2020-09-23 23:48:34 +00:00
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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.Runtime.InteropServices;
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2021-07-11 20:20:40 +00:00
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namespace Ryujinx.Graphics.Gpu.Engine.Threed
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2020-09-23 23:48:34 +00:00
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{
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/// <summary>
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/// Holds inline index buffer state.
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/// The inline index buffer data is sent to the GPU through the command buffer.
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/// </summary>
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struct IbStreamer
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{
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private const int BufferCapacity = 256; // Must be a power of 2.
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private BufferHandle _inlineIndexBuffer;
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private int _inlineIndexBufferSize;
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private int _inlineIndexCount;
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private uint[] _buffer;
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private int _bufferOffset;
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2021-07-11 20:20:40 +00:00
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/// <summary>
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/// Indicates if any index buffer data has been pushed.
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/// </summary>
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public bool HasInlineIndexData => _inlineIndexCount != 0;
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2022-06-11 02:44:49 +00:00
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/// <summary>
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/// Total numbers of indices that have been pushed.
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/// </summary>
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public int InlineIndexCount => _inlineIndexCount;
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2020-09-23 23:48:34 +00:00
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/// <summary>
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/// Gets the handle for the host buffer currently holding the inline index buffer data.
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/// </summary>
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/// <returns>Host buffer handle</returns>
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public BufferHandle GetInlineIndexBuffer()
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{
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return _inlineIndexBuffer;
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}
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/// <summary>
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/// Gets the number of elements on the current inline index buffer,
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/// while also reseting it to zero for the next draw.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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/// <returns>Inline index bufffer count</returns>
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public int GetAndResetInlineIndexCount(IRenderer renderer)
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{
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UpdateRemaining(renderer);
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int temp = _inlineIndexCount;
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_inlineIndexCount = 0;
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return temp;
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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="renderer">Host renderer</param>
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/// <param name="argument">Method call argument</param>
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public void VbElementU8(IRenderer renderer, int argument)
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{
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byte i0 = (byte)argument;
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byte i1 = (byte)(argument >> 8);
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byte i2 = (byte)(argument >> 16);
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byte i3 = (byte)(argument >> 24);
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int offset = _inlineIndexCount;
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PushData(renderer, offset, i0);
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PushData(renderer, offset + 1, i1);
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PushData(renderer, offset + 2, i2);
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PushData(renderer, offset + 3, i3);
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_inlineIndexCount += 4;
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}
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/// <summary>
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/// Pushes two 16-bit index buffer elements.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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/// <param name="argument">Method call argument</param>
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public void VbElementU16(IRenderer renderer, int argument)
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{
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ushort i0 = (ushort)argument;
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ushort i1 = (ushort)(argument >> 16);
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int offset = _inlineIndexCount;
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PushData(renderer, offset, i0);
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PushData(renderer, offset + 1, i1);
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_inlineIndexCount += 2;
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}
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/// <summary>
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/// Pushes one 32-bit index buffer element.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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/// <param name="argument">Method call argument</param>
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public void VbElementU32(IRenderer renderer, int argument)
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{
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uint i0 = (uint)argument;
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int offset = _inlineIndexCount++;
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PushData(renderer, offset, i0);
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}
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/// <summary>
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/// Pushes a 32-bit value to the index buffer.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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/// <param name="offset">Offset where the data should be written, in 32-bit words</param>
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/// <param name="value">Index value to be written</param>
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private void PushData(IRenderer renderer, int offset, uint value)
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{
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if (_buffer == null)
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{
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_buffer = new uint[BufferCapacity];
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}
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// We upload data in chunks.
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// If we are at the start of a chunk, then the buffer might be full,
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// in that case we need to submit any existing data before overwriting the buffer.
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int subOffset = offset & (BufferCapacity - 1);
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if (subOffset == 0 && offset != 0)
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{
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int baseOffset = (offset - BufferCapacity) * sizeof(uint);
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BufferHandle buffer = GetInlineIndexBuffer(renderer, baseOffset, BufferCapacity * sizeof(uint));
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renderer.SetBufferData(buffer, baseOffset, MemoryMarshal.Cast<uint, byte>(_buffer));
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}
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_buffer[subOffset] = value;
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}
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/// <summary>
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/// Makes sure that any pending data is submitted to the GPU before the index buffer is used.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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private void UpdateRemaining(IRenderer renderer)
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{
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int offset = _inlineIndexCount;
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if (offset == 0)
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{
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return;
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}
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int count = offset & (BufferCapacity - 1);
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if (count == 0)
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{
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count = BufferCapacity;
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}
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int baseOffset = (offset - count) * sizeof(uint);
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int length = count * sizeof(uint);
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BufferHandle buffer = GetInlineIndexBuffer(renderer, baseOffset, length);
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renderer.SetBufferData(buffer, baseOffset, MemoryMarshal.Cast<uint, byte>(_buffer).Slice(0, length));
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}
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/// <summary>
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/// Gets the handle of a buffer large enough to hold the data that will be written to <paramref name="offset"/>.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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/// <param name="offset">Offset where the data will be written</param>
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/// <param name="length">Number of bytes that will be written</param>
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/// <returns>Buffer handle</returns>
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private BufferHandle GetInlineIndexBuffer(IRenderer renderer, int offset, int length)
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{
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// Calculate a reasonable size for the buffer that can fit all the data,
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// and that also won't require frequent resizes if we need to push more data.
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int size = BitUtils.AlignUp(offset + length + 0x10, 0x200);
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if (_inlineIndexBuffer == BufferHandle.Null)
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{
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_inlineIndexBuffer = renderer.CreateBuffer(size);
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_inlineIndexBufferSize = size;
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}
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else if (_inlineIndexBufferSize < size)
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{
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BufferHandle oldBuffer = _inlineIndexBuffer;
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int oldSize = _inlineIndexBufferSize;
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_inlineIndexBuffer = renderer.CreateBuffer(size);
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_inlineIndexBufferSize = size;
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renderer.Pipeline.CopyBuffer(oldBuffer, _inlineIndexBuffer, 0, 0, oldSize);
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renderer.DeleteBuffer(oldBuffer);
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}
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return _inlineIndexBuffer;
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}
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}
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}
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