diff --git a/Ryujinx.Graphics.Gpu/Engine/Compute.cs b/Ryujinx.Graphics.Gpu/Engine/Compute.cs
index f3f8d3ca..50aac1d0 100644
--- a/Ryujinx.Graphics.Gpu/Engine/Compute.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/Compute.cs
@@ -10,6 +10,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
{
partial class Methods
{
+ ///
+ /// Dispatches compute work.
+ ///
+ /// Current GPU state
+ /// Method call argument
public void Dispatch(GpuState state, int argument)
{
uint dispatchParamsAddress = (uint)state.Get(MethodOffset.DispatchParamsAddress);
diff --git a/Ryujinx.Graphics.Gpu/Engine/ComputeParams.cs b/Ryujinx.Graphics.Gpu/Engine/ComputeParams.cs
index 5644ca81..c19b43d8 100644
--- a/Ryujinx.Graphics.Gpu/Engine/ComputeParams.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/ComputeParams.cs
@@ -4,22 +4,36 @@ using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Engine
{
+ ///
+ /// Compute uniform buffer parameters.
+ ///
struct UniformBufferParams
{
public int AddressLow;
public int AddressHighAndSize;
+ ///
+ /// Packs the split address to a 64-bits integer.
+ ///
+ /// Uniform buffer GPU virtual address
public ulong PackAddress()
{
return (uint)AddressLow | ((ulong)(AddressHighAndSize & 0xff) << 32);
}
+ ///
+ /// Unpacks the uniform buffer size in bytes.
+ ///
+ /// Uniform buffer size in bytes
public ulong UnpackSize()
{
return (ulong)((AddressHighAndSize >> 15) & 0x1ffff);
}
}
+ ///
+ /// Compute dispatch parameters.
+ ///
struct ComputeParams
{
public int Unknown0;
@@ -61,6 +75,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
private UniformBufferParams _uniformBuffer6;
private UniformBufferParams _uniformBuffer7;
+ ///
+ /// Uniform buffer parameters.
+ ///
public Span UniformBuffers
{
get
@@ -89,36 +106,65 @@ namespace Ryujinx.Graphics.Gpu.Engine
public int Unknown62;
public int Unknown63;
+ ///
+ /// Unpacks the work group X size.
+ ///
+ /// Work group X size
public int UnpackGridSizeX()
{
return GridSizeX & 0x7fffffff;
}
+ ///
+ /// Unpacks the work group Y size.
+ ///
+ /// Work group Y size
public int UnpackGridSizeY()
{
return GridSizeYZ & 0xffff;
}
+ ///
+ /// Unpacks the work group Z size.
+ ///
+ /// Work group Z size
public int UnpackGridSizeZ()
{
return (GridSizeYZ >> 16) & 0xffff;
}
+ ///
+ /// Unpacks the local group X size.
+ ///
+ /// Local group X size
public int UnpackBlockSizeX()
{
return (BlockSizeX >> 16) & 0xffff;
}
+ ///
+ /// Unpacks the local group Y size.
+ ///
+ /// Local group Y size
public int UnpackBlockSizeY()
{
return BlockSizeYZ & 0xffff;
}
+ ///
+ /// Unpacks the local group Z size.
+ ///
+ /// Local group Z size
public int UnpackBlockSizeZ()
{
return (BlockSizeYZ >> 16) & 0xffff;
}
+ ///
+ /// Unpacks the uniform buffers enable mask.
+ /// Each bit set on the mask indicates that the respective buffer index is enabled.
+ ///
+ /// Uniform buffers enable mask
public uint UnpackUniformBuffersEnableMask()
{
return (uint)UniformBuffersConfig & 0xff;
diff --git a/Ryujinx.Graphics.Gpu/Engine/Inline2Memory.cs b/Ryujinx.Graphics.Gpu/Engine/Inline2Memory.cs
index 8d1ebebe..79432395 100644
--- a/Ryujinx.Graphics.Gpu/Engine/Inline2Memory.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/Inline2Memory.cs
@@ -19,6 +19,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
private int[] _buffer;
+ ///
+ /// Launches Inline-to-Memory engine DMA copy.
+ ///
+ /// Current GPU state
+ /// Method call argument
public void LaunchDma(GpuState state, int argument)
{
_params = state.Get(MethodOffset.I2mParams);
@@ -42,6 +47,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
_finished = false;
}
+ ///
+ /// Pushes a word of data to the Inline-to-Memory engine.
+ ///
+ /// Current GPU state
+ /// Method call argument
public void LoadInlineData(GpuState state, int argument)
{
if (!_finished)
@@ -55,6 +65,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
}
}
+ ///
+ /// Performs actual copy of the inline data after the transfer is finished.
+ ///
private void FinishTransfer()
{
Span data = MemoryMarshal.Cast(_buffer).Slice(0, _size);
diff --git a/Ryujinx.Graphics.Gpu/Engine/MethodClear.cs b/Ryujinx.Graphics.Gpu/Engine/MethodClear.cs
index 906ae225..dfa7b12e 100644
--- a/Ryujinx.Graphics.Gpu/Engine/MethodClear.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/MethodClear.cs
@@ -5,6 +5,12 @@ namespace Ryujinx.Graphics.Gpu.Engine
{
partial class Methods
{
+ ///
+ /// Clears the current color and depth-stencil buffers.
+ /// Which buffers should be cleared is also specified on the argument.
+ ///
+ /// Current GPU state
+ /// Method call argument
private void Clear(GpuState state, int argument)
{
UpdateRenderTargetState(state, useControl: false);
diff --git a/Ryujinx.Graphics.Gpu/Engine/MethodCopyBuffer.cs b/Ryujinx.Graphics.Gpu/Engine/MethodCopyBuffer.cs
index 1f84916a..6b6742ff 100644
--- a/Ryujinx.Graphics.Gpu/Engine/MethodCopyBuffer.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/MethodCopyBuffer.cs
@@ -6,6 +6,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
{
partial class Methods
{
+ ///
+ /// Performs a buffer to buffer, or buffer to texture copy.
+ ///
+ /// Current GPU state
+ /// Method call argument
private void CopyBuffer(GpuState state, int argument)
{
var cbp = state.Get(MethodOffset.CopyBufferParams);
diff --git a/Ryujinx.Graphics.Gpu/Engine/MethodCopyTexture.cs b/Ryujinx.Graphics.Gpu/Engine/MethodCopyTexture.cs
index cdfd36df..8d1b2b71 100644
--- a/Ryujinx.Graphics.Gpu/Engine/MethodCopyTexture.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/MethodCopyTexture.cs
@@ -7,6 +7,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
partial class Methods
{
+ ///
+ /// Performs a texture to texture copy.
+ ///
+ /// Current GPU state
+ /// Method call argument
private void CopyTexture(GpuState state, int argument)
{
var dstCopyTexture = state.Get(MethodOffset.CopyDstTexture);
diff --git a/Ryujinx.Graphics.Gpu/Engine/MethodDraw.cs b/Ryujinx.Graphics.Gpu/Engine/MethodDraw.cs
index 5c5a1dee..d2571d3d 100644
--- a/Ryujinx.Graphics.Gpu/Engine/MethodDraw.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/MethodDraw.cs
@@ -22,8 +22,17 @@ namespace Ryujinx.Graphics.Gpu.Engine
private int _instanceIndex;
+ ///
+ /// Primitive type of the current draw.
+ ///
public PrimitiveType PrimitiveType { get; private set; }
+ ///
+ /// Finishes draw call.
+ /// This draws geometry on the bound buffers based on the current GPU state.
+ ///
+ /// Current GPU state
+ /// Method call argument
private void DrawEnd(GpuState state, int argument)
{
if (_instancedDrawPending)
@@ -86,6 +95,12 @@ namespace Ryujinx.Graphics.Gpu.Engine
}
}
+ ///
+ /// Starts draw.
+ /// This sets primitive type and instanced draw parameters.
+ ///
+ /// Current GPU state
+ /// Method call argument
private void DrawBegin(GpuState state, int argument)
{
if ((argument & (1 << 26)) != 0)
@@ -106,11 +121,24 @@ namespace Ryujinx.Graphics.Gpu.Engine
PrimitiveType = type;
}
+ ///
+ /// Sets the index buffer count.
+ /// This also sets internal state that indicates that the next draw is a indexed draw.
+ ///
+ /// Current GPU state
+ /// Method call argument
private void SetIndexBufferCount(GpuState state, int argument)
{
_drawIndexed = true;
}
+ ///
+ /// 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.
+ ///
public void PerformDeferredDraws()
{
// Perform any pending instanced draw.
diff --git a/Ryujinx.Graphics.Gpu/Engine/MethodReport.cs b/Ryujinx.Graphics.Gpu/Engine/MethodReport.cs
index f73c03cb..8418f0bb 100644
--- a/Ryujinx.Graphics.Gpu/Engine/MethodReport.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/MethodReport.cs
@@ -10,6 +10,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
{
private ulong _runningCounter;
+ ///
+ /// Writes a GPU counter to guest memory.
+ ///
+ /// Current GPU state
+ /// Method call argument
private void Report(GpuState state, int argument)
{
ReportMode mode = (ReportMode)(argument & 3);
@@ -23,6 +28,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
}
}
+ ///
+ /// Writes a GPU semaphore value to guest memory.
+ ///
+ /// Current GPU state
private void ReportSemaphore(GpuState state)
{
var rs = state.Get(MethodOffset.ReportState);
@@ -32,12 +41,21 @@ namespace Ryujinx.Graphics.Gpu.Engine
_context.AdvanceSequence();
}
+ ///
+ /// Packed GPU counter data (including GPU timestamp) in memory.
+ ///
private struct CounterData
{
public ulong Counter;
public ulong Timestamp;
}
+ ///
+ /// Writes a GPU counter to guest memory.
+ /// This also writes the current timestamp value.
+ ///
+ /// Current GPU state
+ /// Counter to be written to memory
private void ReportCounter(GpuState state, ReportCounterType type)
{
CounterData counterData = new CounterData();
@@ -83,6 +101,12 @@ namespace Ryujinx.Graphics.Gpu.Engine
_context.MemoryAccessor.Write(rs.Address.Pack(), data);
}
+ ///
+ /// Converts a nanoseconds timestamp value to Maxwell time ticks.
+ /// The frequency is approximately 1.63Hz.
+ ///
+ /// Timestamp in nanoseconds
+ /// Maxwell ticks
private static ulong ConvertNanosecondsToTicks(ulong nanoseconds)
{
// We need to divide first to avoid overflows.
diff --git a/Ryujinx.Graphics.Gpu/Engine/MethodResetCounter.cs b/Ryujinx.Graphics.Gpu/Engine/MethodResetCounter.cs
index 574eb5c8..9b469082 100644
--- a/Ryujinx.Graphics.Gpu/Engine/MethodResetCounter.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/MethodResetCounter.cs
@@ -5,6 +5,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
{
partial class Methods
{
+ ///
+ /// Resets the value of a internal GPU counter back to zero.
+ ///
+ /// Current GPU state
+ /// Method call argument
private void ResetCounter(GpuState state, int argument)
{
ResetCounterType type = (ResetCounterType)argument;
diff --git a/Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs b/Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs
index 6232c0b6..3fee1fcf 100644
--- a/Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferBind.cs
@@ -4,31 +4,62 @@ namespace Ryujinx.Graphics.Gpu.Engine
{
partial class Methods
{
+ ///
+ /// Binds a uniform buffer for the vertex shader stage.
+ ///
+ /// Current GPU state
+ /// Method call argument
private void UniformBufferBindVertex(GpuState state, int argument)
{
UniformBufferBind(state, argument, ShaderType.Vertex);
}
+ ///
+ /// Binds a uniform buffer for the tessellation control shader stage.
+ ///
+ /// Current GPU state
+ /// Method call argument
private void UniformBufferBindTessControl(GpuState state, int argument)
{
UniformBufferBind(state, argument, ShaderType.TessellationControl);
}
+ ///
+ /// Binds a uniform buffer for the tessellation evaluation shader stage.
+ ///
+ /// Current GPU state
+ /// Method call argument
private void UniformBufferBindTessEvaluation(GpuState state, int argument)
{
UniformBufferBind(state, argument, ShaderType.TessellationEvaluation);
}
+ ///
+ /// Binds a uniform buffer for the geometry shader stage.
+ ///
+ /// Current GPU state
+ /// Method call argument
private void UniformBufferBindGeometry(GpuState state, int argument)
{
UniformBufferBind(state, argument, ShaderType.Geometry);
}
+ ///
+ /// Binds a uniform buffer for the fragment shader stage.
+ ///
+ /// Current GPU state
+ /// Method call argument
private void UniformBufferBindFragment(GpuState state, int argument)
{
UniformBufferBind(state, argument, ShaderType.Fragment);
}
+ ///
+ ///Binds a uniform buffer for the specified shader stage.
+ ///
+ /// Current GPU state
+ /// Method call argument
+ /// Shader stage that will access the uniform buffer
private void UniformBufferBind(GpuState state, int argument, ShaderType type)
{
bool enable = (argument & 1) != 0;
diff --git a/Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferUpdate.cs b/Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferUpdate.cs
index 43bab243..524f5e03 100644
--- a/Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferUpdate.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/MethodUniformBufferUpdate.cs
@@ -4,6 +4,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
{
partial class Methods
{
+ ///
+ /// Updates the uniform buffer data with inline data.
+ ///
+ /// Current GPU state
+ /// New uniform buffer data word
private void UniformBufferUpdate(GpuState state, int argument)
{
var uniformBuffer = state.Get(MethodOffset.UniformBufferState);
diff --git a/Ryujinx.Graphics.Gpu/Engine/Methods.cs b/Ryujinx.Graphics.Gpu/Engine/Methods.cs
index 35f09ad3..0a52bee9 100644
--- a/Ryujinx.Graphics.Gpu/Engine/Methods.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/Methods.cs
@@ -12,6 +12,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
{
using Texture = Image.Texture;
+ ///
+ /// GPU method implementations.
+ ///
partial class Methods
{
private readonly GpuContext _context;
@@ -20,12 +23,23 @@ namespace Ryujinx.Graphics.Gpu.Engine
private readonly ShaderProgramInfo[] _currentProgramInfo;
- public BufferManager BufferManager { get; }
+ ///
+ /// GPU buffer manager.
+ ///
+ public BufferManager BufferManager { get; }
+
+ ///
+ /// GPU texture manager.
+ ///
public TextureManager TextureManager { get; }
private bool _isAnyVbInstanced;
private bool _vsUsesInstanceId;
+ ///
+ /// Creates a new instance of the GPU methods class.
+ ///
+ /// GPU context
public Methods(GpuContext context)
{
_context = context;
@@ -38,6 +52,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
TextureManager = new TextureManager(context);
}
+ ///
+ /// Register callback for GPU method calls that triggers an action on the GPU.
+ ///
+ /// GPU state where the triggers will be registered
public void RegisterCallbacks(GpuState state)
{
state.RegisterCallback(MethodOffset.LaunchDma, LaunchDma);
@@ -72,6 +90,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
state.RegisterCallback(MethodOffset.UniformBufferBindFragment, UniformBufferBindFragment);
}
+ ///
+ /// Updates host state based on the current guest GPU state.
+ ///
+ /// Guest GPU state
private void UpdateState(GpuState state)
{
// Shaders must be the first one to be updated if modified, because
@@ -175,6 +197,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
CommitBindings();
}
+ ///
+ /// Ensures that the bindings are visible to the host GPU.
+ /// This actually performs the binding using the host graphics API.
+ ///
private void CommitBindings()
{
UpdateStorageBuffers();
@@ -183,6 +209,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
TextureManager.CommitGraphicsBindings();
}
+ ///
+ /// Updates storage buffer bindings.
+ ///
private void UpdateStorageBuffers()
{
for (int stage = 0; stage < _currentProgramInfo.Length; stage++)
@@ -213,6 +242,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
}
}
+ ///
+ /// Updates render targets (color and depth-stencil buffers) based on current render target state.
+ ///
+ /// Current GPU state
+ /// Use draw buffers information from render target control register
private void UpdateRenderTargetState(GpuState state, bool useControl)
{
var rtControl = state.Get(MethodOffset.RtControl);
@@ -267,12 +301,21 @@ namespace Ryujinx.Graphics.Gpu.Engine
}
}
+ ///
+ /// Checks if a render target color buffer is used.
+ ///
+ /// Color buffer information
+ /// True if the specified buffer is enabled/used, false otherwise
private static bool IsRtEnabled(RtColorState colorState)
{
// Colors are disabled by writing 0 to the format.
return colorState.Format != 0 && colorState.WidthOrStride != 0;
}
+ ///
+ /// Updates host depth test state based on current GPU state.
+ ///
+ /// Current GPU state
private void UpdateDepthTestState(GpuState state)
{
_context.Renderer.Pipeline.SetDepthTest(new DepthTestDescriptor(
@@ -281,6 +324,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
state.Get(MethodOffset.DepthTestFunc)));
}
+ ///
+ /// Updates host viewport transform and clipping state based on current GPU state.
+ ///
+ /// Current GPU state
private void UpdateViewportTransform(GpuState state)
{
DepthMode depthMode = state.Get(MethodOffset.DepthMode);
@@ -343,6 +390,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
_context.Renderer.Pipeline.SetViewports(0, viewports);
}
+ ///
+ /// Updates host depth bias (also called polygon offset) state based on current GPU state.
+ ///
+ /// Current GPU state
private void UpdateDepthBiasState(GpuState state)
{
var depthBias = state.Get(MethodOffset.DepthBiasState);
@@ -360,6 +411,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
_context.Renderer.Pipeline.SetDepthBias(enables, factor, units, clamp);
}
+ ///
+ /// Updates host stencil test state based on current GPU state.
+ ///
+ /// Current GPU state
private void UpdateStencilTestState(GpuState state)
{
var backMasks = state.Get (MethodOffset.StencilBackMasks);
@@ -413,6 +468,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
backMask));
}
+ ///
+ /// Updates current sampler pool address and size based on guest GPU state.
+ ///
+ /// Current GPU state
private void UpdateSamplerPoolState(GpuState state)
{
var texturePool = state.Get(MethodOffset.TexturePoolState);
@@ -427,6 +486,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
TextureManager.SetGraphicsSamplerPool(samplerPool.Address.Pack(), maximumId, samplerIndex);
}
+ ///
+ /// Updates current texture pool address and size based on guest GPU state.
+ ///
+ /// Current GPU state
private void UpdateTexturePoolState(GpuState state)
{
var texturePool = state.Get(MethodOffset.TexturePoolState);
@@ -436,6 +499,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
TextureManager.SetGraphicsTextureBufferIndex(state.Get(MethodOffset.TextureBufferIndex));
}
+ ///
+ /// Updates host vertex attributes based on guest GPU state.
+ ///
+ /// Current GPU state
private void UpdateVertexAttribState(GpuState state)
{
VertexAttribDescriptor[] vertexAttribs = new VertexAttribDescriptor[16];
@@ -460,6 +527,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
_context.Renderer.Pipeline.SetVertexAttribs(vertexAttribs);
}
+ ///
+ /// Updates host primitive restart based on guest GPU state.
+ ///
+ /// Current GPU state
private void UpdatePrimitiveRestartState(GpuState state)
{
PrimitiveRestartState primitiveRestart = state.Get(MethodOffset.PrimitiveRestartState);
@@ -469,6 +540,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
primitiveRestart.Index);
}
+ ///
+ /// Updates host index buffer binding based on guest GPU state.
+ ///
+ /// Current GPU state
private void UpdateIndexBufferState(GpuState state)
{
var indexBuffer = state.Get(MethodOffset.IndexBufferState);
@@ -500,6 +575,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
UpdateVertexBufferState(state);
}
+ ///
+ /// Updates host vertex buffer bindings based on guest GPU state.
+ ///
+ /// Current GPU state
private void UpdateVertexBufferState(GpuState state)
{
_isAnyVbInstanced = false;
@@ -550,6 +629,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
}
}
+ ///
+ /// Updates host face culling and orientation based on guest GPU state.
+ ///
+ /// Current GPU state
private void UpdateFaceState(GpuState state)
{
var face = state.Get(MethodOffset.FaceState);
@@ -559,6 +642,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
_context.Renderer.Pipeline.SetFrontFace(face.FrontFace);
}
+ ///
+ /// Updates host render target color masks, based on guest GPU state.
+ /// This defines with color channels are written to each color buffer.
+ ///
+ /// Current GPU state
private void UpdateRtColorMask(GpuState state)
{
bool rtColorMaskShared = state.Get(MethodOffset.RtColorMaskShared);
@@ -582,6 +670,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
_context.Renderer.Pipeline.SetRenderTargetColorMasks(componentMasks);
}
+ ///
+ /// Updates host render target color buffer blending state, based on guest state.
+ ///
+ /// Current GPU state
private void UpdateBlendState(GpuState state)
{
bool blendIndependent = state.Get(MethodOffset.BlendIndependent);
@@ -623,6 +715,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
}
}
+ ///
+ /// Storage buffer address and size information.
+ ///
private struct SbDescriptor
{
public uint AddressLow;
@@ -636,6 +731,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
}
}
+ ///
+ /// Updates host shaders based on the guest GPU state.
+ ///
+ /// Current GPU state
private void UpdateShaderState(GpuState state)
{
ShaderAddresses addresses = new ShaderAddresses();
@@ -726,6 +825,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
_context.Renderer.Pipeline.SetProgram(gs.HostProgram);
}
+ ///
+ /// Gets viewport transform enable.
+ ///
+ /// Current GPU state
+ /// Viewport transform enable
public bool GetViewportTransformEnable(GpuState state)
{
// FIXME: We should read ViewportTransformEnable, but it seems that some games writes 0 there?
@@ -734,6 +838,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
return true;
}
+ ///
+ /// Gets texture target from a sampler type.
+ ///
+ /// Sampler type
+ /// Texture target value
private static Target GetTarget(SamplerType type)
{
type &= ~(SamplerType.Indexed | SamplerType.Shadow);
@@ -776,16 +885,38 @@ namespace Ryujinx.Graphics.Gpu.Engine
return Target.Texture2D;
}
+ ///
+ /// Issues a texture barrier.
+ /// This waits until previous texture writes from the GPU to finish, before
+ /// performing new operations with said textures.
+ ///
+ /// Current GPU state
+ /// Method call argument
private void TextureBarrier(GpuState state, int argument)
{
_context.Renderer.Pipeline.TextureBarrier();
}
+ ///
+ /// Invalidates all modified textures on the cache.
+ ///
+ /// Current GPU state
+ /// Method call argument
private void InvalidateTextures(GpuState state, int argument)
{
TextureManager.Flush();
}
+ ///
+ /// Issues a texture barrier.
+ /// This waits until previous texture writes from the GPU to finish, before
+ /// performing new operations with said textures.
+ /// This performs a per-tile wait, it is only valid if both the previous write
+ /// and current access has the same access patterns.
+ /// This may be faster than the regular barrier on tile-based rasterizers.
+ ///
+ ///
+ ///
private void TextureBarrierTiled(GpuState state, int argument)
{
_context.Renderer.Pipeline.TextureBarrierTiled();