mirror of
https://git.ryujinx.app/ryubing/ryujinx.git
synced 2025-07-03 05:56:26 +02:00
Geometry shader emulation for macOS (#5551)
* Implement vertex and geometry shader conversion to compute * Call InitializeReservedCounts for compute too * PR feedback * Set clip distance mask for geometry and tessellation shaders too * Transform feedback emulation only for vertex
This commit is contained in:
parent
93d78f9ac4
commit
f09bba82b9
65 changed files with 3912 additions and 593 deletions
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@ -13,7 +13,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
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/// <summary>
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/// Represents a GPU General Purpose FIFO command processor.
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/// </summary>
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class GPFifoProcessor
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class GPFifoProcessor : IDisposable
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{
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private const int MacrosCount = 0x80;
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private const int MacroIndexMask = MacrosCount - 1;
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@ -327,5 +327,19 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
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{
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_3dClass.PerformDeferredDraws();
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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_3dClass.Dispose();
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}
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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}
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}
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@ -0,0 +1,141 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Shader;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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{
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/// <summary>
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/// Vertex info buffer data updater.
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/// </summary>
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class VertexInfoBufferUpdater : BufferUpdater
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{
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private VertexInfoBuffer _data;
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/// <summary>
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/// Creates a new instance of the vertex info buffer updater.
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/// </summary>
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/// <param name="renderer">Renderer that the vertex info buffer will be used with</param>
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public VertexInfoBufferUpdater(IRenderer renderer) : base(renderer)
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{
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}
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/// <summary>
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/// Sets vertex data related counts.
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/// </summary>
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/// <param name="vertexCount">Number of vertices used on the draw</param>
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/// <param name="instanceCount">Number of draw instances</param>
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/// <param name="firstVertex">Index of the first vertex on the vertex buffer</param>
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/// <param name="firstInstance">Index of the first instanced vertex on the vertex buffer</param>
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public void SetVertexCounts(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
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{
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if (_data.VertexCounts.X != vertexCount)
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{
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_data.VertexCounts.X = vertexCount;
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MarkDirty(VertexInfoBuffer.VertexCountsOffset, sizeof(int));
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}
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if (_data.VertexCounts.Y != instanceCount)
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{
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_data.VertexCounts.Y = instanceCount;
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MarkDirty(VertexInfoBuffer.VertexCountsOffset + sizeof(int), sizeof(int));
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}
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if (_data.VertexCounts.Z != firstVertex)
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{
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_data.VertexCounts.Z = firstVertex;
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MarkDirty(VertexInfoBuffer.VertexCountsOffset + sizeof(int) * 2, sizeof(int));
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}
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if (_data.VertexCounts.W != firstInstance)
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{
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_data.VertexCounts.W = firstInstance;
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MarkDirty(VertexInfoBuffer.VertexCountsOffset + sizeof(int) * 3, sizeof(int));
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}
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}
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/// <summary>
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/// Sets vertex data related counts.
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/// </summary>
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/// <param name="primitivesCount">Number of primitives consumed by the geometry shader</param>
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public void SetGeometryCounts(int primitivesCount)
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{
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if (_data.GeometryCounts.X != primitivesCount)
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{
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_data.GeometryCounts.X = primitivesCount;
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MarkDirty(VertexInfoBuffer.GeometryCountsOffset, sizeof(int));
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}
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}
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/// <summary>
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/// Sets a vertex stride and related data.
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/// </summary>
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/// <param name="index">Index of the vertex stride to be updated</param>
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/// <param name="stride">Stride divided by the component or format size</param>
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/// <param name="componentCount">Number of components that the format has</param>
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public void SetVertexStride(int index, int stride, int componentCount)
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{
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if (_data.VertexStrides[index].X != stride)
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{
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_data.VertexStrides[index].X = stride;
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MarkDirty(VertexInfoBuffer.VertexStridesOffset + index * Unsafe.SizeOf<Vector4<int>>(), sizeof(int));
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}
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for (int c = 1; c < 4; c++)
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{
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int value = c < componentCount ? 1 : 0;
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ref int currentValue = ref GetElementRef(ref _data.VertexStrides[index], c);
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if (currentValue != value)
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{
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currentValue = value;
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MarkDirty(VertexInfoBuffer.VertexStridesOffset + index * Unsafe.SizeOf<Vector4<int>>() + c * sizeof(int), sizeof(int));
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}
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}
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}
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/// <summary>
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/// Sets a vertex offset and related data.
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/// </summary>
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/// <param name="index">Index of the vertex offset to be updated</param>
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/// <param name="offset">Offset divided by the component or format size</param>
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/// <param name="divisor">If the draw is instanced, should have the vertex divisor value, otherwise should be zero</param>
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public void SetVertexOffset(int index, int offset, int divisor)
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{
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if (_data.VertexOffsets[index].X != offset)
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{
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_data.VertexOffsets[index].X = offset;
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MarkDirty(VertexInfoBuffer.VertexOffsetsOffset + index * Unsafe.SizeOf<Vector4<int>>(), sizeof(int));
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}
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if (_data.VertexOffsets[index].Y != divisor)
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{
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_data.VertexOffsets[index].Y = divisor;
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MarkDirty(VertexInfoBuffer.VertexOffsetsOffset + index * Unsafe.SizeOf<Vector4<int>>() + sizeof(int), sizeof(int));
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}
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}
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/// <summary>
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/// Sets the offset of the index buffer.
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/// </summary>
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/// <param name="offset">Offset divided by the component size</param>
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public void SetIndexBufferOffset(int offset)
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{
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if (_data.GeometryCounts.W != offset)
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{
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_data.GeometryCounts.W = offset;
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MarkDirty(VertexInfoBuffer.GeometryCountsOffset + sizeof(int) * 3, sizeof(int));
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}
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}
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/// <summary>
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/// Submits all pending buffer updates to the GPU.
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/// </summary>
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public void Commit()
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{
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Commit(MemoryMarshal.Cast<VertexInfoBuffer, byte>(MemoryMarshal.CreateSpan(ref _data, 1)));
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}
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}
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}
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@ -0,0 +1,96 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Shader;
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using System;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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{
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/// <summary>
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/// Vertex, tessellation and geometry as compute shader draw manager.
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/// </summary>
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class VtgAsCompute : IDisposable
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{
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private readonly GpuContext _context;
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private readonly GpuChannel _channel;
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private readonly DeviceStateWithShadow<ThreedClassState> _state;
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private readonly VtgAsComputeContext _vacContext;
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/// <summary>
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/// Creates a new instance of the vertex, tessellation and geometry as compute shader draw manager.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="channel">GPU channel</param>
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/// <param name="state">3D engine state</param>
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public VtgAsCompute(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state)
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{
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_context = context;
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_channel = channel;
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_state = state;
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_vacContext = new(context);
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}
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/// <summary>
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/// Emulates the pre-rasterization stages of a draw operation using a compute shader.
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/// </summary>
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/// <param name="engine">3D engine</param>
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/// <param name="vertexAsCompute">Vertex shader converted to compute</param>
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/// <param name="geometryAsCompute">Optional geometry shader converted to compute</param>
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/// <param name="vertexPassthroughProgram">Fragment shader with a vertex passthrough shader to feed the compute output into the fragment stage</param>
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/// <param name="topology">Primitive topology of the draw</param>
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/// <param name="count">Index or vertex count of the draw</param>
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/// <param name="instanceCount">Instance count</param>
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/// <param name="firstIndex">First index on the index buffer, for indexed draws</param>
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/// <param name="firstVertex">First vertex on the vertex buffer</param>
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/// <param name="firstInstance">First instance</param>
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/// <param name="indexed">Whether the draw is indexed</param>
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public void DrawAsCompute(
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ThreedClass engine,
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ShaderAsCompute vertexAsCompute,
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ShaderAsCompute geometryAsCompute,
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IProgram vertexPassthroughProgram,
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PrimitiveTopology topology,
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int count,
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int instanceCount,
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int firstIndex,
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int firstVertex,
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int firstInstance,
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bool indexed)
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{
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VtgAsComputeState state = new(
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_context,
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_channel,
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_state,
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_vacContext,
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engine,
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vertexAsCompute,
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geometryAsCompute,
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vertexPassthroughProgram,
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topology,
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count,
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instanceCount,
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firstIndex,
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firstVertex,
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firstInstance,
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indexed);
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state.RunVertex();
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state.RunGeometry();
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state.RunFragment();
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_vacContext.FreeBuffers();
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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_vacContext.Dispose();
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}
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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}
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}
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@ -0,0 +1,648 @@
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using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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{
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/// <summary>
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/// Vertex, tessellation and geometry as compute shader context.
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/// </summary>
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class VtgAsComputeContext : IDisposable
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{
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private const int DummyBufferSize = 16;
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private readonly GpuContext _context;
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/// <summary>
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/// Cache of buffer textures used for vertex and index buffers.
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/// </summary>
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private class BufferTextureCache : IDisposable
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{
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private readonly Dictionary<Format, ITexture> _cache;
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/// <summary>
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/// Creates a new instance of the buffer texture cache.
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/// </summary>
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public BufferTextureCache()
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{
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_cache = new();
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}
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/// <summary>
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/// Gets a cached or creates and caches a buffer texture with the specified format.
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/// </summary>
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/// <param name="renderer">Renderer where the texture will be used</param>
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/// <param name="format">Format of the buffer texture</param>
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/// <returns>Buffer texture</returns>
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public ITexture Get(IRenderer renderer, Format format)
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{
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if (!_cache.TryGetValue(format, out ITexture bufferTexture))
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{
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bufferTexture = renderer.CreateTexture(new TextureCreateInfo(
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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format,
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DepthStencilMode.Depth,
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Target.TextureBuffer,
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SwizzleComponent.Red,
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SwizzleComponent.Green,
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SwizzleComponent.Blue,
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SwizzleComponent.Alpha));
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_cache.Add(format, bufferTexture);
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}
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return bufferTexture;
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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foreach (var texture in _cache.Values)
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{
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texture.Release();
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}
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_cache.Clear();
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}
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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}
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/// <summary>
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/// Buffer state.
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/// </summary>
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private struct Buffer
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{
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/// <summary>
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/// Buffer handle.
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/// </summary>
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public BufferHandle Handle;
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/// <summary>
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/// Current free buffer offset.
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/// </summary>
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public int Offset;
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/// <summary>
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/// Total buffer size in bytes.
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/// </summary>
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public int Size;
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}
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/// <summary>
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/// Index buffer state.
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/// </summary>
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private readonly struct IndexBuffer
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{
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/// <summary>
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/// Buffer handle.
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/// </summary>
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public BufferHandle Handle { get; }
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/// <summary>
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/// Index count.
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/// </summary>
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public int Count { get; }
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/// <summary>
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/// Size in bytes.
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/// </summary>
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public int Size { get; }
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/// <summary>
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/// Creates a new index buffer state.
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/// </summary>
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/// <param name="handle">Buffer handle</param>
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/// <param name="count">Index count</param>
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/// <param name="size">Size in bytes</param>
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public IndexBuffer(BufferHandle handle, int count, int size)
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{
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Handle = handle;
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Count = count;
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Size = size;
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}
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/// <summary>
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/// Creates a full range starting from the beggining of the buffer.
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/// </summary>
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/// <returns>Range</returns>
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public readonly BufferRange ToRange()
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{
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return new BufferRange(Handle, 0, Size);
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}
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/// <summary>
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/// Creates a range starting from the beggining of the buffer, with the specified size.
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/// </summary>
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/// <param name="size">Size in bytes of the range</param>
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/// <returns>Range</returns>
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public readonly BufferRange ToRange(int size)
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{
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return new BufferRange(Handle, 0, size);
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}
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}
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private readonly BufferTextureCache[] _bufferTextures;
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private BufferHandle _dummyBuffer;
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private Buffer _vertexDataBuffer;
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private Buffer _geometryVertexDataBuffer;
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private Buffer _geometryIndexDataBuffer;
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private BufferHandle _sequentialIndexBuffer;
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private int _sequentialIndexBufferCount;
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private readonly Dictionary<PrimitiveTopology, IndexBuffer> _topologyRemapBuffers;
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/// <summary>
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/// Vertex information buffer updater.
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/// </summary>
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public VertexInfoBufferUpdater VertexInfoBufferUpdater { get; }
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/// <summary>
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/// Creates a new instance of the vertex, tessellation and geometry as compute shader context.
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/// </summary>
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/// <param name="context"></param>
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public VtgAsComputeContext(GpuContext context)
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{
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_context = context;
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_bufferTextures = new BufferTextureCache[Constants.TotalVertexBuffers + 2];
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_topologyRemapBuffers = new();
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VertexInfoBufferUpdater = new(context.Renderer);
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}
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/// <summary>
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/// Gets the number of complete primitives that can be formed with a given vertex count, for a given topology.
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/// </summary>
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/// <param name="primitiveType">Topology</param>
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/// <param name="count">Vertex count</param>
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/// <returns>Total of complete primitives</returns>
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public static int GetPrimitivesCount(PrimitiveTopology primitiveType, int count)
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{
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return primitiveType switch
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{
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PrimitiveTopology.Lines => count / 2,
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PrimitiveTopology.LinesAdjacency => count / 4,
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PrimitiveTopology.LineLoop => count > 1 ? count : 0,
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PrimitiveTopology.LineStrip => Math.Max(count - 1, 0),
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PrimitiveTopology.LineStripAdjacency => Math.Max(count - 3, 0),
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PrimitiveTopology.Triangles => count / 3,
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PrimitiveTopology.TrianglesAdjacency => count / 6,
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PrimitiveTopology.TriangleStrip or
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PrimitiveTopology.TriangleFan or
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PrimitiveTopology.Polygon => Math.Max(count - 2, 0),
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PrimitiveTopology.TriangleStripAdjacency => Math.Max(count - 2, 0) / 2,
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PrimitiveTopology.Quads => (count / 4) * 2, // In triangles.
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PrimitiveTopology.QuadStrip => Math.Max((count - 2) / 2, 0) * 2, // In triangles.
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_ => count,
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};
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}
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/// <summary>
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/// Gets the total of vertices that a single primitive has, for the specified topology.
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/// </summary>
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/// <param name="primitiveType">Topology</param>
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/// <returns>Vertex count</returns>
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private static int GetVerticesPerPrimitive(PrimitiveTopology primitiveType)
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{
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return primitiveType switch
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{
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PrimitiveTopology.Lines or
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PrimitiveTopology.LineLoop or
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PrimitiveTopology.LineStrip => 2,
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PrimitiveTopology.LinesAdjacency or
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PrimitiveTopology.LineStripAdjacency => 4,
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PrimitiveTopology.Triangles or
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PrimitiveTopology.TriangleStrip or
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PrimitiveTopology.TriangleFan or
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PrimitiveTopology.Polygon => 3,
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PrimitiveTopology.TrianglesAdjacency or
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PrimitiveTopology.TriangleStripAdjacency => 6,
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PrimitiveTopology.Quads or
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||||
PrimitiveTopology.QuadStrip => 3, // 2 triangles.
|
||||
_ => 1,
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a cached or creates a new buffer that can be used to map linear indices to ones
|
||||
/// of a specified topology, and build complete primitives.
|
||||
/// </summary>
|
||||
/// <param name="topology">Topology</param>
|
||||
/// <param name="count">Number of input vertices that needs to be mapped using that buffer</param>
|
||||
/// <returns>Remap buffer range</returns>
|
||||
public BufferRange GetOrCreateTopologyRemapBuffer(PrimitiveTopology topology, int count)
|
||||
{
|
||||
if (!_topologyRemapBuffers.TryGetValue(topology, out IndexBuffer buffer) || buffer.Count < count)
|
||||
{
|
||||
if (buffer.Handle != BufferHandle.Null)
|
||||
{
|
||||
_context.Renderer.DeleteBuffer(buffer.Handle);
|
||||
}
|
||||
|
||||
buffer = CreateTopologyRemapBuffer(topology, count);
|
||||
_topologyRemapBuffers[topology] = buffer;
|
||||
|
||||
return buffer.ToRange();
|
||||
}
|
||||
|
||||
return buffer.ToRange(Math.Max(GetPrimitivesCount(topology, count) * GetVerticesPerPrimitive(topology), 1) * sizeof(uint));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new topology remap buffer.
|
||||
/// </summary>
|
||||
/// <param name="topology">Topology</param>
|
||||
/// <param name="count">Maximum of vertices that will be accessed</param>
|
||||
/// <returns>Remap buffer range</returns>
|
||||
private IndexBuffer CreateTopologyRemapBuffer(PrimitiveTopology topology, int count)
|
||||
{
|
||||
// Size can't be zero as creating zero sized buffers is invalid.
|
||||
Span<int> data = new int[Math.Max(GetPrimitivesCount(topology, count) * GetVerticesPerPrimitive(topology), 1)];
|
||||
|
||||
switch (topology)
|
||||
{
|
||||
case PrimitiveTopology.Points:
|
||||
case PrimitiveTopology.Lines:
|
||||
case PrimitiveTopology.LinesAdjacency:
|
||||
case PrimitiveTopology.Triangles:
|
||||
case PrimitiveTopology.TrianglesAdjacency:
|
||||
case PrimitiveTopology.Patches:
|
||||
for (int index = 0; index < data.Length; index++)
|
||||
{
|
||||
data[index] = index;
|
||||
}
|
||||
break;
|
||||
case PrimitiveTopology.LineLoop:
|
||||
data[^1] = 0;
|
||||
|
||||
for (int index = 0; index < ((data.Length - 1) & ~1); index += 2)
|
||||
{
|
||||
data[index] = index >> 1;
|
||||
data[index + 1] = (index >> 1) + 1;
|
||||
}
|
||||
break;
|
||||
case PrimitiveTopology.LineStrip:
|
||||
for (int index = 0; index < ((data.Length - 1) & ~1); index += 2)
|
||||
{
|
||||
data[index] = index >> 1;
|
||||
data[index + 1] = (index >> 1) + 1;
|
||||
}
|
||||
break;
|
||||
case PrimitiveTopology.TriangleStrip:
|
||||
int tsTrianglesCount = data.Length / 3;
|
||||
int tsOutIndex = 3;
|
||||
|
||||
if (tsTrianglesCount > 0)
|
||||
{
|
||||
data[0] = 0;
|
||||
data[1] = 1;
|
||||
data[2] = 2;
|
||||
}
|
||||
|
||||
for (int tri = 1; tri < tsTrianglesCount; tri++)
|
||||
{
|
||||
int baseIndex = tri * 3;
|
||||
|
||||
if ((tri & 1) != 0)
|
||||
{
|
||||
data[baseIndex] = tsOutIndex - 1;
|
||||
data[baseIndex + 1] = tsOutIndex - 2;
|
||||
data[baseIndex + 2] = tsOutIndex++;
|
||||
}
|
||||
else
|
||||
{
|
||||
data[baseIndex] = tsOutIndex - 2;
|
||||
data[baseIndex + 1] = tsOutIndex - 1;
|
||||
data[baseIndex + 2] = tsOutIndex++;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case PrimitiveTopology.TriangleFan:
|
||||
case PrimitiveTopology.Polygon:
|
||||
int tfTrianglesCount = data.Length / 3;
|
||||
int tfOutIndex = 1;
|
||||
|
||||
for (int index = 0; index < tfTrianglesCount * 3; index += 3)
|
||||
{
|
||||
data[index] = 0;
|
||||
data[index + 1] = tfOutIndex;
|
||||
data[index + 2] = ++tfOutIndex;
|
||||
}
|
||||
break;
|
||||
case PrimitiveTopology.Quads:
|
||||
int qQuadsCount = data.Length / 6;
|
||||
|
||||
for (int quad = 0; quad < qQuadsCount; quad++)
|
||||
{
|
||||
int index = quad * 6;
|
||||
int qIndex = quad * 4;
|
||||
|
||||
data[index] = qIndex;
|
||||
data[index + 1] = qIndex + 1;
|
||||
data[index + 2] = qIndex + 2;
|
||||
data[index + 3] = qIndex;
|
||||
data[index + 4] = qIndex + 2;
|
||||
data[index + 5] = qIndex + 3;
|
||||
}
|
||||
break;
|
||||
case PrimitiveTopology.QuadStrip:
|
||||
int qsQuadsCount = data.Length / 6;
|
||||
|
||||
if (qsQuadsCount > 0)
|
||||
{
|
||||
data[0] = 0;
|
||||
data[1] = 1;
|
||||
data[2] = 2;
|
||||
data[3] = 0;
|
||||
data[4] = 2;
|
||||
data[5] = 3;
|
||||
}
|
||||
|
||||
for (int quad = 1; quad < qsQuadsCount; quad++)
|
||||
{
|
||||
int index = quad * 6;
|
||||
int qIndex = quad * 2;
|
||||
|
||||
data[index] = qIndex + 1;
|
||||
data[index + 1] = qIndex;
|
||||
data[index + 2] = qIndex + 2;
|
||||
data[index + 3] = qIndex + 1;
|
||||
data[index + 4] = qIndex + 2;
|
||||
data[index + 5] = qIndex + 3;
|
||||
}
|
||||
break;
|
||||
case PrimitiveTopology.LineStripAdjacency:
|
||||
for (int index = 0; index < ((data.Length - 3) & ~3); index += 4)
|
||||
{
|
||||
int lIndex = index >> 2;
|
||||
|
||||
data[index] = lIndex;
|
||||
data[index + 1] = lIndex + 1;
|
||||
data[index + 2] = lIndex + 2;
|
||||
data[index + 3] = lIndex + 3;
|
||||
}
|
||||
break;
|
||||
case PrimitiveTopology.TriangleStripAdjacency:
|
||||
int tsaTrianglesCount = data.Length / 6;
|
||||
int tsaOutIndex = 6;
|
||||
|
||||
if (tsaTrianglesCount > 0)
|
||||
{
|
||||
data[0] = 0;
|
||||
data[1] = 1;
|
||||
data[2] = 2;
|
||||
data[3] = 3;
|
||||
data[4] = 4;
|
||||
data[5] = 5;
|
||||
}
|
||||
|
||||
for (int tri = 1; tri < tsaTrianglesCount; tri++)
|
||||
{
|
||||
int baseIndex = tri * 6;
|
||||
|
||||
if ((tri & 1) != 0)
|
||||
{
|
||||
data[baseIndex] = tsaOutIndex - 2;
|
||||
data[baseIndex + 1] = tsaOutIndex - 1;
|
||||
data[baseIndex + 2] = tsaOutIndex - 4;
|
||||
data[baseIndex + 3] = tsaOutIndex - 3;
|
||||
data[baseIndex + 4] = tsaOutIndex++;
|
||||
data[baseIndex + 5] = tsaOutIndex++;
|
||||
}
|
||||
else
|
||||
{
|
||||
data[baseIndex] = tsaOutIndex - 4;
|
||||
data[baseIndex + 1] = tsaOutIndex - 3;
|
||||
data[baseIndex + 2] = tsaOutIndex - 2;
|
||||
data[baseIndex + 3] = tsaOutIndex - 1;
|
||||
data[baseIndex + 4] = tsaOutIndex++;
|
||||
data[baseIndex + 5] = tsaOutIndex++;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
ReadOnlySpan<byte> dataBytes = MemoryMarshal.Cast<int, byte>(data);
|
||||
|
||||
BufferHandle buffer = _context.Renderer.CreateBuffer(dataBytes.Length);
|
||||
_context.Renderer.SetBufferData(buffer, 0, dataBytes);
|
||||
|
||||
return new IndexBuffer(buffer, count, dataBytes.Length);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a buffer texture with a given format, for the given index.
|
||||
/// </summary>
|
||||
/// <param name="index">Index of the buffer texture</param>
|
||||
/// <param name="format">Format of the buffer texture</param>
|
||||
/// <returns>Buffer texture</returns>
|
||||
public ITexture EnsureBufferTexture(int index, Format format)
|
||||
{
|
||||
return (_bufferTextures[index] ??= new()).Get(_context.Renderer, format);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the offset and size of usable storage on the output vertex buffer.
|
||||
/// </summary>
|
||||
/// <param name="size">Size in bytes that will be used</param>
|
||||
/// <returns>Usable offset and size on the buffer</returns>
|
||||
public (int, int) GetVertexDataBuffer(int size)
|
||||
{
|
||||
return EnsureBuffer(ref _vertexDataBuffer, size);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the offset and size of usable storage on the output geometry shader vertex buffer.
|
||||
/// </summary>
|
||||
/// <param name="size">Size in bytes that will be used</param>
|
||||
/// <returns>Usable offset and size on the buffer</returns>
|
||||
public (int, int) GetGeometryVertexDataBuffer(int size)
|
||||
{
|
||||
return EnsureBuffer(ref _geometryVertexDataBuffer, size);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the offset and size of usable storage on the output geometry shader index buffer.
|
||||
/// </summary>
|
||||
/// <param name="size">Size in bytes that will be used</param>
|
||||
/// <returns>Usable offset and size on the buffer</returns>
|
||||
public (int, int) GetGeometryIndexDataBuffer(int size)
|
||||
{
|
||||
return EnsureBuffer(ref _geometryIndexDataBuffer, size);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a range of the output vertex buffer for binding.
|
||||
/// </summary>
|
||||
/// <param name="offset">Offset of the range</param>
|
||||
/// <param name="size">Size of the range in bytes</param>
|
||||
/// <returns>Range</returns>
|
||||
public BufferRange GetVertexDataBufferRange(int offset, int size)
|
||||
{
|
||||
return new BufferRange(_vertexDataBuffer.Handle, offset, size);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a range of the output geometry shader vertex buffer for binding.
|
||||
/// </summary>
|
||||
/// <param name="offset">Offset of the range</param>
|
||||
/// <param name="size">Size of the range in bytes</param>
|
||||
/// <returns>Range</returns>
|
||||
public BufferRange GetGeometryVertexDataBufferRange(int offset, int size)
|
||||
{
|
||||
return new BufferRange(_geometryVertexDataBuffer.Handle, offset, size);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a range of the output geometry shader index buffer for binding.
|
||||
/// </summary>
|
||||
/// <param name="offset">Offset of the range</param>
|
||||
/// <param name="size">Size of the range in bytes</param>
|
||||
/// <returns>Range</returns>
|
||||
public BufferRange GetGeometryIndexDataBufferRange(int offset, int size)
|
||||
{
|
||||
return new BufferRange(_geometryIndexDataBuffer.Handle, offset, size);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the range for a dummy 16 bytes buffer, filled with zeros.
|
||||
/// </summary>
|
||||
/// <returns>Dummy buffer range</returns>
|
||||
public BufferRange GetDummyBufferRange()
|
||||
{
|
||||
if (_dummyBuffer == BufferHandle.Null)
|
||||
{
|
||||
_dummyBuffer = _context.Renderer.CreateBuffer(DummyBufferSize);
|
||||
_context.Renderer.Pipeline.ClearBuffer(_dummyBuffer, 0, DummyBufferSize, 0);
|
||||
}
|
||||
|
||||
return new BufferRange(_dummyBuffer, 0, DummyBufferSize);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the range for a sequential index buffer, with ever incrementing index values.
|
||||
/// </summary>
|
||||
/// <param name="count">Minimum number of indices that the buffer should have</param>
|
||||
/// <returns>Buffer handle</returns>
|
||||
public BufferHandle GetSequentialIndexBuffer(int count)
|
||||
{
|
||||
if (_sequentialIndexBufferCount < count)
|
||||
{
|
||||
if (_sequentialIndexBuffer != BufferHandle.Null)
|
||||
{
|
||||
_context.Renderer.DeleteBuffer(_sequentialIndexBuffer);
|
||||
}
|
||||
|
||||
_sequentialIndexBuffer = _context.Renderer.CreateBuffer(count * sizeof(uint));
|
||||
_sequentialIndexBufferCount = count;
|
||||
|
||||
Span<int> data = new int[count];
|
||||
|
||||
for (int index = 0; index < count; index++)
|
||||
{
|
||||
data[index] = index;
|
||||
}
|
||||
|
||||
_context.Renderer.SetBufferData(_sequentialIndexBuffer, 0, MemoryMarshal.Cast<int, byte>(data));
|
||||
}
|
||||
|
||||
return _sequentialIndexBuffer;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Ensure that a buffer exists, is large enough, and allocates a sub-region of the specified size inside the buffer.
|
||||
/// </summary>
|
||||
/// <param name="buffer">Buffer state</param>
|
||||
/// <param name="size">Required size in bytes</param>
|
||||
/// <returns>Allocated offset and size</returns>
|
||||
private (int, int) EnsureBuffer(ref Buffer buffer, int size)
|
||||
{
|
||||
int newSize = buffer.Offset + size;
|
||||
|
||||
if (buffer.Size < newSize)
|
||||
{
|
||||
if (buffer.Handle != BufferHandle.Null)
|
||||
{
|
||||
_context.Renderer.DeleteBuffer(buffer.Handle);
|
||||
}
|
||||
|
||||
buffer.Handle = _context.Renderer.CreateBuffer(newSize);
|
||||
buffer.Size = newSize;
|
||||
}
|
||||
|
||||
int offset = buffer.Offset;
|
||||
|
||||
buffer.Offset = BitUtils.AlignUp(newSize, _context.Capabilities.StorageBufferOffsetAlignment);
|
||||
|
||||
return (offset, size);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Frees all buffer sub-regions that were previously allocated.
|
||||
/// </summary>
|
||||
public void FreeBuffers()
|
||||
{
|
||||
_vertexDataBuffer.Offset = 0;
|
||||
_geometryVertexDataBuffer.Offset = 0;
|
||||
_geometryIndexDataBuffer.Offset = 0;
|
||||
}
|
||||
|
||||
protected virtual void Dispose(bool disposing)
|
||||
{
|
||||
if (disposing)
|
||||
{
|
||||
for (int index = 0; index < _bufferTextures.Length; index++)
|
||||
{
|
||||
_bufferTextures[index]?.Dispose();
|
||||
_bufferTextures[index] = null;
|
||||
}
|
||||
|
||||
DestroyIfNotNull(ref _dummyBuffer);
|
||||
DestroyIfNotNull(ref _vertexDataBuffer.Handle);
|
||||
DestroyIfNotNull(ref _geometryVertexDataBuffer.Handle);
|
||||
DestroyIfNotNull(ref _geometryIndexDataBuffer.Handle);
|
||||
DestroyIfNotNull(ref _sequentialIndexBuffer);
|
||||
|
||||
foreach (var indexBuffer in _topologyRemapBuffers.Values)
|
||||
{
|
||||
_context.Renderer.DeleteBuffer(indexBuffer.Handle);
|
||||
}
|
||||
|
||||
_topologyRemapBuffers.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Deletes a buffer if the handle is valid (not null), then sets the handle to null.
|
||||
/// </summary>
|
||||
/// <param name="handle">Buffer handle</param>
|
||||
private void DestroyIfNotNull(ref BufferHandle handle)
|
||||
{
|
||||
if (handle != BufferHandle.Null)
|
||||
{
|
||||
_context.Renderer.DeleteBuffer(handle);
|
||||
handle = BufferHandle.Null;
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Dispose(true);
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,535 @@
|
|||
using Ryujinx.Common;
|
||||
using Ryujinx.Common.Logging;
|
||||
using Ryujinx.Graphics.GAL;
|
||||
using Ryujinx.Graphics.Gpu.Engine.Types;
|
||||
using Ryujinx.Graphics.Gpu.Image;
|
||||
using Ryujinx.Graphics.Gpu.Shader;
|
||||
using Ryujinx.Graphics.Shader;
|
||||
using Ryujinx.Graphics.Shader.Translation;
|
||||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
|
||||
{
|
||||
/// <summary>
|
||||
/// Vertex, tessellation and geometry as compute shader state.
|
||||
/// </summary>
|
||||
struct VtgAsComputeState
|
||||
{
|
||||
private const int ComputeLocalSize = 32;
|
||||
|
||||
private readonly GpuContext _context;
|
||||
private readonly GpuChannel _channel;
|
||||
private readonly DeviceStateWithShadow<ThreedClassState> _state;
|
||||
private readonly VtgAsComputeContext _vacContext;
|
||||
private readonly ThreedClass _engine;
|
||||
private readonly ShaderAsCompute _vertexAsCompute;
|
||||
private readonly ShaderAsCompute _geometryAsCompute;
|
||||
private readonly IProgram _vertexPassthroughProgram;
|
||||
private readonly PrimitiveTopology _topology;
|
||||
private readonly int _count;
|
||||
private readonly int _instanceCount;
|
||||
private readonly int _firstIndex;
|
||||
private readonly int _firstVertex;
|
||||
private readonly int _firstInstance;
|
||||
private readonly bool _indexed;
|
||||
|
||||
private readonly int _vertexDataOffset;
|
||||
private readonly int _vertexDataSize;
|
||||
private readonly int _geometryVertexDataOffset;
|
||||
private readonly int _geometryVertexDataSize;
|
||||
private readonly int _geometryIndexDataOffset;
|
||||
private readonly int _geometryIndexDataSize;
|
||||
private readonly int _geometryIndexDataCount;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new vertex, tessellation and geometry as compute shader state.
|
||||
/// </summary>
|
||||
/// <param name="context">GPU context</param>
|
||||
/// <param name="channel">GPU channel</param>
|
||||
/// <param name="state">3D engine state</param>
|
||||
/// <param name="vacContext">Vertex as compute context</param>
|
||||
/// <param name="engine">3D engine</param>
|
||||
/// <param name="vertexAsCompute">Vertex shader converted to compute</param>
|
||||
/// <param name="geometryAsCompute">Optional geometry shader converted to compute</param>
|
||||
/// <param name="vertexPassthroughProgram">Fragment shader with a vertex passthrough shader to feed the compute output into the fragment stage</param>
|
||||
/// <param name="topology">Primitive topology of the draw</param>
|
||||
/// <param name="count">Index or vertex count of the draw</param>
|
||||
/// <param name="instanceCount">Instance count</param>
|
||||
/// <param name="firstIndex">First index on the index buffer, for indexed draws</param>
|
||||
/// <param name="firstVertex">First vertex on the vertex buffer</param>
|
||||
/// <param name="firstInstance">First instance</param>
|
||||
/// <param name="indexed">Whether the draw is indexed</param>
|
||||
public VtgAsComputeState(
|
||||
GpuContext context,
|
||||
GpuChannel channel,
|
||||
DeviceStateWithShadow<ThreedClassState> state,
|
||||
VtgAsComputeContext vacContext,
|
||||
ThreedClass engine,
|
||||
ShaderAsCompute vertexAsCompute,
|
||||
ShaderAsCompute geometryAsCompute,
|
||||
IProgram vertexPassthroughProgram,
|
||||
PrimitiveTopology topology,
|
||||
int count,
|
||||
int instanceCount,
|
||||
int firstIndex,
|
||||
int firstVertex,
|
||||
int firstInstance,
|
||||
bool indexed)
|
||||
{
|
||||
_context = context;
|
||||
_channel = channel;
|
||||
_state = state;
|
||||
_vacContext = vacContext;
|
||||
_engine = engine;
|
||||
_vertexAsCompute = vertexAsCompute;
|
||||
_geometryAsCompute = geometryAsCompute;
|
||||
_vertexPassthroughProgram = vertexPassthroughProgram;
|
||||
_topology = topology;
|
||||
_count = count;
|
||||
_instanceCount = instanceCount;
|
||||
_firstIndex = firstIndex;
|
||||
_firstVertex = firstVertex;
|
||||
_firstInstance = firstInstance;
|
||||
_indexed = indexed;
|
||||
|
||||
int vertexDataSize = vertexAsCompute.Reservations.OutputSizeInBytesPerInvocation * count * instanceCount;
|
||||
|
||||
(_vertexDataOffset, _vertexDataSize) = _vacContext.GetVertexDataBuffer(vertexDataSize);
|
||||
|
||||
if (geometryAsCompute != null)
|
||||
{
|
||||
int totalPrimitivesCount = VtgAsComputeContext.GetPrimitivesCount(topology, count * instanceCount);
|
||||
int maxCompleteStrips = GetMaxCompleteStrips(geometryAsCompute.Info.GeometryVerticesPerPrimitive, geometryAsCompute.Info.GeometryMaxOutputVertices);
|
||||
int totalVerticesCount = totalPrimitivesCount * geometryAsCompute.Info.GeometryMaxOutputVertices * geometryAsCompute.Info.ThreadsPerInputPrimitive;
|
||||
int geometryVbDataSize = totalVerticesCount * geometryAsCompute.Reservations.OutputSizeInBytesPerInvocation;
|
||||
int geometryIbDataCount = totalVerticesCount + totalPrimitivesCount * maxCompleteStrips;
|
||||
int geometryIbDataSize = geometryIbDataCount * sizeof(uint);
|
||||
|
||||
(_geometryVertexDataOffset, _geometryVertexDataSize) = vacContext.GetGeometryVertexDataBuffer(geometryVbDataSize);
|
||||
(_geometryIndexDataOffset, _geometryIndexDataSize) = vacContext.GetGeometryIndexDataBuffer(geometryIbDataSize);
|
||||
|
||||
_geometryIndexDataCount = geometryIbDataCount;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Emulates the vertex stage using compute.
|
||||
/// </summary>
|
||||
public readonly void RunVertex()
|
||||
{
|
||||
_context.Renderer.Pipeline.SetProgram(_vertexAsCompute.HostProgram);
|
||||
|
||||
int primitivesCount = VtgAsComputeContext.GetPrimitivesCount(_topology, _count);
|
||||
|
||||
_vacContext.VertexInfoBufferUpdater.SetVertexCounts(_count, _instanceCount, _firstVertex, _firstInstance);
|
||||
_vacContext.VertexInfoBufferUpdater.SetGeometryCounts(primitivesCount);
|
||||
|
||||
for (int index = 0; index < Constants.TotalVertexAttribs; index++)
|
||||
{
|
||||
var vertexAttrib = _state.State.VertexAttribState[index];
|
||||
|
||||
if (!FormatTable.TryGetSingleComponentAttribFormat(vertexAttrib.UnpackFormat(), out Format format, out int componentsCount))
|
||||
{
|
||||
Logger.Debug?.Print(LogClass.Gpu, $"Invalid attribute format 0x{vertexAttrib.UnpackFormat():X}.");
|
||||
|
||||
format = vertexAttrib.UnpackType() switch
|
||||
{
|
||||
VertexAttribType.Sint => Format.R32Sint,
|
||||
VertexAttribType.Uint => Format.R32Uint,
|
||||
_ => Format.R32Float
|
||||
};
|
||||
|
||||
componentsCount = 4;
|
||||
}
|
||||
|
||||
if (vertexAttrib.UnpackIsConstant())
|
||||
{
|
||||
_vacContext.VertexInfoBufferUpdater.SetVertexStride(index, 0, componentsCount);
|
||||
_vacContext.VertexInfoBufferUpdater.SetVertexOffset(index, 0, 0);
|
||||
SetDummyBufferTexture(_vertexAsCompute.Reservations, index, format);
|
||||
continue;
|
||||
}
|
||||
|
||||
int bufferIndex = vertexAttrib.UnpackBufferIndex();
|
||||
|
||||
GpuVa endAddress = _state.State.VertexBufferEndAddress[bufferIndex];
|
||||
var vertexBuffer = _state.State.VertexBufferState[bufferIndex];
|
||||
bool instanced = _state.State.VertexBufferInstanced[bufferIndex];
|
||||
|
||||
ulong address = vertexBuffer.Address.Pack();
|
||||
|
||||
if (!vertexBuffer.UnpackEnable() || !_channel.MemoryManager.IsMapped(address))
|
||||
{
|
||||
_vacContext.VertexInfoBufferUpdater.SetVertexStride(index, 0, componentsCount);
|
||||
_vacContext.VertexInfoBufferUpdater.SetVertexOffset(index, 0, 0);
|
||||
SetDummyBufferTexture(_vertexAsCompute.Reservations, index, format);
|
||||
continue;
|
||||
}
|
||||
|
||||
int vbStride = vertexBuffer.UnpackStride();
|
||||
ulong vbSize = GetVertexBufferSize(address, endAddress.Pack(), vbStride, _indexed, instanced, _firstVertex, _count);
|
||||
|
||||
ulong oldVbSize = vbSize;
|
||||
|
||||
ulong attributeOffset = (ulong)vertexAttrib.UnpackOffset();
|
||||
int componentSize = format.GetScalarSize();
|
||||
|
||||
address += attributeOffset;
|
||||
|
||||
ulong misalign = address & ((ulong)_context.Capabilities.TextureBufferOffsetAlignment - 1);
|
||||
|
||||
vbSize = Align(vbSize - attributeOffset + misalign, componentSize);
|
||||
|
||||
SetBufferTexture(_vertexAsCompute.Reservations, index, format, address - misalign, vbSize);
|
||||
|
||||
_vacContext.VertexInfoBufferUpdater.SetVertexStride(index, vbStride / componentSize, componentsCount);
|
||||
_vacContext.VertexInfoBufferUpdater.SetVertexOffset(index, (int)misalign / componentSize, instanced ? vertexBuffer.Divisor : 0);
|
||||
}
|
||||
|
||||
if (_indexed)
|
||||
{
|
||||
SetIndexBufferTexture(_vertexAsCompute.Reservations, _firstIndex, _count, out int ibOffset);
|
||||
_vacContext.VertexInfoBufferUpdater.SetIndexBufferOffset(ibOffset);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetSequentialIndexBufferTexture(_vertexAsCompute.Reservations, _count);
|
||||
_vacContext.VertexInfoBufferUpdater.SetIndexBufferOffset(0);
|
||||
}
|
||||
|
||||
int vertexInfoBinding = _vertexAsCompute.Reservations.VertexInfoConstantBufferBinding;
|
||||
BufferRange vertexInfoRange = new(_vacContext.VertexInfoBufferUpdater.Handle, 0, VertexInfoBuffer.RequiredSize);
|
||||
_context.Renderer.Pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(vertexInfoBinding, vertexInfoRange) });
|
||||
|
||||
int vertexDataBinding = _vertexAsCompute.Reservations.VertexOutputStorageBufferBinding;
|
||||
BufferRange vertexDataRange = _vacContext.GetVertexDataBufferRange(_vertexDataOffset, _vertexDataSize);
|
||||
_context.Renderer.Pipeline.SetStorageBuffers(stackalloc[] { new BufferAssignment(vertexDataBinding, vertexDataRange) });
|
||||
|
||||
_vacContext.VertexInfoBufferUpdater.Commit();
|
||||
|
||||
_context.Renderer.Pipeline.DispatchCompute(
|
||||
BitUtils.DivRoundUp(_count, ComputeLocalSize),
|
||||
BitUtils.DivRoundUp(_instanceCount, ComputeLocalSize),
|
||||
1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Emulates the geometry stage using compute, if it exists, otherwise does nothing.
|
||||
/// </summary>
|
||||
public readonly void RunGeometry()
|
||||
{
|
||||
if (_geometryAsCompute == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int primitivesCount = VtgAsComputeContext.GetPrimitivesCount(_topology, _count);
|
||||
|
||||
_vacContext.VertexInfoBufferUpdater.SetVertexCounts(_count, _instanceCount, _firstVertex, _firstInstance);
|
||||
_vacContext.VertexInfoBufferUpdater.SetGeometryCounts(primitivesCount);
|
||||
_vacContext.VertexInfoBufferUpdater.Commit();
|
||||
|
||||
int vertexInfoBinding = _vertexAsCompute.Reservations.VertexInfoConstantBufferBinding;
|
||||
BufferRange vertexInfoRange = new(_vacContext.VertexInfoBufferUpdater.Handle, 0, VertexInfoBuffer.RequiredSize);
|
||||
_context.Renderer.Pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(vertexInfoBinding, vertexInfoRange) });
|
||||
|
||||
int vertexDataBinding = _vertexAsCompute.Reservations.VertexOutputStorageBufferBinding;
|
||||
|
||||
// Wait until compute is done.
|
||||
// TODO: Batch compute and draw operations to avoid pipeline stalls.
|
||||
_context.Renderer.Pipeline.Barrier();
|
||||
_context.Renderer.Pipeline.SetProgram(_geometryAsCompute.HostProgram);
|
||||
|
||||
SetTopologyRemapBufferTexture(_geometryAsCompute.Reservations, _topology, _count);
|
||||
|
||||
int geometryVbBinding = _geometryAsCompute.Reservations.GeometryVertexOutputStorageBufferBinding;
|
||||
int geometryIbBinding = _geometryAsCompute.Reservations.GeometryIndexOutputStorageBufferBinding;
|
||||
|
||||
BufferRange vertexDataRange = _vacContext.GetVertexDataBufferRange(_vertexDataOffset, _vertexDataSize);
|
||||
BufferRange vertexBuffer = _vacContext.GetGeometryVertexDataBufferRange(_geometryVertexDataOffset, _geometryVertexDataSize);
|
||||
BufferRange indexBuffer = _vacContext.GetGeometryIndexDataBufferRange(_geometryIndexDataOffset, _geometryIndexDataSize);
|
||||
|
||||
_context.Renderer.Pipeline.SetStorageBuffers(stackalloc[]
|
||||
{
|
||||
new BufferAssignment(vertexDataBinding, vertexDataRange),
|
||||
new BufferAssignment(geometryVbBinding, vertexBuffer),
|
||||
new BufferAssignment(geometryIbBinding, indexBuffer),
|
||||
});
|
||||
|
||||
_context.Renderer.Pipeline.DispatchCompute(
|
||||
BitUtils.DivRoundUp(primitivesCount, ComputeLocalSize),
|
||||
BitUtils.DivRoundUp(_instanceCount, ComputeLocalSize),
|
||||
_geometryAsCompute.Info.ThreadsPerInputPrimitive);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs a draw using the data produced on the vertex, tessellation and geometry stages,
|
||||
/// if rasterizer discard is disabled.
|
||||
/// </summary>
|
||||
public readonly void RunFragment()
|
||||
{
|
||||
bool tfEnabled = _state.State.TfEnable;
|
||||
|
||||
if (!_state.State.RasterizeEnable && (!tfEnabled || !_context.Capabilities.SupportsTransformFeedback))
|
||||
{
|
||||
// No need to run fragment if rasterizer discard is enabled,
|
||||
// and we are emulating transform feedback or transform feedback is disabled.
|
||||
|
||||
// Note: We might skip geometry shader here, but right now, this is fine,
|
||||
// because the only cases that triggers VTG to compute are geometry shader
|
||||
// being not supported, or the vertex pipeline doing store operations.
|
||||
// If the geometry shader does not do any store and rasterizer discard is enabled, the geometry shader can be skipped.
|
||||
// If the geometry shader does have stores, it would have been converted to compute too if stores are not supported.
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
int vertexDataBinding = _vertexAsCompute.Reservations.VertexOutputStorageBufferBinding;
|
||||
|
||||
_context.Renderer.Pipeline.Barrier();
|
||||
|
||||
_vacContext.VertexInfoBufferUpdater.SetVertexCounts(_count, _instanceCount, _firstVertex, _firstInstance);
|
||||
_vacContext.VertexInfoBufferUpdater.Commit();
|
||||
|
||||
if (_geometryAsCompute != null)
|
||||
{
|
||||
BufferRange vertexBuffer = _vacContext.GetGeometryVertexDataBufferRange(_geometryVertexDataOffset, _geometryVertexDataSize);
|
||||
BufferRange indexBuffer = _vacContext.GetGeometryIndexDataBufferRange(_geometryIndexDataOffset, _geometryIndexDataSize);
|
||||
|
||||
_context.Renderer.Pipeline.SetProgram(_vertexPassthroughProgram);
|
||||
_context.Renderer.Pipeline.SetIndexBuffer(indexBuffer, IndexType.UInt);
|
||||
_context.Renderer.Pipeline.SetStorageBuffers(stackalloc[] { new BufferAssignment(vertexDataBinding, vertexBuffer) });
|
||||
|
||||
_context.Renderer.Pipeline.SetPrimitiveRestart(true, -1);
|
||||
_context.Renderer.Pipeline.SetPrimitiveTopology(GetGeometryOutputTopology(_geometryAsCompute.Info.GeometryVerticesPerPrimitive));
|
||||
|
||||
_context.Renderer.Pipeline.DrawIndexed(_geometryIndexDataCount, 1, 0, 0, 0);
|
||||
|
||||
_engine.ForceStateDirtyByIndex(StateUpdater.IndexBufferStateIndex);
|
||||
_engine.ForceStateDirtyByIndex(StateUpdater.PrimitiveRestartStateIndex);
|
||||
}
|
||||
else
|
||||
{
|
||||
BufferRange vertexDataRange = _vacContext.GetVertexDataBufferRange(_vertexDataOffset, _vertexDataSize);
|
||||
|
||||
_context.Renderer.Pipeline.SetProgram(_vertexPassthroughProgram);
|
||||
_context.Renderer.Pipeline.SetStorageBuffers(stackalloc[] { new BufferAssignment(vertexDataBinding, vertexDataRange) });
|
||||
_context.Renderer.Pipeline.Draw(_count, _instanceCount, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a strip primitive topology from the vertices per primitive count.
|
||||
/// </summary>
|
||||
/// <param name="verticesPerPrimitive">Vertices per primitive count</param>
|
||||
/// <returns>Primitive topology</returns>
|
||||
private static PrimitiveTopology GetGeometryOutputTopology(int verticesPerPrimitive)
|
||||
{
|
||||
return verticesPerPrimitive switch
|
||||
{
|
||||
3 => PrimitiveTopology.TriangleStrip,
|
||||
2 => PrimitiveTopology.LineStrip,
|
||||
_ => PrimitiveTopology.Points,
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the maximum number of complete primitive strips for a vertex count.
|
||||
/// </summary>
|
||||
/// <param name="verticesPerPrimitive">Vertices per primitive count</param>
|
||||
/// <param name="maxOutputVertices">Maximum geometry shader output vertices count</param>
|
||||
/// <returns>Maximum number of complete primitive strips</returns>
|
||||
private static int GetMaxCompleteStrips(int verticesPerPrimitive, int maxOutputVertices)
|
||||
{
|
||||
return maxOutputVertices / verticesPerPrimitive;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Binds a dummy buffer as vertex buffer into a buffer texture.
|
||||
/// </summary>
|
||||
/// <param name="reservations">Shader resource binding reservations</param>
|
||||
/// <param name="index">Buffer texture index</param>
|
||||
/// <param name="format">Buffer texture format</param>
|
||||
private readonly void SetDummyBufferTexture(ResourceReservations reservations, int index, Format format)
|
||||
{
|
||||
ITexture bufferTexture = _vacContext.EnsureBufferTexture(index + 2, format);
|
||||
bufferTexture.SetStorage(_vacContext.GetDummyBufferRange());
|
||||
|
||||
_context.Renderer.Pipeline.SetTextureAndSampler(ShaderStage.Compute, reservations.GetVertexBufferTextureBinding(index), bufferTexture, null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Binds a vertex buffer into a buffer texture.
|
||||
/// </summary>
|
||||
/// <param name="reservations">Shader resource binding reservations</param>
|
||||
/// <param name="index">Buffer texture index</param>
|
||||
/// <param name="format">Buffer texture format</param>
|
||||
/// <param name="address">Address of the vertex buffer</param>
|
||||
/// <param name="size">Size of the buffer in bytes</param>
|
||||
private readonly void SetBufferTexture(ResourceReservations reservations, int index, Format format, ulong address, ulong size)
|
||||
{
|
||||
var memoryManager = _channel.MemoryManager;
|
||||
|
||||
address = memoryManager.Translate(address);
|
||||
BufferRange range = memoryManager.Physical.BufferCache.GetBufferRange(address, size);
|
||||
|
||||
ITexture bufferTexture = _vacContext.EnsureBufferTexture(index + 2, format);
|
||||
bufferTexture.SetStorage(range);
|
||||
|
||||
_context.Renderer.Pipeline.SetTextureAndSampler(ShaderStage.Compute, reservations.GetVertexBufferTextureBinding(index), bufferTexture, null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Binds the index buffer into a buffer texture.
|
||||
/// </summary>
|
||||
/// <param name="reservations">Shader resource binding reservations</param>
|
||||
/// <param name="firstIndex">First index of the index buffer</param>
|
||||
/// <param name="count">Index count</param>
|
||||
/// <param name="misalignedOffset">Offset that should be added when accessing the buffer texture on the shader</param>
|
||||
private readonly void SetIndexBufferTexture(ResourceReservations reservations, int firstIndex, int count, out int misalignedOffset)
|
||||
{
|
||||
ulong address = _state.State.IndexBufferState.Address.Pack();
|
||||
ulong indexOffset = (ulong)firstIndex;
|
||||
ulong size = (ulong)count;
|
||||
|
||||
int shift = 0;
|
||||
Format format = Format.R8Uint;
|
||||
|
||||
switch (_state.State.IndexBufferState.Type)
|
||||
{
|
||||
case IndexType.UShort:
|
||||
shift = 1;
|
||||
format = Format.R16Uint;
|
||||
break;
|
||||
case IndexType.UInt:
|
||||
shift = 2;
|
||||
format = Format.R32Uint;
|
||||
break;
|
||||
}
|
||||
|
||||
indexOffset <<= shift;
|
||||
size <<= shift;
|
||||
|
||||
var memoryManager = _channel.MemoryManager;
|
||||
|
||||
address = memoryManager.Translate(address + indexOffset);
|
||||
ulong misalign = address & ((ulong)_context.Capabilities.TextureBufferOffsetAlignment - 1);
|
||||
BufferRange range = memoryManager.Physical.BufferCache.GetBufferRange(address - misalign, size + misalign);
|
||||
misalignedOffset = (int)misalign >> shift;
|
||||
|
||||
SetIndexBufferTexture(reservations, range, format);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the host buffer texture for the index buffer.
|
||||
/// </summary>
|
||||
/// <param name="reservations">Shader resource binding reservations</param>
|
||||
/// <param name="range">Index buffer range</param>
|
||||
/// <param name="format">Index buffer format</param>
|
||||
private readonly void SetIndexBufferTexture(ResourceReservations reservations, BufferRange range, Format format)
|
||||
{
|
||||
ITexture bufferTexture = _vacContext.EnsureBufferTexture(0, format);
|
||||
bufferTexture.SetStorage(range);
|
||||
|
||||
_context.Renderer.Pipeline.SetTextureAndSampler(ShaderStage.Compute, reservations.IndexBufferTextureBinding, bufferTexture, null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the host buffer texture for the topology remap buffer.
|
||||
/// </summary>
|
||||
/// <param name="reservations">Shader resource binding reservations</param>
|
||||
/// <param name="topology">Input topology</param>
|
||||
/// <param name="count">Input vertex count</param>
|
||||
private readonly void SetTopologyRemapBufferTexture(ResourceReservations reservations, PrimitiveTopology topology, int count)
|
||||
{
|
||||
ITexture bufferTexture = _vacContext.EnsureBufferTexture(1, Format.R32Uint);
|
||||
bufferTexture.SetStorage(_vacContext.GetOrCreateTopologyRemapBuffer(topology, count));
|
||||
|
||||
_context.Renderer.Pipeline.SetTextureAndSampler(ShaderStage.Compute, reservations.TopologyRemapBufferTextureBinding, bufferTexture, null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the host buffer texture to a generated sequential index buffer.
|
||||
/// </summary>
|
||||
/// <param name="reservations">Shader resource binding reservations</param>
|
||||
/// <param name="count">Vertex count</param>
|
||||
private readonly void SetSequentialIndexBufferTexture(ResourceReservations reservations, int count)
|
||||
{
|
||||
BufferHandle sequentialIndexBuffer = _vacContext.GetSequentialIndexBuffer(count);
|
||||
|
||||
ITexture bufferTexture = _vacContext.EnsureBufferTexture(0, Format.R32Uint);
|
||||
bufferTexture.SetStorage(new BufferRange(sequentialIndexBuffer, 0, count * sizeof(uint)));
|
||||
|
||||
_context.Renderer.Pipeline.SetTextureAndSampler(ShaderStage.Compute, reservations.IndexBufferTextureBinding, bufferTexture, null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the size of a vertex buffer based on the current 3D engine state.
|
||||
/// </summary>
|
||||
/// <param name="vbAddress">Vertex buffer address</param>
|
||||
/// <param name="vbEndAddress">Vertex buffer end address (exclusive)</param>
|
||||
/// <param name="vbStride">Vertex buffer stride</param>
|
||||
/// <param name="indexed">Whether the draw is indexed</param>
|
||||
/// <param name="instanced">Whether the draw is instanced</param>
|
||||
/// <param name="firstVertex">First vertex index</param>
|
||||
/// <param name="vertexCount">Vertex count</param>
|
||||
/// <returns>Size of the vertex buffer, in bytes</returns>
|
||||
private readonly ulong GetVertexBufferSize(ulong vbAddress, ulong vbEndAddress, int vbStride, bool indexed, bool instanced, int firstVertex, int vertexCount)
|
||||
{
|
||||
IndexType indexType = _state.State.IndexBufferState.Type;
|
||||
bool indexTypeSmall = indexType == IndexType.UByte || indexType == IndexType.UShort;
|
||||
ulong vbSize = vbEndAddress - vbAddress + 1;
|
||||
ulong size;
|
||||
|
||||
if (indexed || vbStride == 0 || instanced)
|
||||
{
|
||||
// This size may be (much) larger than the real vertex buffer size.
|
||||
// Avoid calculating it this way, unless we don't have any other option.
|
||||
|
||||
size = vbSize;
|
||||
|
||||
if (vbStride > 0 && indexTypeSmall && indexed && !instanced)
|
||||
{
|
||||
// If the index type is a small integer type, then we might be still able
|
||||
// to reduce the vertex buffer size based on the maximum possible index value.
|
||||
|
||||
ulong maxVertexBufferSize = indexType == IndexType.UByte ? 0x100UL : 0x10000UL;
|
||||
|
||||
maxVertexBufferSize += _state.State.FirstVertex;
|
||||
maxVertexBufferSize *= (uint)vbStride;
|
||||
|
||||
size = Math.Min(size, maxVertexBufferSize);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// For non-indexed draws, we can guess the size from the vertex count
|
||||
// and stride.
|
||||
|
||||
int firstInstance = (int)_state.State.FirstInstance;
|
||||
|
||||
size = Math.Min(vbSize, (ulong)((firstInstance + firstVertex + vertexCount) * vbStride));
|
||||
}
|
||||
|
||||
return size;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Aligns a size to a given alignment value.
|
||||
/// </summary>
|
||||
/// <param name="size">Size</param>
|
||||
/// <param name="alignment">Alignment</param>
|
||||
/// <returns>Aligned size</returns>
|
||||
private static ulong Align(ulong size, int alignment)
|
||||
{
|
||||
ulong align = (ulong)alignment;
|
||||
|
||||
size += align - 1;
|
||||
|
||||
size /= align;
|
||||
size *= align;
|
||||
|
||||
return size;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,4 +1,5 @@
|
|||
using Ryujinx.Graphics.GAL;
|
||||
using Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw;
|
||||
using Ryujinx.Graphics.Gpu.Engine.Types;
|
||||
using Ryujinx.Graphics.Gpu.Memory;
|
||||
using System;
|
||||
|
@ -8,7 +9,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
/// <summary>
|
||||
/// Draw manager.
|
||||
/// </summary>
|
||||
class DrawManager
|
||||
class DrawManager : IDisposable
|
||||
{
|
||||
// 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.
|
||||
|
@ -20,6 +21,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
private readonly DeviceStateWithShadow<ThreedClassState> _state;
|
||||
private readonly DrawState _drawState;
|
||||
private readonly SpecializationStateUpdater _currentSpecState;
|
||||
private readonly VtgAsCompute _vtgAsCompute;
|
||||
private bool _topologySet;
|
||||
|
||||
private bool _instancedDrawPending;
|
||||
|
@ -53,6 +55,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
_state = state;
|
||||
_drawState = drawState;
|
||||
_currentSpecState = spec;
|
||||
_vtgAsCompute = new(context, channel, state);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -127,7 +130,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
{
|
||||
if (renderEnable == ConditionalRenderEnabled.False)
|
||||
{
|
||||
PerformDeferredDraws();
|
||||
PerformDeferredDraws(engine);
|
||||
}
|
||||
|
||||
_drawState.DrawIndexed = false;
|
||||
|
@ -190,13 +193,13 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
|
||||
_channel.BufferManager.SetIndexBuffer(br, IndexType.UInt);
|
||||
|
||||
_context.Renderer.Pipeline.DrawIndexed(inlineIndexCount, 1, firstIndex, firstVertex, firstInstance);
|
||||
DrawImpl(engine, inlineIndexCount, 1, firstIndex, firstVertex, firstInstance, indexed: true);
|
||||
}
|
||||
else if (_drawState.DrawIndexed)
|
||||
{
|
||||
int firstVertex = (int)_state.State.FirstVertex;
|
||||
|
||||
_context.Renderer.Pipeline.DrawIndexed(indexCount, 1, firstIndex, firstVertex, firstInstance);
|
||||
DrawImpl(engine, indexCount, 1, firstIndex, firstVertex, firstInstance, indexed: true);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -204,7 +207,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
var drawState = _state.State.VertexBufferDrawState;
|
||||
#pragma warning restore IDE0059
|
||||
|
||||
_context.Renderer.Pipeline.Draw(drawVertexCount, 1, drawFirstVertex, firstInstance);
|
||||
DrawImpl(engine, drawVertexCount, 1, 0, drawFirstVertex, firstInstance, indexed: false);
|
||||
}
|
||||
|
||||
_drawState.DrawIndexed = false;
|
||||
|
@ -219,24 +222,26 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
/// Starts draw.
|
||||
/// This sets primitive type and instanced draw parameters.
|
||||
/// </summary>
|
||||
/// <param name="engine">3D engine where this method is being called</param>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
public void DrawBegin(int argument)
|
||||
public void DrawBegin(ThreedClass engine, int argument)
|
||||
{
|
||||
bool incrementInstance = (argument & (1 << 26)) != 0;
|
||||
bool resetInstance = (argument & (1 << 27)) == 0;
|
||||
|
||||
PrimitiveType type = (PrimitiveType)(argument & 0xffff);
|
||||
DrawBegin(incrementInstance, resetInstance, type);
|
||||
DrawBegin(engine, incrementInstance, resetInstance, type);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts draw.
|
||||
/// This sets primitive type and instanced draw parameters.
|
||||
/// </summary>
|
||||
/// <param name="engine">3D engine where this method is being called</param>
|
||||
/// <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)
|
||||
private void DrawBegin(ThreedClass engine, bool incrementInstance, bool resetInstance, PrimitiveType primitiveType)
|
||||
{
|
||||
if (incrementInstance)
|
||||
{
|
||||
|
@ -244,7 +249,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
}
|
||||
else if (resetInstance)
|
||||
{
|
||||
PerformDeferredDraws();
|
||||
PerformDeferredDraws(engine);
|
||||
|
||||
_instanceIndex = 0;
|
||||
}
|
||||
|
@ -364,7 +369,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
/// <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));
|
||||
DrawBegin(engine, instanced, !instanced, (PrimitiveType)((argument >> 28) & 0xf));
|
||||
|
||||
int firstIndex = argument & 0xffff;
|
||||
int indexCount = (argument >> 16) & 0xfff;
|
||||
|
@ -409,7 +414,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
/// <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));
|
||||
DrawBegin(engine, instanced, !instanced, (PrimitiveType)((argument >> 28) & 0xf));
|
||||
|
||||
int firstVertex = argument & 0xffff;
|
||||
int vertexCount = (argument >> 16) & 0xfff;
|
||||
|
@ -541,23 +546,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
|
||||
engine.UpdateState();
|
||||
|
||||
if (instanceCount > 1)
|
||||
{
|
||||
// Must be called after UpdateState as it assumes the shader state
|
||||
// has already been set, and that bindings have been updated already.
|
||||
|
||||
_channel.BufferManager.SetInstancedDrawVertexCount(count);
|
||||
}
|
||||
DrawImpl(engine, count, instanceCount, firstIndex, firstVertex, firstInstance, indexed);
|
||||
|
||||
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;
|
||||
|
||||
|
@ -569,6 +563,67 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs a indexed or non-indexed draw.
|
||||
/// </summary>
|
||||
/// <param name="engine">3D engine where this method is being called</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>
|
||||
private void DrawImpl(
|
||||
ThreedClass engine,
|
||||
int count,
|
||||
int instanceCount,
|
||||
int firstIndex,
|
||||
int firstVertex,
|
||||
int firstInstance,
|
||||
bool indexed)
|
||||
{
|
||||
if (instanceCount > 1)
|
||||
{
|
||||
_channel.BufferManager.SetInstancedDrawVertexCount(count);
|
||||
}
|
||||
|
||||
if (_drawState.VertexAsCompute != null)
|
||||
{
|
||||
_vtgAsCompute.DrawAsCompute(
|
||||
engine,
|
||||
_drawState.VertexAsCompute,
|
||||
_drawState.GeometryAsCompute,
|
||||
_drawState.VertexPassthrough,
|
||||
_drawState.Topology,
|
||||
count,
|
||||
instanceCount,
|
||||
firstIndex,
|
||||
firstVertex,
|
||||
firstInstance,
|
||||
indexed);
|
||||
|
||||
if (_drawState.GeometryAsCompute != null)
|
||||
{
|
||||
// Geometry draws need to change the topology, so we need to set it here again
|
||||
// if we are going to do a regular draw.
|
||||
// Would have been better to do that on the callee, but doing it here
|
||||
// avoids having to pass the draw manager instance.
|
||||
ForceStateDirty();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (indexed)
|
||||
{
|
||||
_context.Renderer.Pipeline.DrawIndexed(count, instanceCount, firstIndex, firstVertex, firstInstance);
|
||||
}
|
||||
else
|
||||
{
|
||||
_context.Renderer.Pipeline.Draw(count, instanceCount, firstVertex, firstInstance);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs a indirect draw, with parameters from a GPU buffer.
|
||||
/// </summary>
|
||||
|
@ -667,43 +722,42 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
/// Once we detect the last instanced draw, then we perform the host instanced draw,
|
||||
/// with the accumulated instance count.
|
||||
/// </summary>
|
||||
public void PerformDeferredDraws()
|
||||
/// <param name="engine">3D engine where this method is being called</param>
|
||||
public void PerformDeferredDraws(ThreedClass engine)
|
||||
{
|
||||
// Perform any pending instanced draw.
|
||||
if (_instancedDrawPending)
|
||||
{
|
||||
_instancedDrawPending = false;
|
||||
|
||||
int instanceCount = _instanceIndex + 1;
|
||||
int firstInstance = _instancedFirstInstance;
|
||||
bool indexedInline = _instancedIndexedInline;
|
||||
|
||||
if (_instancedIndexed || indexedInline)
|
||||
{
|
||||
int indexCount = _instancedIndexCount;
|
||||
|
||||
if (indexedInline)
|
||||
{
|
||||
int inlineIndexCount = _drawState.IbStreamer.GetAndResetInlineIndexCount(_context.Renderer);
|
||||
BufferRange br = new(_drawState.IbStreamer.GetInlineIndexBuffer(), 0, inlineIndexCount * 4);
|
||||
|
||||
_channel.BufferManager.SetIndexBuffer(br, IndexType.UInt);
|
||||
indexCount = inlineIndexCount;
|
||||
}
|
||||
|
||||
_channel.BufferManager.SetInstancedDrawVertexCount(_instancedIndexCount);
|
||||
int firstIndex = _instancedFirstIndex;
|
||||
int firstVertex = _instancedFirstVertex;
|
||||
|
||||
_context.Renderer.Pipeline.DrawIndexed(
|
||||
_instancedIndexCount,
|
||||
_instanceIndex + 1,
|
||||
_instancedFirstIndex,
|
||||
_instancedFirstVertex,
|
||||
_instancedFirstInstance);
|
||||
DrawImpl(engine, indexCount, instanceCount, firstIndex, firstVertex, firstInstance, indexed: true);
|
||||
}
|
||||
else
|
||||
{
|
||||
_channel.BufferManager.SetInstancedDrawVertexCount(_instancedDrawStateCount);
|
||||
int vertexCount = _instancedDrawStateCount;
|
||||
int firstVertex = _instancedDrawStateFirst;
|
||||
|
||||
_context.Renderer.Pipeline.Draw(
|
||||
_instancedDrawStateCount,
|
||||
_instanceIndex + 1,
|
||||
_instancedDrawStateFirst,
|
||||
_instancedFirstInstance);
|
||||
DrawImpl(engine, vertexCount, instanceCount, 0, firstVertex, firstInstance, indexed: false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -866,5 +920,19 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
_context.Renderer.Pipeline.EndHostConditionalRendering();
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void Dispose(bool disposing)
|
||||
{
|
||||
if (disposing)
|
||||
{
|
||||
_vtgAsCompute.Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Dispose(true);
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
using Ryujinx.Graphics.GAL;
|
||||
using Ryujinx.Graphics.Gpu.Shader;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
||||
{
|
||||
|
@ -61,5 +62,20 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
/// Index buffer data streamer for inline index buffer updates, such as those used in legacy OpenGL.
|
||||
/// </summary>
|
||||
public IbStreamer IbStreamer = new();
|
||||
|
||||
/// <summary>
|
||||
/// If the vertex shader is emulated on compute, this should be set to the compute program, otherwise it should be null.
|
||||
/// </summary>
|
||||
public ShaderAsCompute VertexAsCompute;
|
||||
|
||||
/// <summary>
|
||||
/// If a geometry shader exists and is emulated on compute, this should be set to the compute program, otherwise it should be null.
|
||||
/// </summary>
|
||||
public ShaderAsCompute GeometryAsCompute;
|
||||
|
||||
/// <summary>
|
||||
/// If the vertex shader is emulated on compute, this should be set to the passthrough vertex program, otherwise it should be null.
|
||||
/// </summary>
|
||||
public IProgram VertexPassthrough;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -218,11 +218,13 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
{
|
||||
bool changed = false;
|
||||
ref Array32<AttributeType> attributeTypes = ref _graphics.AttributeTypes;
|
||||
bool supportsScaledFormats = _context.Capabilities.SupportsScaledVertexFormats;
|
||||
bool mayConvertVtgToCompute = ShaderCache.MayConvertVtgToCompute(ref _context.Capabilities);
|
||||
bool supportsScaledFormats = _context.Capabilities.SupportsScaledVertexFormats && !mayConvertVtgToCompute;
|
||||
|
||||
for (int location = 0; location < state.Length; location++)
|
||||
{
|
||||
VertexAttribType type = state[location].UnpackType();
|
||||
VertexAttribSize size = state[location].UnpackSize();
|
||||
|
||||
AttributeType value;
|
||||
|
||||
|
@ -247,6 +249,18 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
};
|
||||
}
|
||||
|
||||
if (mayConvertVtgToCompute && (size == VertexAttribSize.Rgb10A2 || size == VertexAttribSize.Rg11B10))
|
||||
{
|
||||
value |= AttributeType.Packed;
|
||||
|
||||
if (type == VertexAttribType.Snorm ||
|
||||
type == VertexAttribType.Sint ||
|
||||
type == VertexAttribType.Sscaled)
|
||||
{
|
||||
value |= AttributeType.PackedRgb10A2Signed;
|
||||
}
|
||||
}
|
||||
|
||||
if (attributeTypes[location] != value)
|
||||
{
|
||||
attributeTypes[location] = value;
|
||||
|
|
|
@ -20,6 +20,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
public const int RasterizerStateIndex = 15;
|
||||
public const int ScissorStateIndex = 16;
|
||||
public const int VertexBufferStateIndex = 0;
|
||||
public const int IndexBufferStateIndex = 23;
|
||||
public const int PrimitiveRestartStateIndex = 12;
|
||||
public const int RenderTargetStateIndex = 27;
|
||||
|
||||
|
@ -290,7 +291,13 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
// of the shader for the new state.
|
||||
if (_shaderSpecState != null && _currentSpecState.HasChanged())
|
||||
{
|
||||
if (!_shaderSpecState.MatchesGraphics(_channel, ref _currentSpecState.GetPoolState(), ref _currentSpecState.GetGraphicsState(), _vsUsesDrawParameters, false))
|
||||
if (!_shaderSpecState.MatchesGraphics(
|
||||
_channel,
|
||||
ref _currentSpecState.GetPoolState(),
|
||||
ref _currentSpecState.GetGraphicsState(),
|
||||
_drawState.VertexAsCompute != null,
|
||||
_vsUsesDrawParameters,
|
||||
checkTextures: false))
|
||||
{
|
||||
// Shader must be reloaded. _vtgWritesRtLayer should not change.
|
||||
UpdateShaderState();
|
||||
|
@ -1453,6 +1460,19 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
_fsReadsFragCoord = false;
|
||||
}
|
||||
|
||||
if (gs.VertexAsCompute != null)
|
||||
{
|
||||
_drawState.VertexAsCompute = gs.VertexAsCompute;
|
||||
_drawState.GeometryAsCompute = gs.GeometryAsCompute;
|
||||
_drawState.VertexPassthrough = gs.HostProgram;
|
||||
}
|
||||
else
|
||||
{
|
||||
_drawState.VertexAsCompute = null;
|
||||
_drawState.GeometryAsCompute = null;
|
||||
_drawState.VertexPassthrough = null;
|
||||
}
|
||||
|
||||
_context.Renderer.Pipeline.SetProgram(gs.HostProgram);
|
||||
}
|
||||
|
||||
|
@ -1540,5 +1560,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
{
|
||||
_updateTracker.ForceDirty(ShaderStateIndex);
|
||||
}
|
||||
|
||||
/// <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)
|
||||
{
|
||||
_updateTracker.ForceDirty(groupIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -13,7 +13,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
/// <summary>
|
||||
/// Represents a 3D engine class.
|
||||
/// </summary>
|
||||
class ThreedClass : IDeviceState
|
||||
class ThreedClass : IDeviceState, IDisposable
|
||||
{
|
||||
private readonly GpuContext _context;
|
||||
private readonly GPFifoClass _fifoClass;
|
||||
|
@ -178,6 +178,15 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
_stateUpdater.SetDirty(offset);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Marks the specified register range for a group index as dirty, forcing the associated state to update on the next draw.
|
||||
/// </summary>
|
||||
/// <param name="groupIndex">Index of the group to dirty</param>
|
||||
public void ForceStateDirtyByIndex(int groupIndex)
|
||||
{
|
||||
_stateUpdater.ForceDirty(groupIndex);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Forces the shaders to be rebound on the next draw.
|
||||
/// </summary>
|
||||
|
@ -207,7 +216,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
/// </summary>
|
||||
public void PerformDeferredDraws()
|
||||
{
|
||||
_drawManager.PerformDeferredDraws();
|
||||
_drawManager.PerformDeferredDraws(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -402,7 +411,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
/// <param name="argument">Method call argument</param>
|
||||
private void DrawBegin(int argument)
|
||||
{
|
||||
_drawManager.DrawBegin(argument);
|
||||
_drawManager.DrawBegin(this, argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -617,5 +626,19 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
{
|
||||
_drawManager.Clear(this, argument, layerCount);
|
||||
}
|
||||
|
||||
protected virtual void Dispose(bool disposing)
|
||||
{
|
||||
if (disposing)
|
||||
{
|
||||
_drawManager.Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Dispose(true);
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue