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ryujinx-final/Ryujinx.Graphics.Gpu/Engine/MME/Macro.cs
gdkchan f1d1670b0b
Implement HLE macro for DrawElementsIndirect (#3748)
* Implement HLE macro for DrawElementsIndirect

* Shader cache version bump

* Use GL_ARB_shader_draw_parameters extension on OpenGL

* Fix DrawIndexedIndirectCount on Vulkan when extension is not supported

* Implement DrawIndex

* Alignment

* Fix some validation errors

* Rename BaseIds to DrawParameters

* Fix incorrect index buffer and vertex buffer size in some cases

* Add HLE macros for DrawArraysInstanced and DrawElementsInstanced

* Perform a regular draw when indirect data is not modified

* Use non-indirect draw methods if indirect buffer was not GPU modified

* Only check if draw parameters match if the shader actually uses them

* Expose Macro HLE setting on GUI

* Reset FirstVertex and FirstInstance after draw

* Update shader cache version again since some people already tested this

* PR feedback

Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2022-11-16 14:53:04 -03:00

101 lines
3.5 KiB
C#

using Ryujinx.Graphics.Device;
using Ryujinx.Graphics.Gpu.Engine.GPFifo;
using System;
namespace Ryujinx.Graphics.Gpu.Engine.MME
{
/// <summary>
/// GPU macro program.
/// </summary>
struct Macro
{
/// <summary>
/// Word offset of the code on the code memory.
/// </summary>
public int Position { get; }
private IMacroEE _executionEngine;
private bool _executionPending;
private int _argument;
private MacroHLEFunctionName _hleFunction;
/// <summary>
/// Creates a new instance of the GPU cached macro program.
/// </summary>
/// <param name="position">Macro code start position</param>
public Macro(int position)
{
Position = position;
_executionEngine = null;
_executionPending = false;
_argument = 0;
_hleFunction = MacroHLEFunctionName.None;
}
/// <summary>
/// Sets the first argument for the macro call.
/// </summary>
/// <param name="context">GPU context where the macro code is being executed</param>
/// <param name="processor">GPU GP FIFO command processor</param>
/// <param name="code">Code to be executed</param>
/// <param name="argument">First argument</param>
public void StartExecution(GpuContext context, GPFifoProcessor processor, ReadOnlySpan<int> code, int argument)
{
_argument = argument;
_executionPending = true;
if (_executionEngine == null)
{
if (GraphicsConfig.EnableMacroHLE && MacroHLETable.TryGetMacroHLEFunction(code.Slice(Position), context.Capabilities, out _hleFunction))
{
_executionEngine = new MacroHLE(processor, _hleFunction);
}
else if (GraphicsConfig.EnableMacroJit)
{
_executionEngine = new MacroJit();
}
else
{
_executionEngine = new MacroInterpreter();
}
}
// We don't consume the parameter buffer value, so we don't need to flush it.
// Doing so improves performance if the value was written by a GPU shader.
if (_hleFunction == MacroHLEFunctionName.DrawElementsIndirect)
{
context.GPFifo.SetFlushSkips(1);
}
else if (_hleFunction == MacroHLEFunctionName.MultiDrawElementsIndirectCount)
{
context.GPFifo.SetFlushSkips(2);
}
}
/// <summary>
/// Starts executing the macro program code.
/// </summary>
/// <param name="code">Program code</param>
/// <param name="state">Current GPU state</param>
public void Execute(ReadOnlySpan<int> code, IDeviceState state)
{
if (_executionPending)
{
_executionPending = false;
_executionEngine?.Execute(code.Slice(Position), state, _argument);
}
}
/// <summary>
/// Pushes an argument to the macro call argument FIFO.
/// </summary>
/// <param name="gpuVa">GPU virtual address where the command word is located</param>
/// <param name="argument">Argument to be pushed</param>
public void PushArgument(ulong gpuVa, int argument)
{
_executionEngine?.Fifo.Enqueue(new FifoWord(gpuVa, argument));
}
}
}