mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-23 13:55:47 +00:00
9ac66336a2
* GPU: Use lazy checks for specialization state This PR adds a new class, the SpecializationStateUpdater, that allows elements of specialization state to be updated individually, and signal the state is checked when it changes between draws, instead of building and checking it on every draw. This also avoids building spec state when Most state updates have been moved behind the shader state update, so that their specialization state updates make it in before shaders are fetched. Downside: Fields in GpuChannelGraphicsState are no longer readonly. To counteract copies that might be caused this I pass it as `ref` when possible, though maybe `in` would be better? Not really sure about the quirks of `in` and the difference probably won't show on a benchmark. The result is around 2 extra FPS on SMO in the usual spot. Not much right now, but it will remove costs when we're doing more expensive specialization checks, such as fragment output type specialization for macos. It may also help more on other games with more draws. * Address Feedback * Oops
774 lines
30 KiB
C#
774 lines
30 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Memory;
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using System;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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/// <summary>
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/// Draw manager.
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/// </summary>
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class DrawManager
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{
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// Since we don't know the index buffer size for indirect draws,
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// we must assume a minimum and maximum size and use that for buffer data update purposes.
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private const int MinIndirectIndexCount = 0x10000;
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private const int MaxIndirectIndexCount = 0x4000000;
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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 DrawState _drawState;
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private readonly SpecializationStateUpdater _currentSpecState;
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private bool _topologySet;
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private bool _instancedDrawPending;
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private bool _instancedIndexed;
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private bool _instancedIndexedInline;
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private int _instancedFirstIndex;
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private int _instancedFirstVertex;
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private int _instancedFirstInstance;
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private int _instancedIndexCount;
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private int _instancedDrawStateFirst;
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private int _instancedDrawStateCount;
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private int _instanceIndex;
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private const int VertexBufferFirstMethodOffset = 0x35d;
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private const int IndexBufferCountMethodOffset = 0x5f8;
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/// <summary>
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/// Creates a new instance of the 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">Channel state</param>
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/// <param name="drawState">Draw state</param>
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/// <param name="spec">Specialization state updater</param>
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public DrawManager(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state, DrawState drawState, SpecializationStateUpdater spec)
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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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_drawState = drawState;
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_currentSpecState = spec;
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}
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/// <summary>
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/// Marks the entire state as dirty, forcing a full host state update before the next draw.
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/// </summary>
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public void ForceStateDirty()
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{
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_topologySet = false;
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}
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/// <summary>
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/// Pushes four 8-bit index buffer elements.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void VbElementU8(int argument)
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{
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_drawState.IbStreamer.VbElementU8(_context.Renderer, argument);
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}
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/// <summary>
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/// Pushes two 16-bit index buffer elements.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void VbElementU16(int argument)
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{
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_drawState.IbStreamer.VbElementU16(_context.Renderer, argument);
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}
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/// <summary>
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/// Pushes one 32-bit index buffer element.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void VbElementU32(int argument)
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{
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_drawState.IbStreamer.VbElementU32(_context.Renderer, argument);
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}
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/// <summary>
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/// Finishes the draw call.
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/// This draws geometry on the bound buffers based on the current GPU state.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="argument">Method call argument</param>
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public void DrawEnd(ThreedClass engine, int argument)
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{
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DrawEnd(engine, _state.State.IndexBufferState.First, (int)_state.State.IndexBufferCount);
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}
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/// <summary>
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/// Finishes the draw call.
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/// This draws geometry on the bound buffers based on the current GPU state.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
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/// <param name="indexCount">Number of index buffer elements used on the draw</param>
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private void DrawEnd(ThreedClass engine, int firstIndex, int indexCount)
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{
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ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
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_context,
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_channel.MemoryManager,
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_state.State.RenderEnableAddress,
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_state.State.RenderEnableCondition);
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if (renderEnable == ConditionalRenderEnabled.False || _instancedDrawPending)
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{
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if (renderEnable == ConditionalRenderEnabled.False)
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{
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PerformDeferredDraws();
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}
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_drawState.DrawIndexed = false;
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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_context.Renderer.Pipeline.EndHostConditionalRendering();
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}
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return;
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}
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_drawState.FirstIndex = firstIndex;
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_drawState.IndexCount = indexCount;
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_currentSpecState.SetHasConstantBufferDrawParameters(false);
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engine.UpdateState();
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bool instanced = _drawState.VsUsesInstanceId || _drawState.IsAnyVbInstanced;
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if (instanced)
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{
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_instancedDrawPending = true;
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int ibCount = _drawState.IbStreamer.InlineIndexCount;
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_instancedIndexed = _drawState.DrawIndexed;
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_instancedIndexedInline = ibCount != 0;
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_instancedFirstIndex = firstIndex;
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_instancedFirstVertex = (int)_state.State.FirstVertex;
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_instancedFirstInstance = (int)_state.State.FirstInstance;
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_instancedIndexCount = ibCount != 0 ? ibCount : indexCount;
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var drawState = _state.State.VertexBufferDrawState;
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_instancedDrawStateFirst = drawState.First;
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_instancedDrawStateCount = drawState.Count;
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_drawState.DrawIndexed = false;
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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_context.Renderer.Pipeline.EndHostConditionalRendering();
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}
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return;
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}
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int firstInstance = (int)_state.State.FirstInstance;
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int inlineIndexCount = _drawState.IbStreamer.GetAndResetInlineIndexCount();
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if (inlineIndexCount != 0)
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{
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int firstVertex = (int)_state.State.FirstVertex;
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BufferRange br = new BufferRange(_drawState.IbStreamer.GetInlineIndexBuffer(), 0, inlineIndexCount * 4);
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_channel.BufferManager.SetIndexBuffer(br, IndexType.UInt);
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_context.Renderer.Pipeline.DrawIndexed(inlineIndexCount, 1, firstIndex, firstVertex, firstInstance);
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}
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else if (_drawState.DrawIndexed)
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{
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int firstVertex = (int)_state.State.FirstVertex;
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_context.Renderer.Pipeline.DrawIndexed(indexCount, 1, firstIndex, firstVertex, firstInstance);
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}
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else
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{
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var drawState = _state.State.VertexBufferDrawState;
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_context.Renderer.Pipeline.Draw(drawState.Count, 1, drawState.First, firstInstance);
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}
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_drawState.DrawIndexed = false;
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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_context.Renderer.Pipeline.EndHostConditionalRendering();
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}
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}
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/// <summary>
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/// Starts draw.
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/// This sets primitive type and instanced draw parameters.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void DrawBegin(int argument)
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{
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bool incrementInstance = (argument & (1 << 26)) != 0;
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bool resetInstance = (argument & (1 << 27)) == 0;
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if (_state.State.PrimitiveTypeOverrideEnable)
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{
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PrimitiveTypeOverride typeOverride = _state.State.PrimitiveTypeOverride;
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DrawBegin(incrementInstance, resetInstance, typeOverride.Convert());
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}
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else
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{
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PrimitiveType type = (PrimitiveType)(argument & 0xffff);
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DrawBegin(incrementInstance, resetInstance, type.Convert());
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}
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}
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/// <summary>
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/// Starts draw.
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/// This sets primitive type and instanced draw parameters.
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/// </summary>
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/// <param name="incrementInstance">Indicates if the current instance should be incremented</param>
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/// <param name="resetInstance">Indicates if the current instance should be set to zero</param>
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/// <param name="topology">Primitive topology</param>
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private void DrawBegin(bool incrementInstance, bool resetInstance, PrimitiveTopology topology)
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{
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if (incrementInstance)
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{
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_instanceIndex++;
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}
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else if (resetInstance)
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{
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PerformDeferredDraws();
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_instanceIndex = 0;
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}
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UpdateTopology(topology);
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}
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/// <summary>
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/// Updates the current primitive topology if needed.
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/// </summary>
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/// <param name="topology">New primitive topology</param>
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private void UpdateTopology(PrimitiveTopology topology)
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{
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if (_drawState.Topology != topology || !_topologySet)
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{
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_context.Renderer.Pipeline.SetPrimitiveTopology(topology);
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_currentSpecState.SetTopology(topology);
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_drawState.Topology = topology;
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_topologySet = true;
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}
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}
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/// <summary>
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/// Sets the index buffer count.
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/// This also sets internal state that indicates that the next draw is an indexed draw.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void SetIndexBufferCount(int argument)
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{
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_drawState.DrawIndexed = true;
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="argument">Method call argument</param>
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public void DrawIndexedSmall(ThreedClass engine, int argument)
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{
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DrawIndexedSmall(engine, argument, false);
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="argument">Method call argument</param>
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public void DrawIndexedSmall2(ThreedClass engine, int argument)
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{
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DrawIndexedSmall(engine, argument);
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements,
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/// while also pre-incrementing the current instance value.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="argument">Method call argument</param>
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public void DrawIndexedSmallIncInstance(ThreedClass engine, int argument)
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{
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DrawIndexedSmall(engine, argument, true);
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements,
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/// while also pre-incrementing the current instance value.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="argument">Method call argument</param>
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public void DrawIndexedSmallIncInstance2(ThreedClass engine, int argument)
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{
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DrawIndexedSmallIncInstance(engine, argument);
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements,
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/// while optionally also pre-incrementing the current instance value.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="argument">Method call argument</param>
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/// <param name="instanced">True to increment the current instance value, false otherwise</param>
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private void DrawIndexedSmall(ThreedClass engine, int argument, bool instanced)
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{
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PrimitiveTypeOverride typeOverride = _state.State.PrimitiveTypeOverride;
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DrawBegin(instanced, !instanced, typeOverride.Convert());
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int firstIndex = argument & 0xffff;
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int indexCount = (argument >> 16) & 0xfff;
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bool oldDrawIndexed = _drawState.DrawIndexed;
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_drawState.DrawIndexed = true;
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engine.ForceStateDirty(IndexBufferCountMethodOffset * 4);
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DrawEnd(engine, firstIndex, indexCount);
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_drawState.DrawIndexed = oldDrawIndexed;
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}
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/// <summary>
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/// Performs a texture draw with a source texture and sampler ID, along with source
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/// and destination coordinates and sizes.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="argument">Method call argument</param>
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public void DrawTexture(ThreedClass engine, int argument)
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{
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static float FixedToFloat(int fixedValue)
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{
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return fixedValue * (1f / 4096);
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}
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float dstX0 = FixedToFloat(_state.State.DrawTextureDstX);
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float dstY0 = FixedToFloat(_state.State.DrawTextureDstY);
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float dstWidth = FixedToFloat(_state.State.DrawTextureDstWidth);
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float dstHeight = FixedToFloat(_state.State.DrawTextureDstHeight);
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// TODO: Confirm behaviour on hardware.
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// When this is active, the origin appears to be on the bottom.
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if (_state.State.YControl.HasFlag(YControl.NegateY))
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{
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dstY0 -= dstHeight;
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}
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float dstX1 = dstX0 + dstWidth;
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float dstY1 = dstY0 + dstHeight;
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float srcX0 = FixedToFloat(_state.State.DrawTextureSrcX);
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float srcY0 = FixedToFloat(_state.State.DrawTextureSrcY);
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float srcX1 = ((float)_state.State.DrawTextureDuDx / (1UL << 32)) * dstWidth + srcX0;
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float srcY1 = ((float)_state.State.DrawTextureDvDy / (1UL << 32)) * dstHeight + srcY0;
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engine.UpdateState(ulong.MaxValue & ~(1UL << StateUpdater.ShaderStateIndex));
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_channel.TextureManager.UpdateRenderTargets();
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int textureId = _state.State.DrawTextureTextureId;
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int samplerId = _state.State.DrawTextureSamplerId;
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(var texture, var sampler) = _channel.TextureManager.GetGraphicsTextureAndSampler(textureId, samplerId);
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srcX0 *= texture.ScaleFactor;
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srcY0 *= texture.ScaleFactor;
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srcX1 *= texture.ScaleFactor;
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srcY1 *= texture.ScaleFactor;
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float dstScale = _channel.TextureManager.RenderTargetScale;
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dstX0 *= dstScale;
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dstY0 *= dstScale;
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dstX1 *= dstScale;
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dstY1 *= dstScale;
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_context.Renderer.Pipeline.DrawTexture(
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texture?.HostTexture,
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sampler?.GetHostSampler(texture),
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new Extents2DF(srcX0, srcY0, srcX1, srcY1),
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new Extents2DF(dstX0, dstY0, dstX1, dstY1));
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}
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/// <summary>
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/// Performs a indexed or non-indexed draw.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="topology">Primitive topology</param>
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/// <param name="count">Index count for indexed draws, vertex count for non-indexed draws</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, ignored for non-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">True if the draw is indexed, false otherwise</param>
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public void Draw(
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ThreedClass engine,
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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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UpdateTopology(topology);
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ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
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_context,
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_channel.MemoryManager,
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_state.State.RenderEnableAddress,
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_state.State.RenderEnableCondition);
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if (renderEnable == ConditionalRenderEnabled.False)
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{
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_drawState.DrawIndexed = false;
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return;
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}
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if (indexed)
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{
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_drawState.FirstIndex = firstIndex;
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_drawState.IndexCount = count;
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_state.State.FirstVertex = (uint)firstVertex;
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engine.ForceStateDirty(IndexBufferCountMethodOffset * 4);
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}
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else
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{
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_state.State.VertexBufferDrawState.First = firstVertex;
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_state.State.VertexBufferDrawState.Count = count;
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engine.ForceStateDirty(VertexBufferFirstMethodOffset * 4);
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}
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_state.State.FirstInstance = (uint)firstInstance;
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_drawState.DrawIndexed = indexed;
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_currentSpecState.SetHasConstantBufferDrawParameters(true);
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engine.UpdateState();
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if (indexed)
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{
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_context.Renderer.Pipeline.DrawIndexed(count, instanceCount, firstIndex, firstVertex, firstInstance);
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_state.State.FirstVertex = 0;
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}
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else
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{
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_context.Renderer.Pipeline.Draw(count, instanceCount, firstVertex, firstInstance);
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}
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_state.State.FirstInstance = 0;
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_drawState.DrawIndexed = false;
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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_context.Renderer.Pipeline.EndHostConditionalRendering();
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}
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}
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/// <summary>
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/// Performs a indirect draw, with parameters from a GPU buffer.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="topology">Primitive topology</param>
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/// <param name="indirectBufferAddress">Address of the buffer with the draw parameters, such as count, first index, etc</param>
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/// <param name="parameterBufferAddress">Address of the buffer with the draw count</param>
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/// <param name="maxDrawCount">Maximum number of draws that can be made</param>
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/// <param name="stride">Distance in bytes between each entry on the data pointed to by <paramref name="indirectBufferAddress"/></param>
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/// <param name="indexCount">Maximum number of indices that the draw can consume</param>
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/// <param name="drawType">Type of the indirect draw, which can be indexed or non-indexed, with or without a draw count</param>
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public void DrawIndirect(
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ThreedClass engine,
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PrimitiveTopology topology,
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ulong indirectBufferAddress,
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ulong parameterBufferAddress,
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int maxDrawCount,
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int stride,
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int indexCount,
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IndirectDrawType drawType)
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{
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UpdateTopology(topology);
|
|
|
|
ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
|
|
_context,
|
|
_channel.MemoryManager,
|
|
_state.State.RenderEnableAddress,
|
|
_state.State.RenderEnableCondition);
|
|
|
|
if (renderEnable == ConditionalRenderEnabled.False)
|
|
{
|
|
_drawState.DrawIndexed = false;
|
|
return;
|
|
}
|
|
|
|
PhysicalMemory memory = _channel.MemoryManager.Physical;
|
|
|
|
bool hasCount = (drawType & IndirectDrawType.Count) != 0;
|
|
bool indexed = (drawType & IndirectDrawType.Indexed) != 0;
|
|
|
|
if (indexed)
|
|
{
|
|
indexCount = Math.Clamp(indexCount, MinIndirectIndexCount, MaxIndirectIndexCount);
|
|
_drawState.FirstIndex = 0;
|
|
_drawState.IndexCount = indexCount;
|
|
engine.ForceStateDirty(IndexBufferCountMethodOffset * 4);
|
|
}
|
|
|
|
_drawState.DrawIndexed = indexed;
|
|
_drawState.DrawIndirect = true;
|
|
_currentSpecState.SetHasConstantBufferDrawParameters(true);
|
|
|
|
engine.UpdateState();
|
|
|
|
if (hasCount)
|
|
{
|
|
var indirectBuffer = memory.BufferCache.GetBufferRange(indirectBufferAddress, (ulong)maxDrawCount * (ulong)stride);
|
|
var parameterBuffer = memory.BufferCache.GetBufferRange(parameterBufferAddress, 4);
|
|
|
|
if (indexed)
|
|
{
|
|
_context.Renderer.Pipeline.DrawIndexedIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
|
|
}
|
|
else
|
|
{
|
|
_context.Renderer.Pipeline.DrawIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
var indirectBuffer = memory.BufferCache.GetBufferRange(indirectBufferAddress, (ulong)stride);
|
|
|
|
if (indexed)
|
|
{
|
|
_context.Renderer.Pipeline.DrawIndexedIndirect(indirectBuffer);
|
|
}
|
|
else
|
|
{
|
|
_context.Renderer.Pipeline.DrawIndirect(indirectBuffer);
|
|
}
|
|
}
|
|
|
|
_drawState.DrawIndexed = false;
|
|
_drawState.DrawIndirect = false;
|
|
|
|
if (renderEnable == ConditionalRenderEnabled.Host)
|
|
{
|
|
_context.Renderer.Pipeline.EndHostConditionalRendering();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Perform any deferred draws.
|
|
/// This is used for instanced draws.
|
|
/// Since each instance is a separate draw, we defer the draw and accumulate the instance count.
|
|
/// Once we detect the last instanced draw, then we perform the host instanced draw,
|
|
/// with the accumulated instance count.
|
|
/// </summary>
|
|
public void PerformDeferredDraws()
|
|
{
|
|
// Perform any pending instanced draw.
|
|
if (_instancedDrawPending)
|
|
{
|
|
_instancedDrawPending = false;
|
|
|
|
bool indexedInline = _instancedIndexedInline;
|
|
|
|
if (_instancedIndexed || indexedInline)
|
|
{
|
|
if (indexedInline)
|
|
{
|
|
int inlineIndexCount = _drawState.IbStreamer.GetAndResetInlineIndexCount();
|
|
BufferRange br = new BufferRange(_drawState.IbStreamer.GetInlineIndexBuffer(), 0, inlineIndexCount * 4);
|
|
|
|
_channel.BufferManager.SetIndexBuffer(br, IndexType.UInt);
|
|
}
|
|
|
|
_context.Renderer.Pipeline.DrawIndexed(
|
|
_instancedIndexCount,
|
|
_instanceIndex + 1,
|
|
_instancedFirstIndex,
|
|
_instancedFirstVertex,
|
|
_instancedFirstInstance);
|
|
}
|
|
else
|
|
{
|
|
_context.Renderer.Pipeline.Draw(
|
|
_instancedDrawStateCount,
|
|
_instanceIndex + 1,
|
|
_instancedDrawStateFirst,
|
|
_instancedFirstInstance);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clears the current color and depth-stencil buffers.
|
|
/// Which buffers should be cleared can also be specified with the argument.
|
|
/// </summary>
|
|
/// <param name="engine">3D engine where this method is being called</param>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void Clear(ThreedClass engine, int argument)
|
|
{
|
|
Clear(engine, argument, 1);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clears the current color and depth-stencil buffers.
|
|
/// Which buffers should be cleared can also specified with the arguments.
|
|
/// </summary>
|
|
/// <param name="engine">3D engine where this method is being called</param>
|
|
/// <param name="argument">Method call argument</param>
|
|
/// <param name="layerCount">For array and 3D textures, indicates how many layers should be cleared</param>
|
|
public void Clear(ThreedClass engine, int argument, int layerCount)
|
|
{
|
|
ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
|
|
_context,
|
|
_channel.MemoryManager,
|
|
_state.State.RenderEnableAddress,
|
|
_state.State.RenderEnableCondition);
|
|
|
|
if (renderEnable == ConditionalRenderEnabled.False)
|
|
{
|
|
return;
|
|
}
|
|
|
|
int index = (argument >> 6) & 0xf;
|
|
int layer = (argument >> 10) & 0x3ff;
|
|
|
|
engine.UpdateRenderTargetState(useControl: false, layered: layer != 0 || layerCount > 1, singleUse: index);
|
|
|
|
// If there is a mismatch on the host clip region and the one explicitly defined by the guest
|
|
// on the screen scissor state, then we need to force only one texture to be bound to avoid
|
|
// host clipping.
|
|
var screenScissorState = _state.State.ScreenScissorState;
|
|
|
|
// Must happen after UpdateRenderTargetState to have up-to-date clip region values.
|
|
bool clipMismatch = (screenScissorState.X | screenScissorState.Y) != 0 ||
|
|
screenScissorState.Width != _channel.TextureManager.ClipRegionWidth ||
|
|
screenScissorState.Height != _channel.TextureManager.ClipRegionHeight;
|
|
|
|
bool clearAffectedByStencilMask = (_state.State.ClearFlags & 1) != 0;
|
|
bool clearAffectedByScissor = (_state.State.ClearFlags & 0x100) != 0;
|
|
bool needsCustomScissor = !clearAffectedByScissor || clipMismatch;
|
|
|
|
// Scissor and rasterizer discard also affect clears.
|
|
ulong updateMask = 1UL << StateUpdater.RasterizerStateIndex;
|
|
|
|
if (!needsCustomScissor)
|
|
{
|
|
updateMask |= 1UL << StateUpdater.ScissorStateIndex;
|
|
}
|
|
|
|
engine.UpdateState(updateMask);
|
|
|
|
if (needsCustomScissor)
|
|
{
|
|
int scissorX = screenScissorState.X;
|
|
int scissorY = screenScissorState.Y;
|
|
int scissorW = screenScissorState.Width;
|
|
int scissorH = screenScissorState.Height;
|
|
|
|
if (clearAffectedByScissor && _state.State.ScissorState[0].Enable)
|
|
{
|
|
ref var scissorState = ref _state.State.ScissorState[0];
|
|
|
|
scissorX = Math.Max(scissorX, scissorState.X1);
|
|
scissorY = Math.Max(scissorY, scissorState.Y1);
|
|
scissorW = Math.Min(scissorW, scissorState.X2 - scissorState.X1);
|
|
scissorH = Math.Min(scissorH, scissorState.Y2 - scissorState.Y1);
|
|
}
|
|
|
|
float scale = _channel.TextureManager.RenderTargetScale;
|
|
if (scale != 1f)
|
|
{
|
|
scissorX = (int)(scissorX * scale);
|
|
scissorY = (int)(scissorY * scale);
|
|
scissorW = (int)MathF.Ceiling(scissorW * scale);
|
|
scissorH = (int)MathF.Ceiling(scissorH * scale);
|
|
}
|
|
|
|
Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[]
|
|
{
|
|
new Rectangle<int>(scissorX, scissorY, scissorW, scissorH)
|
|
};
|
|
|
|
_context.Renderer.Pipeline.SetScissors(scissors);
|
|
}
|
|
|
|
if (clipMismatch)
|
|
{
|
|
_channel.TextureManager.UpdateRenderTarget(index);
|
|
}
|
|
else
|
|
{
|
|
_channel.TextureManager.UpdateRenderTargets();
|
|
}
|
|
|
|
bool clearDepth = (argument & 1) != 0;
|
|
bool clearStencil = (argument & 2) != 0;
|
|
uint componentMask = (uint)((argument >> 2) & 0xf);
|
|
|
|
if (componentMask != 0)
|
|
{
|
|
var clearColor = _state.State.ClearColors;
|
|
|
|
ColorF color = new ColorF(clearColor.Red, clearColor.Green, clearColor.Blue, clearColor.Alpha);
|
|
|
|
_context.Renderer.Pipeline.ClearRenderTargetColor(index, layer, layerCount, componentMask, color);
|
|
}
|
|
|
|
if (clearDepth || clearStencil)
|
|
{
|
|
float depthValue = _state.State.ClearDepthValue;
|
|
int stencilValue = (int)_state.State.ClearStencilValue;
|
|
|
|
int stencilMask = 0;
|
|
|
|
if (clearStencil)
|
|
{
|
|
stencilMask = clearAffectedByStencilMask ? _state.State.StencilTestState.FrontMask : 0xff;
|
|
}
|
|
|
|
if (clipMismatch)
|
|
{
|
|
_channel.TextureManager.UpdateRenderTargetDepthStencil();
|
|
}
|
|
|
|
_context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
|
|
layer,
|
|
layerCount,
|
|
depthValue,
|
|
clearDepth,
|
|
stencilValue,
|
|
stencilMask);
|
|
}
|
|
|
|
if (needsCustomScissor)
|
|
{
|
|
engine.UpdateScissorState();
|
|
}
|
|
|
|
engine.UpdateRenderTargetState(useControl: true);
|
|
|
|
if (renderEnable == ConditionalRenderEnabled.Host)
|
|
{
|
|
_context.Renderer.Pipeline.EndHostConditionalRendering();
|
|
}
|
|
}
|
|
}
|
|
}
|