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Ryujinx/Ryujinx.Graphics.Gpu/Engine/MethodConditionalRendering.cs

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