = Math.Max(1, lhs.Height >> level);
int depth = Math.Max(1, lhs.GetDepth() >> level);
(int gobBlocksInY, int gobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(
height,
depth,
lhs.FormatInfo.BlockHeight,
lhs.GobBlocksInY,
lhs.GobBlocksInZ);
return gobBlocksInY == rhs.GobBlocksInY &&
gobBlocksInZ == rhs.GobBlocksInZ;
}
}
/// <summary>
/// Check if it's possible to create a view with the layout of the second texture information from the first.
/// The layout information is composed of the Stride for linear textures, or GOB block size
/// for block linear textures.
/// </summary>
/// <param name="lhs">Texture information of the texture view</param>
/// <param name="rhs">Texture information of the texture view to compare against</param>
/// <param name="lhsLevel">Start level of the texture view, in relation with the first texture</param>
/// <param name="rhsLevel">Start level of the texture view, in relation with the second texture</param>
/// <returns>True if the layout is compatible, false otherwise</returns>
public static bool ViewLayoutCompatible(TextureInfo lhs, TextureInfo rhs, int lhsLevel, int rhsLevel)
{
if (lhs.IsLinear != rhs.IsLinear)
{
return false;
}
// For linear textures, gob block sizes are ignored.
// For block linear textures, the stride is ignored.
if (rhs.IsLinear)
{
int lhsStride = Math.Max(1, lhs.Stride >> lhsLevel);
lhsStride = BitUtils.AlignUp(lhsStride, Constants.StrideAlignment);
int rhsStride = Math.Max(1, rhs.Stride >> rhsLevel);
rhsStride = BitUtils.AlignUp(rhsStride, Constants.StrideAlignment);
return lhsStride == rhsStride;
}
else
{
int lhsHeight = Math.Max(1, lhs.Height >> lhsLevel);
int lhsDepth = Math.Max(1, lhs.GetDepth() >> lhsLevel);
(int lhsGobBlocksInY, int lhsGobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(
lhsHeight,
lhsDepth,
lhs.FormatInfo.BlockHeight,
lhs.GobBlocksInY,
lhs.GobBlocksInZ);
int rhsHeight = Math.Max(1, rhs.Height >> rhsLevel);
int rhsDepth = Math.Max(1, rhs.GetDepth() >> rhsLevel);
(int rhsGobBlocksInY, int rhsGobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(
rhsHeight,
rhsDepth,
rhs.FormatInfo.BlockHeight,
rhs.GobBlocksInY,
rhs.GobBlocksInZ);
return lhsGobBlocksInY == rhsGobBlocksInY &&
lhsGobBlocksInZ == rhsGobBlocksInZ;
}
}
/// <summary>
/// Checks if the view format of the first texture format is compatible with the format of the second.
/// In general, the formats are considered compatible if the bytes per pixel values are equal,
/// but there are more complex rules for some formats, like compressed or depth-stencil formats.
/// This follows the host API copy compatibility rules.
/// </summary>
/// <param name="lhs">Texture information of the texture view</param>
/// <param name="rhs">Texture information of the texture view</param>
/// <param name="caps">Host GPU capabilities</param>
/// <returns>The view compatibility level of the texture formats</returns>
public static TextureViewCompatibility ViewFormatCompatible(TextureInfo lhs, TextureInfo rhs, Capabilities caps)
{
FormatInfo lhsFormat = lhs.FormatInfo;
FormatInfo rhsFormat = rhs.FormatInfo;
if (lhsFormat.Format.IsDepthOrStencil() || rhsFormat.Format.IsDepthOrStencil())
{
return lhsFormat.Format == rhsFormat.Format ? TextureViewCompatibility.Full : TextureViewCompatibility.Incompatible;
}
if (IsFormatHostIncompatible(lhs, caps) || IsFormatHostIncompatible(rhs, caps))
{
return lhsFormat.Format == rhsFormat.Format ? TextureViewCompatibility.Full : TextureViewCompatibility.Incompatible;
}
if (lhsFormat.IsCompressed && rhsFormat.IsCompressed)
{
FormatClass lhsClass = GetFormatClass(lhsFormat.Format);
FormatClass rhsClass = GetFormatClass(rhsFormat.Format);
return lhsClass == rhsClass ? TextureViewCompatibility.Full : TextureViewCompatibility.Incompatible;
}
else if (lhsFormat.BytesPerPixel == rhsFormat.BytesPerPixel)
{
return lhs.FormatInfo.IsCompressed == rhs.FormatInfo.IsCompressed
? TextureViewCompatibility.Full
: TextureViewCompatibility.CopyOnly;
}
else if (IsIncompatibleFormatAliasingAllowed(lhsFormat, rhsFormat))
{
return TextureViewCompatibility.CopyOnly;
}
return TextureViewCompatibility.Incompatible;
}
/// <summary>
/// Checks if aliasing of two formats that would normally be considered incompatible be allowed,
/// using copy dependencies.
/// </summary>
/// <param name="lhsFormat">Format information of the first texture</param
/// <param name="rhsFormat">Format information of the second texture</param>
/// <returns>True if aliasing should be allowed, false otherwise</returns>
private static bool IsIncompatibleFormatAliasingAllowed(FormatInfo lhsFormat, FormatInfo rhsFormat)
{
// Some games will try to alias textures with incompatible foramts, with different BPP (bytes per pixel).
// We allow that in some cases as long Width * BPP is equal on both textures.
// This is very conservative right now as we want to avoid copies as much as possible,
// so we only consider the formats we have seen being aliased.
if (rhsFormat.BytesPerPixel < lhsFormat.BytesPerPixel)
{
(lhsFormat, rhsFormat) = (rhsFormat, lhsFormat);
}
return lhsFormat.Format == Format.R8Unorm && rhsFormat.Format == Format.R8G8B8A8Unorm;
}
/// <summary>
/// Check if the target of the first texture view information is compatible with the target of the second texture view information.
/// This follows the host API target compatibility rules.
/// </summary>
/// <param name="lhs">Texture information of the texture view</param
/// <param name="rhs">Texture information of the texture view</param>
/// <param name="caps">Host GPU capabilities</param>
/// <returns>True if the targets are compatible, false otherwise</returns>
public static TextureViewCompatibility ViewTargetCompatible(TextureInfo lhs, TextureInfo rhs, ref Capabilities caps)
{
bool result = false;
switch (lhs.Target)
{
case Target.Texture1D:
case Target.Texture1DArray:
result = rhs.Target == Target.Texture1D ||
rhs.Target == Target.Texture1DArray;
break;
case Target.Texture2D:
result = rhs.Target == Target.Texture2D ||
rhs.Target == Target.Texture2DArray;
break;
case Target.Texture2DArray:
result = rhs.Target == Target.Texture2D ||
rhs.Target == Target.Texture2DArray;
if (rhs.Target == Target.Cubemap || rhs.Target == Target.CubemapArray)
{
return caps.SupportsCubemapView ? TextureViewCompatibility.Full : TextureViewCompatibility.CopyOnly;
}
break;
case Target.Cubemap:
case Target.CubemapArray:
result = rhs.Target == Target.Cubemap ||
rhs.Target == Target.CubemapArray;
if (rhs.Target == Target.Texture2D || rhs.Target == Target.Texture2DArray)
{
return caps.SupportsCubemapView ? TextureViewCompatibility.Full : TextureViewCompatibility.CopyOnly;
}
break;
case Target.Texture2DMultisample:
case Target.Texture2DMultisampleArray:
if (rhs.Target == Target.Texture2D || rhs.Target == Target.Texture2DArray)
{
return TextureViewCompatibility.CopyOnly;
}
result = rhs.Target == Target.Texture2DMultisample ||
rhs.Target == Target.Texture2DMultisampleArray;
break;
case Target.Texture3D:
if (rhs.Target == Target.Texture2D)
{
return TextureViewCompatibility.CopyOnly;
}
result = rhs.Target == Target.Texture3D;
break;
}
return result ? TextureViewCompatibility.Full : TextureViewCompatibility.Incompatible;
}
/// <summary>
/// Checks if a swizzle component in two textures functionally match, taking into account if the components are defined.
/// </summary>
/// <param name="lhs">Texture information to compare</param>
/// <param name="rhs">Texture information to compare with</param>
/// <param name="swizzleLhs">Swizzle component for the first texture</param>
/// <param name="swizzleRhs">Swizzle component for the second texture</param>
/// <param name="component">Component index, starting at 0 for red</param>
/// <returns>True if the swizzle components functionally match, false othersize</returns>
private static bool SwizzleComponentMatches(TextureInfo lhs, TextureInfo rhs, SwizzleComponent swizzleLhs, SwizzleComponent swizzleRhs, int component)
{
int lhsComponents = lhs.FormatInfo.Components;
int rhsComponents = rhs.FormatInfo.Components;
if (lhsComponents == 4 && rhsComponents == 4)
{
return swizzleLhs == swizzleRhs;
}
// Swizzles after the number of components a format defines are "undefined".
// We allow these to not be equal under certain circumstances.
// This can only happen when there are less than 4 components in a format.
// It tends to happen when float depth textures are sampled.
bool lhsDefined = (swizzleLhs - SwizzleComponent.Red) < lhsComponents;
bool rhsDefined = (swizzleRhs - SwizzleComponent.Red) < rhsComponents;
if (lhsDefined == rhsDefined)
{
// If both are undefined, return true. Otherwise just check if they're equal.
return lhsDefined ? swizzleLhs == swizzleRhs : true;
}
else
{
SwizzleComponent defined = lhsDefined ? swizzleLhs : swizzleRhs;
SwizzleComponent undefined = lhsDefined ? swizzleRhs : swizzleLhs;
// Undefined swizzle can be matched by a forced value (0, 1), exact equality, or expected value.
// For example, R___ matches R001, RGBA but not RBGA.
return defined == undefined || defined < SwizzleComponent.Red || defined == SwizzleComponent.Red + component;
}
}
/// <summary>
/// Checks if the texture shader sampling parameters of two texture informations match.
/// </summary>
/// <param name="lhs">Texture information to compare</param>
/// <param name="rhs">Texture information to compare with</param>
/// <returns>True if the texture shader sampling parameters matches, false otherwise</returns>
public static bool SamplerParamsMatches(TextureInfo lhs, TextureInfo rhs)
{
return lhs.DepthStencilMode == rhs.DepthStencilMode &&
SwizzleComponentMatches(lhs, rhs, lhs.SwizzleR, rhs.SwizzleR, 0) &&
SwizzleComponentMatches(lhs, rhs, lhs.SwizzleG, rhs.SwizzleG, 1) &&
SwizzleComponentMatches(lhs, rhs, lhs.SwizzleB, rhs.SwizzleB, 2) &&
SwizzleComponentMatches(lhs, rhs, lhs.SwizzleA, rhs.SwizzleA, 3);
}
/// <summary>
/// Check if the texture target and samples count (for multisampled textures) matches.
/// </summary>
/// <param name="first">Texture information to compare with</param>
/// <param name="rhs">Texture information to compare with</param>
/// <returns>True if the texture target and samples count matches, false otherwise</returns>
public static bool TargetAndSamplesCompatible(TextureInfo lhs, TextureInfo rhs)
{
return lhs.Target == rhs.Target &&
lhs.SamplesInX == rhs.SamplesInX &&
lhs.SamplesInY == rhs.SamplesInY;
}
/// <summary>
/// Gets the texture format class, for compressed textures, or Unclassified otherwise.
/// </summary>
/// <param name="format">The format</param>
/// <returns>Format class</returns>
private static FormatClass GetFormatClass(Format format)
{
switch (format)
{
case Format.Bc1RgbaSrgb:
case Format.Bc1RgbaUnorm:
return FormatClass.Bc1Rgba;
case Format.Bc2Srgb:
case Format.Bc2Unorm:
return FormatClass.Bc2;
case Format.Bc3Srgb:
case Format.Bc3Unorm:
return FormatClass.Bc3;
case Format.Bc4Snorm:
case Format.Bc4Unorm:
return FormatClass.Bc4;
case Format.Bc5Snorm:
case Format.Bc5Unorm:
return FormatClass.Bc5;
case Format.Bc6HSfloat:
case Format.Bc6HUfloat:
return FormatClass.Bc6;
case Format.Bc7Srgb:
case Format.Bc7Unorm:
return FormatClass.Bc7;
case Format.Etc2RgbSrgb:
case Format.Etc2RgbUnorm:
return FormatClass.Etc2Rgb;
case Format.Etc2RgbaSrgb:
case Format.Etc2RgbaUnorm:
return FormatClass.Etc2Rgba;
case Format.Astc4x4Srgb:
case Format.Astc4x4Unorm:
return FormatClass.Astc4x4;
case Format.Astc5x4Srgb:
case Format.Astc5x4Unorm:
return FormatClass.Astc5x4;
case Format.Astc5x5Srgb:
case Format.Astc5x5Unorm:
return FormatClass.Astc5x5;
case Format.Astc6x5Srgb:
case Format.Astc6x5Unorm:
return FormatClass.Astc6x5;
case Format.Astc6x6Srgb:
case Format.Astc6x6Unorm:
return FormatClass.Astc6x6;
case Format.Astc8x5Srgb:
case Format.Astc8x5Unorm:
return FormatClass.Astc8x5;
case Format.Astc8x6Srgb:
case Format.Astc8x6Unorm:
return FormatClass.Astc8x6;
case Format.Astc8x8Srgb:
case Format.Astc8x8Unorm:
return FormatClass.Astc8x8;
case Format.Astc10x5Srgb:
case Format.Astc10x5Unorm:
return FormatClass.Astc10x5;
case Format.Astc10x6Srgb:
case Format.Astc10x6Unorm:
return FormatClass.Astc10x6;
case Format.Astc10x8Srgb:
case Format.Astc10x8Unorm:
return FormatClass.Astc10x8;
case Format.Astc10x10Srgb:
case Format.Astc10x10Unorm:
return FormatClass.Astc10x10;
case Format.Astc12x10Srgb:
case Format.Astc12x10Unorm:
return FormatClass.Astc12x10;
case Format.Astc12x12Srgb:
case Format.Astc12x12Unorm:
return FormatClass.Astc12x12;
}
return FormatClass.Unclassified;
}
}
}

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using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Texture swizzle color component.
/// </summary>
enum TextureComponent
{
Zero = 0,
Red = 2,
Green = 3,
Blue = 4,
Alpha = 5,
OneSI = 6,
OneF = 7
}
static class TextureComponentConverter
{
/// <summary>
/// Converts the texture swizzle color component enum to the respective Graphics Abstraction Layer enum.
/// </summary>
/// <param name="component">Texture swizzle color component</param>
/// <returns>Converted enum</returns>
public static SwizzleComponent Convert(this TextureComponent component)
{
switch (component)
{
case TextureComponent.Zero: return SwizzleComponent.Zero;
case TextureComponent.Red: return SwizzleComponent.Red;
case TextureComponent.Green: return SwizzleComponent.Green;
case TextureComponent.Blue: return SwizzleComponent.Blue;
case TextureComponent.Alpha: return SwizzleComponent.Alpha;
case TextureComponent.OneSI:
case TextureComponent.OneF:
return SwizzleComponent.One;
}
return SwizzleComponent.Zero;
}
}
}

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namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// One side of a two-way dependency between one texture view and another.
/// Contains a reference to the handle owning the dependency, and the other dependency.
/// </summary>
class TextureDependency
{
/// <summary>
/// The handle that owns this dependency.
/// </summary>
public TextureGroupHandle Handle;
/// <summary>
/// The other dependency linked to this one, which belongs to another handle.
/// </summary>
public TextureDependency Other;
/// <summary>
/// Create a new texture dependency.
/// </summary>
/// <param name="handle">The handle that owns the dependency</param>
public TextureDependency(TextureGroupHandle handle)
{
Handle = handle;
}
/// <summary>
/// Signal that the owner of this dependency has been modified,
/// meaning that the other dependency's handle must defer a copy from it.
/// </summary>
public void SignalModified()
{
Other.Handle.DeferCopy(Handle);
}
}
}

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using System;
using System.Runtime.CompilerServices;
using System.Runtime.Intrinsics;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Maxwell texture descriptor, as stored on the GPU texture pool memory region.
/// </summary>
struct TextureDescriptor : ITextureDescriptor, IEquatable<TextureDescriptor>
{
#pragma warning disable CS0649
public uint Word0;
public uint Word1;
public uint Word2;
public uint Word3;
public uint Word4;
public uint Word5;
public uint Word6;
public uint Word7;
#pragma warning restore CS0649
/// <summary>
/// Unpacks Maxwell texture format integer.
/// </summary>
/// <returns>The texture format integer</returns>
public uint UnpackFormat()
{
return Word0 & 0x8007ffff;
}
/// <summary>
/// Unpacks the swizzle component for the texture red color channel.
/// </summary>
/// <returns>The swizzle component</returns>
public TextureComponent UnpackSwizzleR()
{
return(TextureComponent)((Word0 >> 19) & 7);
}
/// <summary>
/// Unpacks the swizzle component for the texture green color channel.
/// </summary>
/// <returns>The swizzle component</returns>
public TextureComponent UnpackSwizzleG()
{
return(TextureComponent)((Word0 >> 22) & 7);
}
/// <summary>
/// Unpacks the swizzle component for the texture blue color channel.
/// </summary>
/// <returns>The swizzle component</returns>
public TextureComponent UnpackSwizzleB()
{
return(TextureComponent)((Word0 >> 25) & 7);
}
/// <summary>
/// Unpacks the swizzle component for the texture alpha color channel.
/// </summary>
/// <returns>The swizzle component</returns>
public TextureComponent UnpackSwizzleA()
{
return(TextureComponent)((Word0 >> 28) & 7);
}
/// <summary>
/// Unpacks the 40-bits texture GPU virtual address.
/// </summary>
/// <returns>The GPU virtual address</returns>
public ulong UnpackAddress()
{
return Word1 | ((ulong)(Word2 & 0xffff) << 32);
}
/// <summary>
/// Unpacks texture descriptor type for this texture descriptor.
/// This defines the texture layout, among other things.
/// </summary>
/// <returns>The texture descriptor type</returns>
public TextureDescriptorType UnpackTextureDescriptorType()
{
return (TextureDescriptorType)((Word2 >> 21) & 7);
}
/// <summary>
/// Unpacks the texture stride (bytes per line) for linear textures only.
/// Always 32-bytes aligned.
/// </summary>
/// <returns>The linear texture stride</returns>
public int UnpackStride()
{
return (int)(Word3 & 0xffff) << 5;
}
/// <summary>
/// Unpacks the GOB block size in X (width) for block linear textures.
/// Must be always 1, ignored by the GPU.
/// </summary>
/// <returns>THe GOB block X size</returns>
public int UnpackGobBlocksInX()
{
return 1 << (int)(Word3 & 7);
}
/// <summary>
/// Unpacks the GOB block size in Y (height) for block linear textures.
/// Must be always a power of 2, with a maximum value of 32.
/// </summary>
/// <returns>THe GOB block Y size</returns>
public int UnpackGobBlocksInY()
{
return 1 << (int)((Word3 >> 3) & 7);
}
/// <summary>
/// Unpacks the GOB block size in Z (depth) for block linear textures.
/// Must be always a power of 2, with a maximum value of 32.
/// Must be 1 for any texture target other than 3D textures.
/// </summary>
/// <returns>The GOB block Z size</returns>
public int UnpackGobBlocksInZ()
{
return 1 << (int)((Word3 >> 6) & 7);
}
/// <summary>
/// Number of GOB blocks per tile in the X direction.
/// This is only used for sparse textures, should be 1 otherwise.
/// </summary>
/// <returns>The number of GOB blocks per tile</returns>
public int UnpackGobBlocksInTileX()
{
return 1 << (int)((Word3 >> 10) & 7);
}
/// <summary>
/// Unpacks the number of mipmap levels of the texture.
/// </summary>
/// <returns>The number of mipmap levels</returns>
public int UnpackLevels()
{
return (int)(Word3 >> 28) + 1;
}
/// <summary>
/// Unpack the base level texture width size.
/// </summary>
/// <returns>The texture width</returns>
public int UnpackWidth()
{
return (int)(Word4 & 0xffff) + 1;
}
/// <summary>
/// Unpack the width of a buffer texture.
/// </summary>
/// <returns>The texture width</returns>
public int UnpackBufferTextureWidth()
{
return (int)((Word4 & 0xffff) | (Word3 << 16)) + 1;
}
/// <summary>
/// Unpacks the texture sRGB format flag.
/// </summary>
/// <returns>True if the texture is sRGB, false otherwise</returns>
public bool UnpackSrgb()
{
return (Word4 & (1 << 22)) != 0;
}
/// <summary>
/// Unpacks the texture target.
/// </summary>
/// <returns>The texture target</returns>
public TextureTarget UnpackTextureTarget()
{
return (TextureTarget)((Word4 >> 23) & 0xf);
}
/// <summary>
/// Unpack the base level texture height size, or array layers for 1D array textures.
/// Should be ignored for 1D or buffer textures.
/// </summary>
/// <returns>The texture height or layers count</returns>
public int UnpackHeight()
{
return (int)(Word5 & 0xffff) + 1;
}
/// <summary>
/// Unpack the base level texture depth size, number of array layers or cubemap faces.
/// The meaning of this value depends on the texture target.
/// </summary>
/// <returns>The texture depth, layer or faces count</returns>
public int UnpackDepth()
{
return (int)((Word5 >> 16) & 0x3fff) + 1;
}
/// <summary>
/// Unpacks the texture coordinates normalized flag.
/// When this is true, texture coordinates are expected to be in the [0, 1] range on the shader.
/// When this is false, texture coordinates are expected to be in the [0, W], [0, H] and [0, D] range.
/// It must be set to false (by the guest driver) for rectangle textures.
/// </summary>
/// <returns>The texture coordinates normalized flag</returns>
public bool UnpackTextureCoordNormalized()
{
return (Word5 & (1 << 31)) != 0;
}
/// <summary>
/// Unpacks the base mipmap level of the texture.
/// </summary>
/// <returns>The base mipmap level of the texture</returns>
public int UnpackBaseLevel()
{
return (int)(Word7 & 0xf);
}
/// <summary>
/// Unpacks the maximum mipmap level (inclusive) of the texture.
/// Usually equal to Levels minus 1.
/// </summary>
/// <returns>The maximum mipmap level (inclusive) of the texture</returns>
public int UnpackMaxLevelInclusive()
{
return (int)((Word7 >> 4) & 0xf);
}
/// <summary>
/// Unpacks the multisampled texture samples count in each direction.
/// Must be ignored for non-multisample textures.
/// </summary>
/// <returns>The multisample counts enum</returns>
public TextureMsaaMode UnpackTextureMsaaMode()
{
return (TextureMsaaMode)((Word7 >> 8) & 0xf);
}
/// <summary>
/// Check if two descriptors are equal.
/// </summary>
/// <param name="other">The descriptor to compare against</param>
/// <returns>True if they are equal, false otherwise</returns>
public bool Equals(ref TextureDescriptor other)
{
return Unsafe.As<TextureDescriptor, Vector256<byte>>(ref this).Equals(Unsafe.As<TextureDescriptor, Vector256<byte>>(ref other));
}
/// <summary>
/// Check if two descriptors are equal.
/// </summary>
/// <param name="other">The descriptor to compare against</param>
/// <returns>True if they are equal, false otherwise</returns>
public bool Equals(TextureDescriptor other)
{
return Equals(ref other);
}
/// <summary>
/// Gets a hash code for this descriptor.
/// </summary>
/// <returns>The hash code for this descriptor.</returns>
public override int GetHashCode()
{
return Unsafe.As<TextureDescriptor, Vector256<byte>>(ref this).GetHashCode();
}
}
}

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namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// The texture descriptor type.
/// This specifies the texture memory layout.
/// The texture descriptor structure depends on the type.
/// </summary>
enum TextureDescriptorType
{
Buffer,
LinearColorKey,
Linear,
BlockLinear,
BlockLinearColorKey
}
}

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using Ryujinx.Cpu.Tracking;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// A tracking handle for a texture group, which represents a range of views in a storage texture.
/// Retains a list of overlapping texture views, a modified flag, and tracking for each
/// CPU VA range that the views cover.
/// Also tracks copy dependencies for the handle - references to other handles that must be kept
/// in sync with this one before use.
/// </summary>
class TextureGroupHandle : IDisposable
{
private TextureGroup _group;
private int _bindCount;
private int _firstLevel;
private int _firstLayer;
// Sync state for texture flush.
/// <summary>
/// The sync number last registered.
/// </summary>
private ulong _registeredSync;
/// <summary>
/// The sync number when the texture was last modified by GPU.
/// </summary>
private ulong _modifiedSync;
/// <summary>
/// Whether a tracking action is currently registered or not. (0/1)
/// </summary>
private int _actionRegistered;
/// <summary>
/// Whether a sync action is currently registered or not.
/// </summary>
private bool _syncActionRegistered;
/// <summary>
/// The byte offset from the start of the storage of this handle.
/// </summary>
public int Offset { get; }
/// <summary>
/// The size in bytes covered by this handle.
/// </summary>
public int Size { get; }
/// <summary>
/// The base slice index for this handle.
/// </summary>
public int BaseSlice { get; }
/// <summary>
/// The number of slices covered by this handle.
/// </summary>
public int SliceCount { get; }
/// <summary>
/// The textures which this handle overlaps with.
/// </summary>
public List<Texture> Overlaps { get; }
/// <summary>
/// The CPU memory tracking handles that cover this handle.
/// </summary>
public CpuRegionHandle[] Handles { get; }
/// <summary>
/// True if a texture overlapping this handle has been modified. Is set false when the flush action is called.
/// </summary>
public bool Modified { get; set; }
/// <summary>
/// Dependencies to handles from other texture groups.
/// </summary>
public List<TextureDependency> Dependencies { get; }
/// <summary>
/// A flag indicating that a copy is required from one of the dependencies.
/// </summary>
public bool NeedsCopy => DeferredCopy != null;
/// <summary>
/// A data copy that must be acknowledged the next time this handle is used.
/// </summary>
public TextureGroupHandle DeferredCopy { get; set; }
/// <summary>
/// Create a new texture group handle, representing a range of views in a storage texture.
/// </summary>
/// <param name="group">The TextureGroup that the handle belongs to</param>
/// <param name="offset">The byte offset from the start of the storage of the handle</param>
/// <param name="size">The size in bytes covered by the handle</param>
/// <param name="views">All views of the storage texture, used to calculate overlaps</param>
/// <param name="firstLayer">The first layer of this handle in the storage texture</param>
/// <param name="firstLevel">The first level of this handle in the storage texture</param>
/// <param name="baseSlice">The base slice index of this handle</param>
/// <param name="sliceCount">The number of slices this handle covers</param>
/// <param name="handles">The memory tracking handles that cover this handle</param>
public TextureGroupHandle(TextureGroup group,
int offset,
ulong size,
List<Texture> views,
int firstLayer,
int firstLevel,
int baseSlice,
int sliceCount,
CpuRegionHandle[] handles)
{
_group = group;
_firstLayer = firstLayer;
_firstLevel = firstLevel;
Offset = offset;
Size = (int)size;
Overlaps = new List<Texture>();
Dependencies = new List<TextureDependency>();
BaseSlice = baseSlice;
SliceCount = sliceCount;
if (views != null)
{
RecalculateOverlaps(group, views);
}
Handles = handles;
}
/// <summary>
/// Calculate a list of which views overlap this handle.
/// </summary>
/// <param name="group">The parent texture group, used to find a view's base CPU VA offset</param>
/// <param name="views">The list of views to search for overlaps</param>
public void RecalculateOverlaps(TextureGroup group, List<Texture> views)
{
// Overlaps can be accessed from the memory tracking signal handler, so access must be atomic.
lock (Overlaps)
{
int endOffset = Offset + Size;
Overlaps.Clear();
foreach (Texture view in views)
{
int viewOffset = group.FindOffset(view);
if (viewOffset < endOffset && Offset < viewOffset + (int)view.Size)
{
Overlaps.Add(view);
}
}
}
}
/// <summary>
/// Adds a single texture view as an overlap if its range overlaps.
/// </summary>
/// <param name="offset">The offset of the view in the group</param>
/// <param name="view">The texture to add as an overlap</param>
public void AddOverlap(int offset, Texture view)
{
// Overlaps can be accessed from the memory tracking signal handler, so access must be atomic.
if (OverlapsWith(offset, (int)view.Size))
{
lock (Overlaps)
{
Overlaps.Add(view);
}
}
}
/// <summary>
/// Removes a single texture view as an overlap if its range overlaps.
/// </summary>
/// <param name="offset">The offset of the view in the group</param>
/// <param name="view">The texture to add as an overlap</param>
public void RemoveOverlap(int offset, Texture view)
{
// Overlaps can be accessed from the memory tracking signal handler, so access must be atomic.
if (OverlapsWith(offset, (int)view.Size))
{
lock (Overlaps)
{
Overlaps.Remove(view);
}
}
}
/// <summary>
/// Registers a sync action to happen for this handle, and an interim flush action on the tracking handle.
/// </summary>
/// <param name="context">The GPU context to register a sync action on</param>
private void RegisterSync(GpuContext context)
{
if (!_syncActionRegistered)
{
_modifiedSync = context.SyncNumber;
context.RegisterSyncAction(SyncAction, true);
_syncActionRegistered = true;
}
if (Interlocked.Exchange(ref _actionRegistered, 1) == 0)
{
_group.RegisterAction(this);
}
}
/// <summary>
/// Signal that this handle has been modified to any existing dependencies, and set the modified flag.
/// </summary>
/// <param name="context">The GPU context to register a sync action on</param>
public void SignalModified(GpuContext context)
{
Modified = true;
// If this handle has any copy dependencies, notify the other handle that a copy needs to be performed.
foreach (TextureDependency dependency in Dependencies)
{
dependency.SignalModified();
}
RegisterSync(context);
}
/// <summary>
/// Signal that this handle has either started or ended being modified.
/// </summary>
/// <param name="bound">True if this handle is being bound, false if unbound</param>
/// <param name="context">The GPU context to register a sync action on</param>
public void SignalModifying(bool bound, GpuContext context)
{
SignalModified(context);
// Note: Bind count currently resets to 0 on inherit for safety, as the handle <-> view relationship can change.
_bindCount = Math.Max(0, _bindCount + (bound ? 1 : -1));
}
/// <summary>
/// Synchronize dependent textures, if any of them have deferred a copy from this texture.
/// </summary>
public void SynchronizeDependents()
{
foreach (TextureDependency dependency in Dependencies)
{
TextureGroupHandle otherHandle = dependency.Other.Handle;
if (otherHandle.DeferredCopy == this)
{
otherHandle._group.Storage.SynchronizeMemory();
}
}
}
/// <summary>
/// Wait for the latest sync number that the texture handle was written to,
/// removing the modified flag if it was reached, or leaving it set if it has not yet been created.
/// </summary>
/// <param name="context">The GPU context used to wait for sync</param>
public void Sync(GpuContext context)
{
ulong registeredSync = _registeredSync;
long diff = (long)(context.SyncNumber - registeredSync);
if (diff > 0)
{
context.Renderer.WaitSync(registeredSync);
if ((long)(_modifiedSync - registeredSync) > 0)
{
// Flush the data in a previous state. Do not remove the modified flag - it will be removed to ignore following writes.
return;
}
Modified = false;
}
// If the difference is <= 0, no data is not ready yet. Flush any data we can without waiting or removing modified flag.
}
/// <summary>
/// Clears the action registered variable, indicating that the tracking action should be
/// re-registered on the next modification.
/// </summary>
public void ClearActionRegistered()
{
Interlocked.Exchange(ref _actionRegistered, 0);
}
/// <summary>
/// Action to perform when a sync number is registered after modification.
/// This action will register a read tracking action on the memory tracking handle so that a flush from CPU can happen.
/// </summary>
private void SyncAction()
{
// The storage will need to signal modified again to update the sync number in future.
_group.Storage.SignalModifiedDirty();
lock (Overlaps)
{
foreach (Texture texture in Overlaps)
{
texture.SignalModifiedDirty();
}
}
// Register region tracking for CPU? (again)
_registeredSync = _modifiedSync;
_syncActionRegistered = false;
if (Interlocked.Exchange(ref _actionRegistered, 1) == 0)
{
_group.RegisterAction(this);
}
}
/// <summary>
/// Signal that a copy dependent texture has been modified, and must have its data copied to this one.
/// </summary>
/// <param name="copyFrom">The texture handle that must defer a copy to this one</param>
public void DeferCopy(TextureGroupHandle copyFrom)
{
Modified = false;
DeferredCopy = copyFrom;
_group.Storage.SignalGroupDirty();
foreach (Texture overlap in Overlaps)
{
overlap.SignalGroupDirty();
}
}
/// <summary>
/// Create a copy dependency between this handle, and another.
/// </summary>
/// <param name="other">The handle to create a copy dependency to</param>
/// <param name="copyToOther">True if a copy should be deferred to all of the other handle's dependencies</param>
public void CreateCopyDependency(TextureGroupHandle other, bool copyToOther = false)
{
// Does this dependency already exist?
foreach (TextureDependency existing in Dependencies)
{
if (existing.Other.Handle == other)
{
// Do not need to create it again. May need to set the dirty flag.
return;
}
}
_group.HasCopyDependencies = true;
other._group.HasCopyDependencies = true;
TextureDependency dependency = new TextureDependency(this);
TextureDependency otherDependency = new TextureDependency(other);
dependency.Other = otherDependency;
otherDependency.Other = dependency;
Dependencies.Add(dependency);
other.Dependencies.Add(otherDependency);
// Recursively create dependency:
// All of this handle's dependencies must depend on the other.
foreach (TextureDependency existing in Dependencies.ToArray())
{
if (existing != dependency && existing.Other.Handle != other)
{
existing.Other.Handle.CreateCopyDependency(other);
}
}
// All of the other handle's dependencies must depend on this.
foreach (TextureDependency existing in other.Dependencies.ToArray())
{
if (existing != otherDependency && existing.Other.Handle != this)
{
existing.Other.Handle.CreateCopyDependency(this);
if (copyToOther)
{
existing.Other.Handle.DeferCopy(this);
}
}
}
}
/// <summary>
/// Remove a dependency from this handle's dependency list.
/// </summary>
/// <param name="dependency">The dependency to remove</param>
public void RemoveDependency(TextureDependency dependency)
{
Dependencies.Remove(dependency);
}
/// <summary>
/// Check if any of this handle's memory tracking handles are dirty.
/// </summary>
/// <returns>True if at least one of the handles is dirty</returns>
private bool CheckDirty()
{
return Handles.Any(handle => handle.Dirty);
}
/// <summary>
/// Perform a copy from the provided handle to this one, or perform a deferred copy if none is provided.
/// </summary>
/// <param name="context">GPU context to register sync for modified handles</param>
/// <param name="fromHandle">The handle to copy from. If not provided, this method will copy from and clear the deferred copy instead</param>
/// <returns>True if the copy was performed, false otherwise</returns>
public bool Copy(GpuContext context, TextureGroupHandle fromHandle = null)
{
bool result = false;
bool shouldCopy = false;
if (fromHandle == null)
{
fromHandle = DeferredCopy;
if (fromHandle != null)
{
// Only copy if the copy texture is still modified.
// It will be set as unmodified if new data is written from CPU, as the data previously in the texture will flush.
// It will also set as unmodified if a copy is deferred to it.
shouldCopy = fromHandle.Modified;
if (fromHandle._bindCount == 0)
{
// Repeat the copy in future if the bind count is greater than 0.
DeferredCopy = null;
}
}
}
else
{
// Copies happen directly when initializing a copy dependency.
// If dirty, do not copy. Its data no longer matters, and this handle should also be dirty.
// Also, only direct copy if the data in this handle is not already modified (can be set by copies from modified handles).
shouldCopy = !fromHandle.CheckDirty() && (fromHandle.Modified || !Modified);
}
if (shouldCopy)
{
Texture from = fromHandle._group.Storage;
Texture to = _group.Storage;
if (from.ScaleFactor != to.ScaleFactor)
{
to.PropagateScale(from);
}
from.HostTexture.CopyTo(
to.HostTexture,
fromHandle._firstLayer,
_firstLayer,
fromHandle._firstLevel,
_firstLevel);
if (fromHandle.Modified)
{
Modified = true;
RegisterSync(context);
}
result = true;
}
return result;
}
/// <summary>
/// Check if this handle has a dependency to a given texture group.
/// </summary>
/// <param name="group">The texture group to check for</param>
/// <returns>True if there is a dependency, false otherwise</returns>
public bool HasDependencyTo(TextureGroup group)
{
foreach (TextureDependency dep in Dependencies)
{
if (dep.Other.Handle._group == group)
{
return true;
}
}
return false;
}
/// <summary>
/// Inherit modified flags and dependencies from another texture handle.
/// </summary>
/// <param name="old">The texture handle to inherit from</param>
/// <param name="withCopies">Whether the handle should inherit copy dependencies or not</param>
public void Inherit(TextureGroupHandle old, bool withCopies)
{
Modified |= old.Modified;
if (withCopies)
{
foreach (TextureDependency dependency in old.Dependencies.ToArray())
{
CreateCopyDependency(dependency.Other.Handle);
if (dependency.Other.Handle.DeferredCopy == old)
{
dependency.Other.Handle.DeferredCopy = this;
}
}
DeferredCopy = old.DeferredCopy;
}
}
/// <summary>
/// Check if this region overlaps with another.
/// </summary>
/// <param name="address">Base address</param>
/// <param name="size">Size of the region</param>
/// <returns>True if overlapping, false otherwise</returns>
public bool OverlapsWith(int offset, int size)
{
return Offset < offset + size && offset < Offset + Size;
}
/// <summary>
/// Dispose this texture group handle, removing all its dependencies and disposing its memory tracking handles.
/// </summary>
public void Dispose()
{
foreach (CpuRegionHandle handle in Handles)
{
handle.Dispose();
}
foreach (TextureDependency dependency in Dependencies.ToArray())
{
dependency.Other.Handle.RemoveDependency(dependency.Other);
}
}
}
}

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using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Texture;
using System;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Texture information.
/// </summary>
readonly struct TextureInfo
{
/// <summary>
/// Address of the texture in GPU mapped memory.
/// </summary>
public ulong GpuAddress { get; }
/// <summary>
/// The width of the texture.
/// </summary>
public int Width { get; }
/// <summary>
/// The height of the texture, or layers count for 1D array textures.
/// </summary>
public int Height { get; }
/// <summary>
/// The depth of the texture (for 3D textures), or layers count for array textures.
/// </summary>
public int DepthOrLayers { get; }
/// <summary>
/// The number of mipmap levels of the texture.
/// </summary>
public int Levels { get; }
/// <summary>
/// The number of samples in the X direction for multisampled textures.
/// </summary>
public int SamplesInX { get; }
/// <summary>
/// The number of samples in the Y direction for multisampled textures.
/// </summary>
public int SamplesInY { get; }
/// <summary>
/// The number of bytes per line for linear textures.
/// </summary>
public int Stride { get; }
/// <summary>
/// Indicates whenever or not the texture is a linear texture.
/// </summary>
public bool IsLinear { get; }
/// <summary>
/// GOB blocks in the Y direction, for block linear textures.
/// </summary>
public int GobBlocksInY { get; }
/// <summary>
/// GOB blocks in the Z direction, for block linear textures.
/// </summary>
public int GobBlocksInZ { get; }
/// <summary>
/// Number of GOB blocks per tile in the X direction, for block linear textures.
/// </summary>
public int GobBlocksInTileX { get; }
/// <summary>
/// Total number of samples for multisampled textures.
/// </summary>
public int Samples => SamplesInX * SamplesInY;
/// <summary>
/// Texture target type.
/// </summary>
public Target Target { get; }
/// <summary>
/// Texture format information.
/// </summary>
public FormatInfo FormatInfo { get; }
/// <summary>
/// Depth-stencil mode of the texture. This defines whenever the depth or stencil value is read from shaders,
/// for depth-stencil texture formats.
/// </summary>
public DepthStencilMode DepthStencilMode { get; }
/// <summary>
/// Texture swizzle for the red color channel.
/// </summary>
public SwizzleComponent SwizzleR { get; }
/// <summary>
/// Texture swizzle for the green color channel.
/// </summary>
public SwizzleComponent SwizzleG { get; }
/// <summary>
/// Texture swizzle for the blue color channel.
/// </summary>
public SwizzleComponent SwizzleB { get; }
/// <summary>
/// Texture swizzle for the alpha color channel.
/// </summary>
public SwizzleComponent SwizzleA { get; }
/// <summary>
/// Constructs the texture information structure.
/// </summary>
/// <param name="gpuAddress">The GPU address of the texture</param>
/// <param name="width">The width of the texture</param>
/// <param name="height">The height or the texture</param>
/// <param name="depthOrLayers">The depth or layers count of the texture</param>
/// <param name="levels">The amount of mipmap levels of the texture</param>
/// <param name="samplesInX">The number of samples in the X direction for multisample textures, should be 1 otherwise</param>
/// <param name="samplesInY">The number of samples in the Y direction for multisample textures, should be 1 otherwise</param>
/// <param name="stride">The stride for linear textures</param>
/// <param name="isLinear">Whenever the texture is linear or block linear</param>
/// <param name="gobBlocksInY">Number of GOB blocks in the Y direction</param>
/// <param name="gobBlocksInZ">Number of GOB blocks in the Z direction</param>
/// <param name="gobBlocksInTileX">Number of GOB blocks per tile in the X direction</param>
/// <param name="target">Texture target type</param>
/// <param name="formatInfo">Texture format information</param>
/// <param name="depthStencilMode">Depth-stencil mode</param>
/// <param name="swizzleR">Swizzle for the red color channel</param>
/// <param name="swizzleG">Swizzle for the green color channel</param>
/// <param name="swizzleB">Swizzle for the blue color channel</param>
/// <param name="swizzleA">Swizzle for the alpha color channel</param>
public TextureInfo(
ulong gpuAddress,
int width,
int height,
int depthOrLayers,
int levels,
int samplesInX,
int samplesInY,
int stride,
bool isLinear,
int gobBlocksInY,
int gobBlocksInZ,
int gobBlocksInTileX,
Target target,
FormatInfo formatInfo,
DepthStencilMode depthStencilMode = DepthStencilMode.Depth,
SwizzleComponent swizzleR = SwizzleComponent.Red,
SwizzleComponent swizzleG = SwizzleComponent.Green,
SwizzleComponent swizzleB = SwizzleComponent.Blue,
SwizzleComponent swizzleA = SwizzleComponent.Alpha)
{
GpuAddress = gpuAddress;
Width = width;
Height = height;
DepthOrLayers = depthOrLayers;
Levels = levels;
SamplesInX = samplesInX;
SamplesInY = samplesInY;
Stride = stride;
IsLinear = isLinear;
GobBlocksInY = gobBlocksInY;
GobBlocksInZ = gobBlocksInZ;
GobBlocksInTileX = gobBlocksInTileX;
Target = target;
FormatInfo = formatInfo;
DepthStencilMode = depthStencilMode;
SwizzleR = swizzleR;
SwizzleG = swizzleG;
SwizzleB = swizzleB;
SwizzleA = swizzleA;
}
/// <summary>
/// Gets the real texture depth.
/// Returns 1 for any target other than 3D textures.
/// </summary>
/// <returns>Texture depth</returns>
public int GetDepth()
{
return GetDepth(Target, DepthOrLayers);
}
/// <summary>
/// Gets the real texture depth.
/// Returns 1 for any target other than 3D textures.
/// </summary>
/// <param name="target">Texture target</param>
/// <param name="depthOrLayers">Texture depth if the texture is 3D, otherwise ignored</param>
/// <returns>Texture depth</returns>
public static int GetDepth(Target target, int depthOrLayers)
{
return target == Target.Texture3D ? depthOrLayers : 1;
}
/// <summary>
/// Gets the number of layers of the texture.
/// Returns 1 for non-array textures, 6 for cubemap textures, and layer faces for cubemap array textures.
/// </summary>
/// <returns>The number of texture layers</returns>
public int GetLayers()
{
return GetLayers(Target, DepthOrLayers);
}
/// <summary>
/// Gets the number of layers of the texture.
/// Returns 1 for non-array textures, 6 for cubemap textures, and layer faces for cubemap array textures.
/// </summary>
/// <param name="target">Texture target</param>
/// <param name="depthOrLayers">Texture layers if the is a array texture, ignored otherwise</param>
/// <returns>The number of texture layers</returns>
public static int GetLayers(Target target, int depthOrLayers)
{
if (target == Target.Texture2DArray || target == Target.Texture2DMultisampleArray)
{
return depthOrLayers;
}
else if (target == Target.CubemapArray)
{
return depthOrLayers * 6;
}
else if (target == Target.Cubemap)
{
return 6;
}
else
{
return 1;
}
}
/// <summary>
/// Gets the number of 2D slices of the texture.
/// Returns 6 for cubemap textures, layer faces for cubemap array textures, and DepthOrLayers for everything else.
/// </summary>
/// <returns>The number of texture slices</returns>
public int GetSlices()
{
if (Target == Target.Texture3D || Target == Target.Texture2DArray || Target == Target.Texture2DMultisampleArray)
{
return DepthOrLayers;
}
else if (Target == Target.CubemapArray)
{
return DepthOrLayers * 6;
}
else if (Target == Target.Cubemap)
{
return 6;
}
else
{
return 1;
}
}
/// <summary>
/// Calculates the size information from the texture information.
/// </summary>
/// <param name="layerSize">Optional size of each texture layer in bytes</param>
/// <returns>Texture size information</returns>
public SizeInfo CalculateSizeInfo(int layerSize = 0)
{
if (Target == Target.TextureBuffer)
{
return new SizeInfo(Width * FormatInfo.BytesPerPixel);
}
else if (IsLinear)
{
return SizeCalculator.GetLinearTextureSize(
Stride,
Height,
FormatInfo.BlockHeight);
}
else
{
return SizeCalculator.GetBlockLinearTextureSize(
Width,
Height,
GetDepth(),
Levels,
GetLayers(),
FormatInfo.BlockWidth,
FormatInfo.BlockHeight,
FormatInfo.BytesPerPixel,
GobBlocksInY,
GobBlocksInZ,
GobBlocksInTileX,
layerSize);
}
}
/// <summary>
/// Creates texture information for a given mipmap level of the specified parent texture and this information.
/// </summary>
/// <param name="parent">The parent texture</param>
/// <param name="firstLevel">The first level of the texture view</param>
/// <returns>The adjusted texture information with the new size</returns>
public TextureInfo CreateInfoForLevelView(Texture parent, int firstLevel)
{
// When the texture is used as view of another texture, we must
// ensure that the sizes are valid, otherwise data uploads would fail
// (and the size wouldn't match the real size used on the host API).
// Given a parent texture from where the view is created, we have the
// following rules:
// - The view size must be equal to the parent size, divided by (2 ^ l),
// where l is the first mipmap level of the view. The division result must
// be rounded down, and the result must be clamped to 1.
// - If the parent format is compressed, and the view format isn't, the
// view size is calculated as above, but the width and height of the
// view must be also divided by the compressed format block width and height.
// - If the parent format is not compressed, and the view is, the view
// size is calculated as described on the first point, but the width and height
// of the view must be also multiplied by the block width and height.
int width = Math.Max(1, parent.Info.Width >> firstLevel);
int height = Math.Max(1, parent.Info.Height >> firstLevel);
if (parent.Info.FormatInfo.IsCompressed && !FormatInfo.IsCompressed)
{
width = BitUtils.DivRoundUp(width, parent.Info.FormatInfo.BlockWidth);
height = BitUtils.DivRoundUp(height, parent.Info.FormatInfo.BlockHeight);
}
else if (!parent.Info.FormatInfo.IsCompressed && FormatInfo.IsCompressed)
{
width *= FormatInfo.BlockWidth;
height *= FormatInfo.BlockHeight;
}
int depthOrLayers;
if (Target == Target.Texture3D)
{
depthOrLayers = Math.Max(1, parent.Info.DepthOrLayers >> firstLevel);
}
else
{
depthOrLayers = DepthOrLayers;
}
// 2D and 2D multisample textures are not considered compatible.
// This specific case is required for copies, where the source texture might be multisample.
// In this case, we inherit the parent texture multisample state.
Target target = Target;
int samplesInX = SamplesInX;
int samplesInY = SamplesInY;
if (target == Target.Texture2D && parent.Target == Target.Texture2DMultisample)
{
target = Target.Texture2DMultisample;
samplesInX = parent.Info.SamplesInX;
samplesInY = parent.Info.SamplesInY;
}
return new TextureInfo(
GpuAddress,
width,
height,
depthOrLayers,
Levels,
samplesInX,
samplesInY,
Stride,
IsLinear,
GobBlocksInY,
GobBlocksInZ,
GobBlocksInTileX,
target,
FormatInfo,
DepthStencilMode,
SwizzleR,
SwizzleG,
SwizzleB,
SwizzleA);
}
}
}

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using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Types;
using Ryujinx.Graphics.Gpu.Shader;
using System;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Texture manager.
/// </summary>
class TextureManager : IDisposable
{
private readonly GpuContext _context;
private readonly GpuChannel _channel;
private readonly TextureBindingsManager _cpBindingsManager;
private readonly TextureBindingsManager _gpBindingsManager;
private readonly TexturePoolCache _texturePoolCache;
private readonly SamplerPoolCache _samplerPoolCache;
private readonly Texture[] _rtColors;
private readonly ITexture[] _rtHostColors;
private Texture _rtDepthStencil;
private ITexture _rtHostDs;
public int ClipRegionWidth { get; private set; }
public int ClipRegionHeight { get; private set; }
/// <summary>
/// The scaling factor applied to all currently bound render targets.
/// </summary>
public float RenderTargetScale { get; private set; } = 1f;
/// <summary>
/// Creates a new instance of the texture manager.
/// </summary>
/// <param name="context">GPU context that the texture manager belongs to</param>
/// <param name="channel">GPU channel that the texture manager belongs to</param>
public TextureManager(GpuContext context, GpuChannel channel)
{
_context = context;
_channel = channel;
TexturePoolCache texturePoolCache = new TexturePoolCache(context);
SamplerPoolCache samplerPoolCache = new SamplerPoolCache(context);
float[] scales = new float[64];
new Span<float>(scales).Fill(1f);
_cpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, samplerPoolCache, scales, isCompute: true);
_gpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, samplerPoolCache, scales, isCompute: false);
_texturePoolCache = texturePoolCache;
_samplerPoolCache = samplerPoolCache;
_rtColors = new Texture[Constants.TotalRenderTargets];
_rtHostColors = new ITexture[Constants.TotalRenderTargets];
}
/// <summary>
/// Sets the texture and image bindings for the compute pipeline.
/// </summary>
/// <param name="bindings">Bindings for the active shader</param>
public void SetComputeBindings(CachedShaderBindings bindings)
{
_cpBindingsManager.SetBindings(bindings);
}
/// <summary>
/// Sets the texture and image bindings for the graphics pipeline.
/// </summary>
/// <param name="bindings">Bindings for the active shader</param>
public void SetGraphicsBindings(CachedShaderBindings bindings)
{
_gpBindingsManager.SetBindings(bindings);
}
/// <summary>
/// Sets the texture constant buffer index on the compute pipeline.
/// </summary>
/// <param name="index">The texture constant buffer index</param>
public void SetComputeTextureBufferIndex(int index)
{
_cpBindingsManager.SetTextureBufferIndex(index);
}
/// <summary>
/// Sets the texture constant buffer index on the graphics pipeline.
/// </summary>
/// <param name="index">The texture constant buffer index</param>
public void SetGraphicsTextureBufferIndex(int index)
{
_gpBindingsManager.SetTextureBufferIndex(index);
}
/// <summary>
/// Sets the current sampler pool on the compute pipeline.
/// </summary>
/// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
/// <param name="maximumId">The maximum ID of the sampler pool</param>
/// <param name="samplerIndex">The indexing type of the sampler pool</param>
public void SetComputeSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
{
_cpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
}
/// <summary>
/// Sets the current sampler pool on the graphics pipeline.
/// </summary>
/// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
/// <param name="maximumId">The maximum ID of the sampler pool</param>
/// <param name="samplerIndex">The indexing type of the sampler pool</param>
public void SetGraphicsSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
{
_gpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
}
/// <summary>
/// Sets the current texture pool on the compute pipeline.
/// </summary>
/// <param name="gpuVa">The start GPU virtual address of the texture pool</param>
/// <param name="maximumId">The maximum ID of the texture pool</param>
public void SetComputeTexturePool(ulong gpuVa, int maximumId)
{
_cpBindingsManager.SetTexturePool(gpuVa, maximumId);
}
/// <summary>
/// Sets the current texture pool on the graphics pipeline.
/// </summary>
/// <param name="gpuVa">The start GPU virtual address of the texture pool</param>
/// <param name="maximumId">The maximum ID of the texture pool</param>
public void SetGraphicsTexturePool(ulong gpuVa, int maximumId)
{
_gpBindingsManager.SetTexturePool(gpuVa, maximumId);
}
/// <summary>
/// Check if a texture's scale must be updated to match the configured resolution scale.
/// </summary>
/// <param name="texture">The texture to check</param>
/// <returns>True if the scale needs updating, false if the scale is up to date</returns>
private bool ScaleNeedsUpdated(Texture texture)
{
return texture != null && !(texture.ScaleMode == TextureScaleMode.Blacklisted || texture.ScaleMode == TextureScaleMode.Undesired) && texture.ScaleFactor != GraphicsConfig.ResScale;
}
/// <summary>
/// Sets the render target color buffer.
/// </summary>
/// <param name="index">The index of the color buffer to set (up to 8)</param>
/// <param name="color">The color buffer texture</param>
/// <returns>True if render target scale must be updated.</returns>
public bool SetRenderTargetColor(int index, Texture color)
{
bool hasValue = color != null;
bool changesScale = (hasValue != (_rtColors[index] != null)) || (hasValue && RenderTargetScale != color.ScaleFactor);
if (_rtColors[index] != color)
{
_rtColors[index]?.SignalModifying(false);
if (color != null)
{
color.SynchronizeMemory();
color.SignalModifying(true);
}
_rtColors[index] = color;
}
return changesScale || ScaleNeedsUpdated(color);
}
/// <summary>
/// Sets the render target depth-stencil buffer.
/// </summary>
/// <param name="depthStencil">The depth-stencil buffer texture</param>
/// <returns>True if render target scale must be updated.</returns>
public bool SetRenderTargetDepthStencil(Texture depthStencil)
{
bool hasValue = depthStencil != null;
bool changesScale = (hasValue != (_rtDepthStencil != null)) || (hasValue && RenderTargetScale != depthStencil.ScaleFactor);
if (_rtDepthStencil != depthStencil)
{
_rtDepthStencil?.SignalModifying(false);
if (depthStencil != null)
{
depthStencil.SynchronizeMemory();
depthStencil.SignalModifying(true);
}
_rtDepthStencil = depthStencil;
}
return changesScale || ScaleNeedsUpdated(depthStencil);
}
/// <summary>
/// Sets the host clip region, which should be the intersection of all render target texture sizes.
/// </summary>
/// <param name="width">Width of the clip region, defined as the minimum width across all bound textures</param>
/// <param name="height">Height of the clip region, defined as the minimum height across all bound textures</param>
public void SetClipRegion(int width, int height)
{
ClipRegionWidth = width;
ClipRegionHeight = height;
}
/// <summary>
/// Gets the first available bound colour target, or the depth stencil target if not present.
/// </summary>
/// <returns>The first bound colour target, otherwise the depth stencil target</returns>
public Texture GetAnyRenderTarget()
{
return _rtColors[0] ?? _rtDepthStencil;
}
/// <summary>
/// Updates the Render Target scale, given the currently bound render targets.
/// This will update scale to match the configured scale, scale textures that are eligible but not scaled,
/// and propagate blacklisted status from one texture to the ones bound with it.
/// </summary>
/// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
public void UpdateRenderTargetScale(int singleUse)
{
// Make sure all scales for render targets are at the highest they should be. Blacklisted targets should propagate their scale to the other targets.
bool mismatch = false;
bool blacklisted = false;
bool hasUpscaled = false;
bool hasUndesired = false;
float targetScale = GraphicsConfig.ResScale;
void ConsiderTarget(Texture target)
{
if (target == null) return;
float scale = target.ScaleFactor;
switch (target.ScaleMode)
{
case TextureScaleMode.Blacklisted:
mismatch |= scale != 1f;
blacklisted = true;
break;
case TextureScaleMode.Eligible:
mismatch = true; // We must make a decision.
break;
case TextureScaleMode.Undesired:
hasUndesired = true;
mismatch |= scale != 1f || hasUpscaled; // If another target is upscaled, scale this one up too.
break;
case TextureScaleMode.Scaled:
hasUpscaled = true;
mismatch |= hasUndesired || scale != targetScale; // If the target scale has changed, reset the scale for all targets.
break;
}
}
if (singleUse != -1)
{
// If only one target is in use (by a clear, for example) the others do not need to be checked for mismatching scale.
ConsiderTarget(_rtColors[singleUse]);
}
else
{
foreach (Texture color in _rtColors)
{
ConsiderTarget(color);
}
}
ConsiderTarget(_rtDepthStencil);
mismatch |= blacklisted && hasUpscaled;
if (blacklisted || (hasUndesired && !hasUpscaled))
{
targetScale = 1f;
}
if (mismatch)
{
if (blacklisted)
{
// Propagate the blacklisted state to the other textures.
foreach (Texture color in _rtColors)
{
color?.BlacklistScale();
}
_rtDepthStencil?.BlacklistScale();
}
else
{
// Set the scale of the other textures.
foreach (Texture color in _rtColors)
{
color?.SetScale(targetScale);
}
_rtDepthStencil?.SetScale(targetScale);
}
}
RenderTargetScale = targetScale;
}
/// <summary>
/// Gets a texture and a sampler from their respective pools from a texture ID and a sampler ID.
/// </summary>
/// <param name="textureId">ID of the texture</param>
/// <param name="samplerId">ID of the sampler</param>
public (Texture, Sampler) GetGraphicsTextureAndSampler(int textureId, int samplerId)
{
return _gpBindingsManager.GetTextureAndSampler(textureId, samplerId);
}
/// <summary>
/// Commits bindings on the compute pipeline.
/// </summary>
/// <param name="specState">Specialization state for the bound shader</param>
/// <returns>True if all bound textures match the current shader specialization state, false otherwise</returns>
public bool CommitComputeBindings(ShaderSpecializationState specState)
{
// Every time we switch between graphics and compute work,
// we must rebind everything.
// Since compute work happens less often, we always do that
// before and after the compute dispatch.
_texturePoolCache.Tick();
_samplerPoolCache.Tick();
_cpBindingsManager.Rebind();
bool result = _cpBindingsManager.CommitBindings(specState);
_gpBindingsManager.Rebind();
return result;
}
/// <summary>
/// Commits bindings on the graphics pipeline.
/// </summary>
/// <param name="specState">Specialization state for the bound shader</param>
/// <returns>True if all bound textures match the current shader specialization state, false otherwise</returns>
public bool CommitGraphicsBindings(ShaderSpecializationState specState)
{
_texturePoolCache.Tick();
_samplerPoolCache.Tick();
bool result = _gpBindingsManager.CommitBindings(specState);
UpdateRenderTargets();
return result;
}
/// <summary>
/// Returns a texture pool from the cache, with the given address and maximum id.
/// </summary>
/// <param name="poolGpuVa">GPU virtual address of the texture pool</param>
/// <param name="maximumId">Maximum ID of the texture pool</param>
/// <returns>The texture pool</returns>
public TexturePool GetTexturePool(ulong poolGpuVa, int maximumId)
{
ulong poolAddress = _channel.MemoryManager.Translate(poolGpuVa);
TexturePool texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, maximumId);
return texturePool;
}
/// <summary>
/// Gets a texture descriptor used on the compute pipeline.
/// </summary>
/// <param name="poolGpuVa">GPU virtual address of the texture pool</param>
/// <param name="bufferIndex">Index of the constant buffer with texture handles</param>
/// <param name="maximumId">Maximum ID of the texture pool</param>
/// <param name="handle">Shader "fake" handle of the texture</param>
/// <param name="cbufSlot">Shader constant buffer slot of the texture</param>
/// <returns>The texture descriptor</returns>
public TextureDescriptor GetComputeTextureDescriptor(ulong poolGpuVa, int bufferIndex, int maximumId, int handle, int cbufSlot)
{
return _cpBindingsManager.GetTextureDescriptor(poolGpuVa, bufferIndex, maximumId, 0, handle, cbufSlot);
}
/// <summary>
/// Gets a texture descriptor used on the graphics pipeline.
/// </summary>
/// <param name="poolGpuVa">GPU virtual address of the texture pool</param>
/// <param name="bufferIndex">Index of the constant buffer with texture handles</param>
/// <param name="maximumId">Maximum ID of the texture pool</param>
/// <param name="stageIndex">Index of the shader stage where the texture is bound</param>
/// <param name="handle">Shader "fake" handle of the texture</param>
/// <param name="cbufSlot">Shader constant buffer slot of the texture</param>
/// <returns>The texture descriptor</returns>
public TextureDescriptor GetGraphicsTextureDescriptor(
ulong poolGpuVa,
int bufferIndex,
int maximumId,
int stageIndex,
int handle,
int cbufSlot)
{
return _gpBindingsManager.GetTextureDescriptor(poolGpuVa, bufferIndex, maximumId, stageIndex, handle, cbufSlot);
}
/// <summary>
/// Update host framebuffer attachments based on currently bound render target buffers.
/// </summary>
public void UpdateRenderTargets()
{
bool anyChanged = false;
if (_rtHostDs != _rtDepthStencil?.HostTexture)
{
_rtHostDs = _rtDepthStencil?.HostTexture;
anyChanged = true;
}
for (int index = 0; index < _rtColors.Length; index++)
{
ITexture hostTexture = _rtColors[index]?.HostTexture;
if (_rtHostColors[index] != hostTexture)
{
_rtHostColors[index] = hostTexture;
anyChanged = true;
}
}
if (anyChanged)
{
_context.Renderer.Pipeline.SetRenderTargets(_rtHostColors, _rtHostDs);
}
}
/// <summary>
/// Update host framebuffer attachments based on currently bound render target buffers.
/// </summary>
/// <remarks>
/// All color attachments will be unbound.
/// </remarks>
public void UpdateRenderTargetDepthStencil()
{
new Span<ITexture>(_rtHostColors).Fill(null);
_rtHostDs = _rtDepthStencil?.HostTexture;
_context.Renderer.Pipeline.SetRenderTargets(_rtHostColors, _rtHostDs);
}
/// <summary>
/// Forces the texture and sampler pools to be re-loaded from the cache on next use.
/// </summary>
public void ReloadPools()
{
_cpBindingsManager.ReloadPools();
_gpBindingsManager.ReloadPools();
}
/// <summary>
/// Forces all textures, samplers, images and render targets to be rebound the next time
/// CommitGraphicsBindings is called.
/// </summary>
public void Rebind()
{
_gpBindingsManager.Rebind();
for (int index = 0; index < _rtHostColors.Length; index++)
{
_rtHostColors[index] = null;
}
_rtHostDs = null;
}
/// <summary>
/// Disposes the texture manager.
/// It's an error to use the texture manager after disposal.
/// </summary>
public void Dispose()
{
// Textures are owned by the texture cache, so we shouldn't dispose the texture pool cache.
_samplerPoolCache.Dispose();
for (int i = 0; i < _rtColors.Length; i++)
{
_rtColors[i]?.DecrementReferenceCount();
_rtColors[i] = null;
}
_rtDepthStencil?.DecrementReferenceCount();
_rtDepthStencil = null;
}
}
}

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namespace Ryujinx.Graphics.Gpu.Image
{
enum TextureMatchQuality
{
NoMatch,
FormatAlias,
Perfect
}
}

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namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Multisampled texture samples count.
/// </summary>
enum TextureMsaaMode
{
Ms1x1 = 0,
Ms2x2 = 2,
Ms4x2 = 4,
Ms2x1 = 5,
Ms4x4 = 6
}
static class TextureMsaaModeConverter
{
/// <summary>
/// Returns the total number of samples from the MSAA mode.
/// </summary>
/// <param name="msaaMode">The MSAA mode</param>
/// <returns>The total number of samples</returns>
public static int SamplesCount(this TextureMsaaMode msaaMode)
{
return msaaMode switch
{
TextureMsaaMode.Ms2x1 => 2,
TextureMsaaMode.Ms2x2 => 4,
TextureMsaaMode.Ms4x2 => 8,
TextureMsaaMode.Ms4x4 => 16,
_ => 1
};
}
/// <summary>
/// Returns the number of samples in the X direction from the MSAA mode.
/// </summary>
/// <param name="msaaMode">The MSAA mode</param>
/// <returns>The number of samples in the X direction</returns>
public static int SamplesInX(this TextureMsaaMode msaaMode)
{
return msaaMode switch
{
TextureMsaaMode.Ms2x1 => 2,
TextureMsaaMode.Ms2x2 => 2,
TextureMsaaMode.Ms4x2 => 4,
TextureMsaaMode.Ms4x4 => 4,
_ => 1
};
}
/// <summary>
/// Returns the number of samples in the Y direction from the MSAA mode.
/// </summary>
/// <param name="msaaMode">The MSAA mode</param>
/// <returns>The number of samples in the Y direction</returns>
public static int SamplesInY(this TextureMsaaMode msaaMode)
{
return msaaMode switch
{
TextureMsaaMode.Ms2x1 => 1,
TextureMsaaMode.Ms2x2 => 2,
TextureMsaaMode.Ms4x2 => 2,
TextureMsaaMode.Ms4x4 => 4,
_ => 1
};
}
}
}

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using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Texture;
using Ryujinx.Memory.Range;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Threading;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Texture pool.
/// </summary>
class TexturePool : Pool<Texture, TextureDescriptor>, IPool<TexturePool>
{
/// <summary>
/// A request to dereference a texture from a pool.
/// </summary>
private struct DereferenceRequest
{
/// <summary>
/// Whether the dereference is due to a mapping change or not.
/// </summary>
public readonly bool IsRemapped;
/// <summary>
/// The texture being dereferenced.
/// </summary>
public readonly Texture Texture;
/// <summary>
/// The ID of the pool entry this reference belonged to.
/// </summary>
public readonly int ID;
/// <summary>
/// Create a dereference request for a texture with a specific pool ID, and remapped flag.
/// </summary>
/// <param name="isRemapped">Whether the dereference is due to a mapping change or not</param>
/// <param name="texture">The texture being dereferenced</param>
/// <param name="id">The ID of the pool entry, used to restore remapped textures</param>
private DereferenceRequest(bool isRemapped, Texture texture, int id)
{
IsRemapped = isRemapped;
Texture = texture;
ID = id;
}
/// <summary>
/// Create a dereference request for a texture removal.
/// </summary>
/// <param name="texture">The texture being removed</param>
/// <returns>A texture removal dereference request</returns>
public static DereferenceRequest Remove(Texture texture)
{
return new DereferenceRequest(false, texture, 0);
}
/// <summary>
/// Create a dereference request for a texture remapping with a specific pool ID.
/// </summary>
/// <param name="texture">The texture being remapped</param>
/// <param name="id">The ID of the pool entry, used to restore remapped textures</param>
/// <returns>A remap dereference request</returns>
public static DereferenceRequest Remap(Texture texture, int id)
{
return new DereferenceRequest(true, texture, id);
}
}
private readonly GpuChannel _channel;
private readonly ConcurrentQueue<DereferenceRequest> _dereferenceQueue = new ConcurrentQueue<DereferenceRequest>();
private TextureDescriptor _defaultDescriptor;
/// <summary>
/// Linked list node used on the texture pool cache.
/// </summary>
public LinkedListNode<TexturePool> CacheNode { get; set; }
/// <summary>
/// Timestamp used by the texture pool cache, updated on every use of this texture pool.
/// </summary>
public ulong CacheTimestamp { get; set; }
/// <summary>
/// Creates a new instance of the texture pool.
/// </summary>
/// <param name="context">GPU context that the texture pool belongs to</param>
/// <param name="channel">GPU channel that the texture pool belongs to</param>
/// <param name="address">Address of the texture pool in guest memory</param>
/// <param name="maximumId">Maximum texture ID of the texture pool (equal to maximum textures minus one)</param>
public TexturePool(GpuContext context, GpuChannel channel, ulong address, int maximumId) : base(context, channel.MemoryManager.Physical, address, maximumId)
{
_channel = channel;
}
/// <summary>
/// Gets the texture descripor and texture with the given ID with no bounds check or synchronization.
/// </summary>
/// <param name="id">ID of the texture. This is effectively a zero-based index</param>
/// <param name="texture">The texture with the given ID</param>
/// <returns>The texture descriptor with the given ID</returns>
private ref readonly TextureDescriptor GetInternal(int id, out Texture texture)
{
texture = Items[id];
ref readonly TextureDescriptor descriptor = ref GetDescriptorRef(id);
if (texture == null)
{
texture = PhysicalMemory.TextureCache.FindShortCache(descriptor);
if (texture == null)
{
TextureInfo info = GetInfo(descriptor, out int layerSize);
// The dereference queue can put our texture back on the cache.
if ((texture = ProcessDereferenceQueue(id)) != null)
{
return ref descriptor;
}
texture = PhysicalMemory.TextureCache.FindOrCreateTexture(_channel.MemoryManager, TextureSearchFlags.ForSampler, info, layerSize);
// If this happens, then the texture address is invalid, we can't add it to the cache.
if (texture == null)
{
return ref descriptor;
}
}
else
{
texture.SynchronizeMemory();
}
Items[id] = texture;
texture.IncrementReferenceCount(this, id, descriptor.UnpackAddress());
DescriptorCache[id] = descriptor;
}
else
{
// On the path above (texture not yet in the pool), memory is automatically synchronized on texture creation.
texture.SynchronizeMemory();
}
return ref descriptor;
}
/// <summary>
/// Gets the texture with the given ID.
/// </summary>
/// <param name="id">ID of the texture. This is effectively a zero-based index</param>
/// <returns>The texture with the given ID</returns>
public override Texture Get(int id)
{
if ((uint)id >= Items.Length)
{
return null;
}
if (SequenceNumber != Context.SequenceNumber)
{
SequenceNumber = Context.SequenceNumber;
SynchronizeMemory();
}
GetInternal(id, out Texture texture);
return texture;
}
/// <summary>
/// Gets the texture descriptor and texture with the given ID.
/// </summary>
/// <remarks>
/// This method assumes that the pool has been manually synchronized before doing binding.
/// </remarks>
/// <param name="id">ID of the texture. This is effectively a zero-based index</param>
/// <param name="texture">The texture with the given ID</param>
/// <returns>The texture descriptor with the given ID</returns>
public ref readonly TextureDescriptor GetForBinding(int id, out Texture texture)
{
if ((uint)id >= Items.Length)
{
texture = null;
return ref _defaultDescriptor;
}
// When getting for binding, assume the pool has already been synchronized.
return ref GetInternal(id, out texture);
}
/// <summary>
/// Checks if the pool was modified, and returns the last sequence number where a modification was detected.
/// </summary>
/// <returns>A number that increments each time a modification is detected</returns>
public int CheckModified()
{
if (SequenceNumber != Context.SequenceNumber)
{
SequenceNumber = Context.SequenceNumber;
SynchronizeMemory();
}
return ModifiedSequenceNumber;
}
/// <summary>
/// Forcibly remove a texture from this pool's items.
/// If deferred, the dereference will be queued to occur on the render thread.
/// </summary>
/// <param name="texture">The texture being removed</param>
/// <param name="id">The ID of the texture in this pool</param>
/// <param name="deferred">If true, queue the dereference to happen on the render thread, otherwise dereference immediately</param>
public void ForceRemove(Texture texture, int id, bool deferred)
{
var previous = Interlocked.Exchange(ref Items[id], null);
if (deferred)
{
if (previous != null)
{
_dereferenceQueue.Enqueue(DereferenceRequest.Remove(texture));
}
}
else
{
texture.DecrementReferenceCount();
}
}
/// <summary>
/// Queues a request to update a texture's mapping.
/// Mapping is updated later to avoid deleting the texture if it is still sparsely mapped.
/// </summary>
/// <param name="texture">Texture with potential mapping change</param>
/// <param name="id">ID in cache of texture with potential mapping change</param>
public void QueueUpdateMapping(Texture texture, int id)
{
if (Interlocked.Exchange(ref Items[id], null) == texture)
{
_dereferenceQueue.Enqueue(DereferenceRequest.Remap(texture, id));
}
}
/// <summary>
/// Process the dereference queue, decrementing the reference count for each texture in it.
/// This is used to ensure that texture disposal happens on the render thread.
/// </summary>
/// <param name="id">The ID of the entry that triggered this method</param>
/// <returns>Texture that matches the entry ID if it has been readded to the cache.</returns>
private Texture ProcessDereferenceQueue(int id = -1)
{
while (_dereferenceQueue.TryDequeue(out DereferenceRequest request))
{
Texture texture = request.Texture;
// Unmapped storage textures can swap their ranges. The texture must be storage with no views or dependencies.
// TODO: Would need to update ranges on views, or guarantee that ones where the range changes can be instantly deleted.
if (request.IsRemapped && texture.Group.Storage == texture && !texture.HasViews && !texture.Group.HasCopyDependencies)
{
// Has the mapping for this texture changed?
ref readonly TextureDescriptor descriptor = ref GetDescriptorRef(request.ID);
ulong address = descriptor.UnpackAddress();
MultiRange range = _channel.MemoryManager.GetPhysicalRegions(address, texture.Size);
// If the texture is not mapped at all, delete its reference.
if (range.Count == 1 && range.GetSubRange(0).Address == MemoryManager.PteUnmapped)
{
texture.DecrementReferenceCount();
continue;
}
Items[request.ID] = texture;
// Create a new pool reference, as the last one was removed on unmap.
texture.IncrementReferenceCount(this, request.ID, address);
texture.DecrementReferenceCount();
// Refetch the range. Changes since the last check could have been lost
// as the cache entry was not restored (required to queue mapping change).
range = _channel.MemoryManager.GetPhysicalRegions(address, texture.Size);
if (!range.Equals(texture.Range))
{
// Part of the texture was mapped or unmapped. Replace the range and regenerate tracking handles.
if (!_channel.MemoryManager.Physical.TextureCache.UpdateMapping(texture, range))
{
// Texture could not be remapped due to a collision, just delete it.
if (Interlocked.Exchange(ref Items[request.ID], null) != null)
{
// If this is null, a request was already queued to decrement reference.
texture.DecrementReferenceCount(this, request.ID);
}
continue;
}
}
if (request.ID == id)
{
return texture;
}
}
else
{
texture.DecrementReferenceCount();
}
}
return null;
}
/// <summary>
/// Implementation of the texture pool range invalidation.
/// </summary>
/// <param name="address">Start address of the range of the texture pool</param>
/// <param name="size">Size of the range being invalidated</param>
protected override void InvalidateRangeImpl(ulong address, ulong size)
{
ProcessDereferenceQueue();
ulong endAddress = address + size;
for (; address < endAddress; address += DescriptorSize)
{
int id = (int)((address - Address) / DescriptorSize);
Texture texture = Items[id];
if (texture != null)
{
ref TextureDescriptor cachedDescriptor = ref DescriptorCache[id];
ref readonly TextureDescriptor descriptor = ref GetDescriptorRefAddress(address);
// If the descriptors are the same, the texture is the same,
// we don't need to remove as it was not modified. Just continue.
if (descriptor.Equals(ref cachedDescriptor))
{
continue;
}
if (texture.HasOneReference())
{
_channel.MemoryManager.Physical.TextureCache.AddShortCache(texture, ref cachedDescriptor);
}
if (Interlocked.Exchange(ref Items[id], null) != null)
{
texture.DecrementReferenceCount(this, id);
}
}
}
}
/// <summary>
/// Gets texture information from a texture descriptor.
/// </summary>
/// <param name="descriptor">The texture descriptor</param>
/// <param name="layerSize">Layer size for textures using a sub-range of mipmap levels, otherwise 0</param>
/// <returns>The texture information</returns>
private TextureInfo GetInfo(in TextureDescriptor descriptor, out int layerSize)
{
int depthOrLayers = descriptor.UnpackDepth();
int levels = descriptor.UnpackLevels();
TextureMsaaMode msaaMode = descriptor.UnpackTextureMsaaMode();
int samplesInX = msaaMode.SamplesInX();
int samplesInY = msaaMode.SamplesInY();
int stride = descriptor.UnpackStride();
TextureDescriptorType descriptorType = descriptor.UnpackTextureDescriptorType();
bool isLinear = descriptorType == TextureDescriptorType.Linear;
Target target = descriptor.UnpackTextureTarget().Convert((samplesInX | samplesInY) != 1);
int width = target == Target.TextureBuffer ? descriptor.UnpackBufferTextureWidth() : descriptor.UnpackWidth();
int height = descriptor.UnpackHeight();
if (target == Target.Texture2DMultisample || target == Target.Texture2DMultisampleArray)
{
// This is divided back before the backend texture is created.
width *= samplesInX;
height *= samplesInY;
}
// We use 2D targets for 1D textures as that makes texture cache
// management easier. We don't know the target for render target
// and copies, so those would normally use 2D targets, which are
// not compatible with 1D targets. By doing that we also allow those
// to match when looking for compatible textures on the cache.
if (target == Target.Texture1D)
{
target = Target.Texture2D;
height = 1;
}
else if (target == Target.Texture1DArray)
{
target = Target.Texture2DArray;
height = 1;
}
uint format = descriptor.UnpackFormat();
bool srgb = descriptor.UnpackSrgb();
ulong gpuVa = descriptor.UnpackAddress();
if (!FormatTable.TryGetTextureFormat(format, srgb, out FormatInfo formatInfo))
{
if (gpuVa != 0 && (int)format > 0)
{
Logger.Error?.Print(LogClass.Gpu, $"Invalid texture format 0x{format:X} (sRGB: {srgb}).");
}
formatInfo = FormatInfo.Default;
}
int gobBlocksInY = descriptor.UnpackGobBlocksInY();
int gobBlocksInZ = descriptor.UnpackGobBlocksInZ();
int gobBlocksInTileX = descriptor.UnpackGobBlocksInTileX();
layerSize = 0;
int minLod = descriptor.UnpackBaseLevel();
int maxLod = descriptor.UnpackMaxLevelInclusive();
// Linear textures don't support mipmaps, so we don't handle this case here.
if ((minLod != 0 || maxLod + 1 != levels) && target != Target.TextureBuffer && !isLinear)
{
int depth = TextureInfo.GetDepth(target, depthOrLayers);
int layers = TextureInfo.GetLayers(target, depthOrLayers);
SizeInfo sizeInfo = SizeCalculator.GetBlockLinearTextureSize(
width,
height,
depth,
levels,
layers,
formatInfo.BlockWidth,
formatInfo.BlockHeight,
formatInfo.BytesPerPixel,
gobBlocksInY,
gobBlocksInZ,
gobBlocksInTileX);
layerSize = sizeInfo.LayerSize;
if (minLod != 0 && minLod < levels)
{
// If the base level is not zero, we additionally add the mip level offset
// to the address, this allows the texture manager to find the base level from the
// address if there is a overlapping texture on the cache that can contain the new texture.
gpuVa += (ulong)sizeInfo.GetMipOffset(minLod);
width = Math.Max(1, width >> minLod);
height = Math.Max(1, height >> minLod);
if (target == Target.Texture3D)
{
depthOrLayers = Math.Max(1, depthOrLayers >> minLod);
}
(gobBlocksInY, gobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(height, depth, formatInfo.BlockHeight, gobBlocksInY, gobBlocksInZ);
}
levels = (maxLod - minLod) + 1;
}
SwizzleComponent swizzleR = descriptor.UnpackSwizzleR().Convert();
SwizzleComponent swizzleG = descriptor.UnpackSwizzleG().Convert();
SwizzleComponent swizzleB = descriptor.UnpackSwizzleB().Convert();
SwizzleComponent swizzleA = descriptor.UnpackSwizzleA().Convert();
DepthStencilMode depthStencilMode = GetDepthStencilMode(
formatInfo.Format,
swizzleR,
swizzleG,
swizzleB,
swizzleA);
if (formatInfo.Format.IsDepthOrStencil())
{
swizzleR = SwizzleComponent.Red;
swizzleG = SwizzleComponent.Red;
swizzleB = SwizzleComponent.Red;
if (depthStencilMode == DepthStencilMode.Depth)
{
swizzleA = SwizzleComponent.One;
}
else
{
swizzleA = SwizzleComponent.Red;
}
}
return new TextureInfo(
gpuVa,
width,
height,
depthOrLayers,
levels,
samplesInX,
samplesInY,
stride,
isLinear,
gobBlocksInY,
gobBlocksInZ,
gobBlocksInTileX,
target,
formatInfo,
depthStencilMode,
swizzleR,
swizzleG,
swizzleB,
swizzleA);
}
/// <summary>
/// Gets the texture depth-stencil mode, based on the swizzle components of each color channel.
/// The depth-stencil mode is determined based on how the driver sets those parameters.
/// </summary>
/// <param name="format">The format of the texture</param>
/// <param name="components">The texture swizzle components</param>
/// <returns>The depth-stencil mode</returns>
private static DepthStencilMode GetDepthStencilMode(Format format, params SwizzleComponent[] components)
{
// R = Depth, G = Stencil.
// On 24-bits depth formats, this is inverted (Stencil is R etc).
// NVN setup:
// For depth, A is set to 1.0f, the other components are set to Depth.
// For stencil, all components are set to Stencil.
SwizzleComponent component = components[0];
for (int index = 1; index < 4 && !IsRG(component); index++)
{
component = components[index];
}
if (!IsRG(component))
{
return DepthStencilMode.Depth;
}
if (format == Format.D24UnormS8Uint)
{
return component == SwizzleComponent.Red
? DepthStencilMode.Stencil
: DepthStencilMode.Depth;
}
else
{
return component == SwizzleComponent.Red
? DepthStencilMode.Depth
: DepthStencilMode.Stencil;
}
}
/// <summary>
/// Checks if the swizzle component is equal to the red or green channels.
/// </summary>
/// <param name="component">The swizzle component to check</param>
/// <returns>True if the swizzle component is equal to the red or green, false otherwise</returns>
private static bool IsRG(SwizzleComponent component)
{
return component == SwizzleComponent.Red ||
component == SwizzleComponent.Green;
}
/// <summary>
/// Decrements the reference count of the texture.
/// This indicates that the texture pool is not using it anymore.
/// </summary>
/// <param name="item">The texture to be deleted</param>
protected override void Delete(Texture item)
{
item?.DecrementReferenceCount(this);
}
public override void Dispose()
{
ProcessDereferenceQueue();
base.Dispose();
}
}
}

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namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Texture pool cache.
/// This can keep multiple texture pools, and return the current one as needed.
/// It is useful for applications that uses multiple texture pools.
/// </summary>
class TexturePoolCache : PoolCache<TexturePool>
{
/// <summary>
/// Constructs a new instance of the texture pool.
/// </summary>
/// <param name="context">GPU context that the texture pool belongs to</param>
public TexturePoolCache(GpuContext context) : base(context)
{
}
/// <summary>
/// Creates a new instance of the texture pool.
/// </summary>
/// <param name="context">GPU context that the texture pool belongs to</param>
/// <param name="channel">GPU channel that the texture pool belongs to</param>
/// <param name="address">Address of the texture pool in guest memory</param>
/// <param name="maximumId">Maximum texture ID of the texture pool (equal to maximum textures minus one)</param>
protected override TexturePool CreatePool(GpuContext context, GpuChannel channel, ulong address, int maximumId)
{
return new TexturePool(context, channel, address, maximumId);
}
}
}

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namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// The scale mode for a given texture.
/// Blacklisted textures cannot be scaled, Eligible textures have not been scaled yet,
/// and Scaled textures have been scaled already.
/// Undesired textures will stay at 1x until a situation where they must match a scaled texture.
/// </summary>
enum TextureScaleMode
{
Eligible = 0,
Scaled = 1,
Blacklisted = 2,
Undesired = 3
}
}

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using System;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Texture search flags, defines texture information comparison rules.
/// </summary>
[Flags]
enum TextureSearchFlags
{
None = 0,
ForSampler = 1 << 1,
ForCopy = 1 << 2,
WithUpscale = 1 << 3,
NoCreate = 1 << 4
}
}

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using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Texture target.
/// </summary>
enum TextureTarget : byte
{
Texture1D,
Texture2D,
Texture3D,
Cubemap,
Texture1DArray,
Texture2DArray,
TextureBuffer,
Texture2DRect,
CubemapArray
}
static class TextureTargetConverter
{
/// <summary>
/// Converts the texture target enum to a host compatible, Graphics Abstraction Layer enum.
/// </summary>
/// <param name="target">The target enum to convert</param>
/// <param name="isMultisample">True if the texture is a multisampled texture</param>
/// <returns>The host compatible texture target</returns>
public static Target Convert(this TextureTarget target, bool isMultisample)
{
if (isMultisample)
{
switch (target)
{
case TextureTarget.Texture2D: return Target.Texture2DMultisample;
case TextureTarget.Texture2DArray: return Target.Texture2DMultisampleArray;
}
}
else
{
switch (target)
{
case TextureTarget.Texture1D: return Target.Texture1D;
case TextureTarget.Texture2D: return Target.Texture2D;
case TextureTarget.Texture2DRect: return Target.Texture2D;
case TextureTarget.Texture3D: return Target.Texture3D;
case TextureTarget.Texture1DArray: return Target.Texture1DArray;
case TextureTarget.Texture2DArray: return Target.Texture2DArray;
case TextureTarget.Cubemap: return Target.Cubemap;
case TextureTarget.CubemapArray: return Target.CubemapArray;
case TextureTarget.TextureBuffer: return Target.TextureBuffer;
}
}
return Target.Texture1D;
}
/// <summary>
/// Converts the texture target enum to a shader sampler type.
/// </summary>
/// <param name="target">The target enum to convert</param>
/// <returns>The shader sampler type</returns>
public static SamplerType ConvertSamplerType(this TextureTarget target)
{
return target switch
{
TextureTarget.Texture1D => SamplerType.Texture1D,
TextureTarget.Texture2D => SamplerType.Texture2D,
TextureTarget.Texture3D => SamplerType.Texture3D,
TextureTarget.Cubemap => SamplerType.TextureCube,
TextureTarget.Texture1DArray => SamplerType.Texture1D | SamplerType.Array,
TextureTarget.Texture2DArray => SamplerType.Texture2D | SamplerType.Array,
TextureTarget.TextureBuffer => SamplerType.TextureBuffer,
TextureTarget.Texture2DRect => SamplerType.Texture2D,
TextureTarget.CubemapArray => SamplerType.TextureCube | SamplerType.Array,
_ => SamplerType.Texture2D
};
}
}
}

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namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// The level of view compatibility one texture has to another.
/// Values are increasing in compatibility from 0 (incompatible).
/// </summary>
enum TextureViewCompatibility
{
Incompatible = 0,
LayoutIncompatible,
CopyOnly,
Full
}
}

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using Ryujinx.Cpu.Tracking;
using Ryujinx.Graphics.GAL;
using Ryujinx.Memory.Range;
using Ryujinx.Memory.Tracking;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Ryujinx.Graphics.Gpu.Memory
{
/// <summary>
/// Buffer, used to store vertex and index data, uniform and storage buffers, and others.
/// </summary>
class Buffer : IRange, IDisposable
{
private const ulong GranularBufferThreshold = 4096;
private readonly GpuContext _context;
private readonly PhysicalMemory _physicalMemory;
/// <summary>
/// Host buffer handle.
/// </summary>
public BufferHandle Handle { get; }
/// <summary>
/// Start address of the buffer in guest memory.
/// </summary>
public ulong Address { get; }
/// <summary>
/// Size of the buffer in bytes.
/// </summary>
public ulong Size { get; }
/// <summary>
/// End address of the buffer in guest memory.
/// </summary>
public ulong EndAddress => Address + Size;
/// <summary>
/// Increments when the buffer is (partially) unmapped or disposed.
/// </summary>
public int UnmappedSequence { get; private set; }
/// <summary>
/// Ranges of the buffer that have been modified on the GPU.
/// Ranges defined here cannot be updated from CPU until a CPU waiting sync point is reached.
/// Then, write tracking will signal, wait for GPU sync (generated at the syncpoint) and flush these regions.
/// </summary>
/// <remarks>
/// This is null until at least one modification occurs.
/// </remarks>
private BufferModifiedRangeList _modifiedRanges = null;
private readonly CpuMultiRegionHandle _memoryTrackingGranular;
private readonly CpuRegionHandle _memoryTracking;
private readonly RegionSignal _externalFlushDelegate;
private readonly Action<ulong, ulong> _loadDelegate;
private readonly Action<ulong, ulong> _modifiedDelegate;
private int _sequenceNumber;
private bool _useGranular;
private bool _syncActionRegistered;
private int _referenceCount = 1;
/// <summary>
/// Creates a new instance of the buffer.
/// </summary>
/// <param name="context">GPU context that the buffer belongs to</param>
/// <param name="physicalMemory">Physical memory where the buffer is mapped</param>
/// <param name="address">Start address of the buffer</param>
/// <param name="size">Size of the buffer in bytes</param>
/// <param name="baseBuffers">Buffers which this buffer contains, and will inherit tracking handles from</param>
public Buffer(GpuContext context, PhysicalMemory physicalMemory, ulong address, ulong size, IEnumerable<Buffer> baseBuffers = null)
{
_context = context;
_physicalMemory = physicalMemory;
Address = address;
Size = size;
Handle = context.Renderer.CreateBuffer((int)size, baseBuffers?.MaxBy(x => x.Size).Handle ?? BufferHandle.Null);
_useGranular = size > GranularBufferThreshold;
IEnumerable<IRegionHandle> baseHandles = null;
if (baseBuffers != null)
{
baseHandles = baseBuffers.SelectMany(buffer =>
{
if (buffer._useGranular)
{
return buffer._memoryTrackingGranular.GetHandles();
}
else
{
return Enumerable.Repeat(buffer._memoryTracking.GetHandle(), 1);
}
});
}
if (_useGranular)
{
_memoryTrackingGranular = physicalMemory.BeginGranularTracking(address, size, ResourceKind.Buffer, baseHandles);
_memoryTrackingGranular.RegisterPreciseAction(address, size, PreciseAction);
}
else
{
_memoryTracking = physicalMemory.BeginTracking(address, size, ResourceKind.Buffer);
if (baseHandles != null)
{
_memoryTracking.Reprotect(false);
foreach (IRegionHandle handle in baseHandles)
{
if (handle.Dirty)
{
_memoryTracking.Reprotect(true);
}
handle.Dispose();
}
}
_memoryTracking.RegisterPreciseAction(PreciseAction);
}
_externalFlushDelegate = new RegionSignal(ExternalFlush);
_loadDelegate = new Action<ulong, ulong>(LoadRegion);
_modifiedDelegate = new Action<ulong, ulong>(RegionModified);
}
/// <summary>
/// Gets a sub-range from the buffer, from a start address till the end of the buffer.
/// </summary>
/// <remarks>
/// This can be used to bind and use sub-ranges of the buffer on the host API.
/// </remarks>
/// <param name="address">Start address of the sub-range, must be greater than or equal to the buffer address</param>
/// <returns>The buffer sub-range</returns>
public BufferRange GetRange(ulong address)
{
ulong offset = address - Address;
return new BufferRange(Handle, (int)offset, (int)(Size - offset));
}
/// <summary>
/// Gets a sub-range from the buffer.
/// </summary>
/// <remarks>
/// This can be used to bind and use sub-ranges of the buffer on the host API.
/// </remarks>
/// <param name="address">Start address of the sub-range, must be greater than or equal to the buffer address</param>
/// <param name="size">Size in bytes of the sub-range, must be less than or equal to the buffer size</param>
/// <returns>The buffer sub-range</returns>
public BufferRange GetRange(ulong address, ulong size)
{
int offset = (int)(address - Address);
return new BufferRange(Handle, offset, (int)size);
}
/// <summary>
/// Checks if a given range overlaps with the buffer.
/// </summary>
/// <param name="address">Start address of the range</param>
/// <param name="size">Size in bytes of the range</param>
/// <returns>True if the range overlaps, false otherwise</returns>
public bool OverlapsWith(ulong address, ulong size)
{
return Address < address + size && address < EndAddress;
}
/// <summary>
/// Checks if a given range is fully contained in the buffer.
/// </summary>
/// <param name="address">Start address of the range</param>
/// <param name="size">Size in bytes of the range</param>
/// <returns>True if the range is contained, false otherwise</returns>
public bool FullyContains(ulong address, ulong size)
{
return address >= Address && address + size <= EndAddress;
}
/// <summary>
/// Performs guest to host memory synchronization of the buffer data.
/// </summary>
/// <remarks>
/// This causes the buffer data to be overwritten if a write was detected from the CPU,
/// since the last call to this method.
/// </remarks>
/// <param name="address">Start address of the range to synchronize</param>
/// <param name="size">Size in bytes of the range to synchronize</param>
public void SynchronizeMemory(ulong address, ulong size)
{
if (_useGranular)
{
_memoryTrackingGranular.QueryModified(address, size, _modifiedDelegate, _context.SequenceNumber);
}
else
{
if (_context.SequenceNumber != _sequenceNumber && _memoryTracking.DirtyOrVolatile())
{
_memoryTracking.Reprotect();
if (_modifiedRanges != null)
{
_modifiedRanges.ExcludeModifiedRegions(Address, Size, _loadDelegate);
}
else
{
_context.Renderer.SetBufferData(Handle, 0, _physicalMemory.GetSpan(Address, (int)Size));
}
_sequenceNumber = _context.SequenceNumber;
}
}
}
/// <summary>
/// Ensure that the modified range list exists.
/// </summary>
private void EnsureRangeList()
{
if (_modifiedRanges == null)
{
_modifiedRanges = new BufferModifiedRangeList(_context, this, Flush);
}
}
/// <summary>
/// Signal that the given region of the buffer has been modified.
/// </summary>
/// <param name="address">The start address of the modified region</param>
/// <param name="size">The size of the modified region</param>
public void SignalModified(ulong address, ulong size)
{
EnsureRangeList();
_modifiedRanges.SignalModified(address, size);
if (!_syncActionRegistered)
{
_context.RegisterSyncAction(SyncAction);
_syncActionRegistered = true;
}
}
/// <summary>
/// Indicate that mofifications in a given region of this buffer have been overwritten.
/// </summary>
/// <param name="address">The start address of the region</param>
/// <param name="size">The size of the region</param>
public void ClearModified(ulong address, ulong size)
{
_modifiedRanges?.Clear(address, size);
}
/// <summary>
/// Action to be performed when a syncpoint is reached after modification.
/// This will register read/write tracking to flush the buffer from GPU when its memory is used.
/// </summary>
private void SyncAction()
{
_syncActionRegistered = false;
if (_useGranular)
{
_modifiedRanges?.GetRanges(Address, Size, (address, size) =>
{
_memoryTrackingGranular.RegisterAction(address, size, _externalFlushDelegate);
SynchronizeMemory(address, size);
});
}
else
{
_memoryTracking.RegisterAction(_externalFlushDelegate);
SynchronizeMemory(Address, Size);
}
}
/// <summary>
/// Inherit modified ranges from another buffer.
/// </summary>
/// <param name="from">The buffer to inherit from</param>
public void InheritModifiedRanges(Buffer from)
{
if (from._modifiedRanges != null && from._modifiedRanges.HasRanges)
{
if (from._syncActionRegistered && !_syncActionRegistered)
{
_context.RegisterSyncAction(SyncAction);
_syncActionRegistered = true;
}
Action<ulong, ulong> registerRangeAction = (ulong address, ulong size) =>
{
if (_useGranular)
{
_memoryTrackingGranular.RegisterAction(address, size, _externalFlushDelegate);
}
else
{
_memoryTracking.RegisterAction(_externalFlushDelegate);
}
};
EnsureRangeList();
_modifiedRanges.InheritRanges(from._modifiedRanges, registerRangeAction);
}
}
/// <summary>
/// Determine if a given region of the buffer has been modified, and must be flushed.
/// </summary>
/// <param name="address">The start address of the region</param>
/// <param name="size">The size of the region</param>
/// <returns></returns>
public bool IsModified(ulong address, ulong size)
{
if (_modifiedRanges != null)
{
return _modifiedRanges.HasRange(address, size);
}
return false;
}
/// <summary>
/// Indicate that a region of the buffer was modified, and must be loaded from memory.
/// </summary>
/// <param name="mAddress">Start address of the modified region</param>
/// <param name="mSize">Size of the modified region</param>
private void RegionModified(ulong mAddress, ulong mSize)
{
if (mAddress < Address)
{
mAddress = Address;
}
ulong maxSize = Address + Size - mAddress;
if (mSize > maxSize)
{
mSize = maxSize;
}
if (_modifiedRanges != null)
{
_modifiedRanges.ExcludeModifiedRegions(mAddress, mSize, _loadDelegate);
}
else
{
LoadRegion(mAddress, mSize);
}
}
/// <summary>
/// Load a region of the buffer from memory.
/// </summary>
/// <param name="mAddress">Start address of the modified region</param>
/// <param name="mSize">Size of the modified region</param>
private void LoadRegion(ulong mAddress, ulong mSize)
{
int offset = (int)(mAddress - Address);
_context.Renderer.SetBufferData(Handle, offset, _physicalMemory.GetSpan(mAddress, (int)mSize));
}
/// <summary>
/// Force a region of the buffer to be dirty. Avoids reprotection and nullifies sequence number check.
/// </summary>
/// <param name="mAddress">Start address of the modified region</param>
/// <param name="mSize">Size of the region to force dirty</param>
public void ForceDirty(ulong mAddress, ulong mSize)
{
_modifiedRanges?.Clear(mAddress, mSize);
if (_useGranular)
{
_memoryTrackingGranular.ForceDirty(mAddress, mSize);
}
else
{
_memoryTracking.ForceDirty();
_sequenceNumber--;
}
}
/// <summary>
/// Performs copy of all the buffer data from one buffer to another.
/// </summary>
/// <param name="destination">The destination buffer to copy the data into</param>
/// <param name="dstOffset">The offset of the destination buffer to copy into</param>
public void CopyTo(Buffer destination, int dstOffset)
{
_context.Renderer.Pipeline.CopyBuffer(Handle, destination.Handle, 0, dstOffset, (int)Size);
}
/// <summary>
/// Flushes a range of the buffer.
/// This writes the range data back into guest memory.
/// </summary>
/// <param name="address">Start address of the range</param>
/// <param name="size">Size in bytes of the range</param>
public void Flush(ulong address, ulong size)
{
int offset = (int)(address - Address);
using PinnedSpan<byte> data = _context.Renderer.GetBufferData(Handle, offset, (int)size);
// TODO: When write tracking shaders, they will need to be aware of changes in overlapping buffers.
_physicalMemory.WriteUntracked(address, data.Get());
}
/// <summary>
/// Align a given address and size region to page boundaries.
/// </summary>
/// <param name="address">The start address of the region</param>
/// <param name="size">The size of the region</param>
/// <returns>The page aligned address and size</returns>
private static (ulong address, ulong size) PageAlign(ulong address, ulong size)
{
ulong pageMask = MemoryManager.PageMask;
ulong rA = address & ~pageMask;
ulong rS = ((address + size + pageMask) & ~pageMask) - rA;
return (rA, rS);
}
/// <summary>
/// Flush modified ranges of the buffer from another thread.
/// This will flush all modifications made before the active SyncNumber was set, and may block to wait for GPU sync.
/// </summary>
/// <param name="address">Address of the memory action</param>
/// <param name="size">Size in bytes</param>
public void ExternalFlush(ulong address, ulong size)
{
_context.Renderer.BackgroundContextAction(() =>
{
var ranges = _modifiedRanges;
if (ranges != null)
{
(address, size) = PageAlign(address, size);
ranges.WaitForAndFlushRanges(address, size);
}
}, true);
}
/// <summary>
/// An action to be performed when a precise memory access occurs to this resource.
/// For buffers, this skips flush-on-write by punching holes directly into the modified range list.
/// </summary>
/// <param name="address">Address of the memory action</param>
/// <param name="size">Size in bytes</param>
/// <param name="write">True if the access was a write, false otherwise</param>
private bool PreciseAction(ulong address, ulong size, bool write)
{
if (!write)
{
// We only want to skip flush-on-write.
return false;
}
ulong maxAddress = Math.Max(address, Address);
ulong minEndAddress = Math.Min(address + size, Address + Size);
if (maxAddress >= minEndAddress)
{
// Access doesn't overlap.
return false;
}
ForceDirty(maxAddress, minEndAddress - maxAddress);
return true;
}
/// <summary>
/// Called when part of the memory for this buffer has been unmapped.
/// Calls are from non-GPU threads.
/// </summary>
/// <param name="address">Start address of the unmapped region</param>
/// <param name="size">Size of the unmapped region</param>
public void Unmapped(ulong address, ulong size)
{
BufferModifiedRangeList modifiedRanges = _modifiedRanges;
modifiedRanges?.Clear(address, size);
UnmappedSequence++;
}
/// <summary>
/// Increments the buffer reference count.
/// </summary>
public void IncrementReferenceCount()
{
_referenceCount++;
}
/// <summary>
/// Decrements the buffer reference count.
/// </summary>
public void DecrementReferenceCount()
{
if (--_referenceCount == 0)
{
DisposeData();
}
}
/// <summary>
/// Disposes the host buffer's data, not its tracking handles.
/// </summary>
public void DisposeData()
{
_modifiedRanges?.Clear();
_context.Renderer.DeleteBuffer(Handle);
UnmappedSequence++;
}
/// <summary>
/// Disposes the host buffer.
/// </summary>
public void Dispose()
{
_memoryTrackingGranular?.Dispose();
_memoryTracking?.Dispose();
DecrementReferenceCount();
}
}
}

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