0
0
Fork 0
mirror of https://github.com/ryujinx-mirror/ryujinx.git synced 2024-12-23 14:45:45 +00:00

Add XML documentation to Ryujinx.Graphics.Gpu.State

This commit is contained in:
gdkchan 2019-12-31 13:32:06 -03:00 committed by Thog
parent 430faeb8ef
commit d1c0a64e6a
47 changed files with 419 additions and 125 deletions

View file

@ -2,6 +2,9 @@ using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Color buffer blending parameters.
/// </summary>
struct BlendState
{
public Boolean32 SeparateAlpha;

View file

@ -2,6 +2,9 @@ using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Color buffer blending parameters, shared by all color buffers.
/// </summary>
struct BlendStateCommon
{
public Boolean32 SeparateAlpha;

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Boolean value, stored as a 32-bits integer in memory.
/// </summary>
struct Boolean32
{
private uint _value;

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Color buffer clear color.
/// </summary>
struct ClearColors
{
public float Red;

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Condition for conditional rendering.
/// </summary>
enum Condition
{
Never,

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Condition parameters for conditional rendering.
/// </summary>
struct ConditionState
{
public GpuVa Address;

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Buffer to buffer copy parameters.
/// </summary>
struct CopyBufferParams
{
public GpuVa SrcAddress;

View file

@ -1,19 +1,34 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Buffer to buffer copy vector swizzle parameters.
/// </summary>
struct CopyBufferSwizzle
{
public uint Swizzle;
/// <summary>
/// Unpacks the size of each vector component of the copy.
/// </summary>
/// <returns>Vector component size</returns>
public int UnpackComponentSize()
{
return (int)((Swizzle >> 16) & 3) + 1;
}
/// <summary>
/// Unpacks the number of components of the source vector of the copy.
/// </summary>
/// <returns>Number of vector components</returns>
public int UnpackSrcComponentsCount()
{
return (int)((Swizzle >> 20) & 7) + 1;
}
/// <summary>
/// Unpacks the number of components of the destination vector of the copy.
/// </summary>
/// <returns>Number of vector components</returns>
public int UnpackDstComponentsCount()
{
return (int)((Swizzle >> 24) & 7) + 1;

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Buffer to texture copy parameters.
/// </summary>
struct CopyBufferTexture
{
public MemoryLayout MemoryLayout;

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Texture copy region.
/// </summary>
struct CopyRegion
{
public int DstX;

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Texture to texture (with optional resizing) copy parameters.
/// </summary>
struct CopyTexture
{
public RtFormat Format;

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Texture to texture copy control.
/// </summary>
struct CopyTextureControl
{
public uint Packed;

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Depth bias (also called polygon offset) parameters.
/// </summary>
struct DepthBiasState
{
public Boolean32 PointEnable;

View file

@ -2,6 +2,9 @@ using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Face culling and orientation parameters.
/// </summary>
struct FaceState
{
public Boolean32 CullEnable;

View file

@ -3,6 +3,9 @@ using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// GPU state.
/// </summary>
class GpuState
{
private const int RegistersCount = 0xe00;
@ -11,6 +14,9 @@ namespace Ryujinx.Graphics.Gpu.State
private int[] _backingMemory;
/// <summary>
/// GPU register information.
/// </summary>
private struct Register
{
public MethodCallback Callback;
@ -25,6 +31,9 @@ namespace Ryujinx.Graphics.Gpu.State
private Register[] _registers;
/// <summary>
/// Creates a new instance of the GPU state.
/// </summary>
public GpuState()
{
_backingMemory = new int[RegistersCount];
@ -56,6 +65,10 @@ namespace Ryujinx.Graphics.Gpu.State
InitializeDefaultState();
}
/// <summary>
/// Calls a GPU method, using this state.
/// </summary>
/// <param name="meth">The GPU method to be called</param>
public void CallMethod(MethodParams meth)
{
Register register = _registers[meth.Method];
@ -67,24 +80,31 @@ namespace Ryujinx.Graphics.Gpu.State
_backingMemory[meth.Method] = meth.Argument;
MethodCallback callback = register.Callback;
if (callback != null)
{
callback(this, meth.Argument);
}
register.Callback?.Invoke(this, meth.Argument);
}
/// <summary>
/// Reads data from a GPU register at the given offset.
/// </summary>
/// <param name="offset">Offset to be read</param>
/// <returns>Data at the register</returns>
public int Read(int offset)
{
return _backingMemory[offset];
}
/// <summary>
/// Writes a offset value at the uniform buffer offset register.
/// </summary>
/// <param name="offset">The offset to be written</param>
public void SetUniformBufferOffset(int offset)
{
_backingMemory[(int)MethodOffset.UniformBufferState + 3] = offset;
}
/// <summary>
/// Initializes registers with the default state.
/// </summary>
private void InitializeDefaultState()
{
// Depth ranges.
@ -107,6 +127,12 @@ namespace Ryujinx.Graphics.Gpu.State
}
}
/// <summary>
/// Registers a callback that is called every time a GPU method, or methods are called.
/// </summary>
/// <param name="offset">Offset of the method</param>
/// <param name="count">Word count of the methods region</param>
/// <param name="callback">Calllback to be called</param>
public void RegisterCallback(MethodOffset offset, int count, MethodCallback callback)
{
for (int index = 0; index < count; index++)
@ -115,11 +141,21 @@ namespace Ryujinx.Graphics.Gpu.State
}
}
/// <summary>
/// Registers a callback that is called every time a GPU method is called.
/// </summary>
/// <param name="offset">Offset of the method</param>
/// <param name="callback">Calllback to be called</param>
public void RegisterCallback(MethodOffset offset, MethodCallback callback)
{
_registers[(int)offset].Callback = callback;
}
/// <summary>
/// Checks if a given register has been modified since the last call to this method.
/// </summary>
/// <param name="offset">Register offset</param>
/// <returns>True if modified, false otherwise</returns>
public bool QueryModified(MethodOffset offset)
{
bool modified = _registers[(int)offset].Modified;
@ -129,6 +165,12 @@ namespace Ryujinx.Graphics.Gpu.State
return modified;
}
/// <summary>
/// Checks if two registers have been modified since the last call to this method.
/// </summary>
/// <param name="m1">First register offset</param>
/// <param name="m2">Second register offset</param>
/// <returns>True if any register was modified, false otherwise</returns>
public bool QueryModified(MethodOffset m1, MethodOffset m2)
{
bool modified = _registers[(int)m1].Modified ||
@ -140,6 +182,13 @@ namespace Ryujinx.Graphics.Gpu.State
return modified;
}
/// <summary>
/// Checks if two registers have been modified since the last call to this method.
/// </summary>
/// <param name="m1">First register offset</param>
/// <param name="m2">Second register offset</param>
/// <param name="m3">Third register offset</param>
/// <returns>True if any register was modified, false otherwise</returns>
public bool QueryModified(MethodOffset m1, MethodOffset m2, MethodOffset m3)
{
bool modified = _registers[(int)m1].Modified ||
@ -153,6 +202,14 @@ namespace Ryujinx.Graphics.Gpu.State
return modified;
}
/// <summary>
/// Checks if two registers have been modified since the last call to this method.
/// </summary>
/// <param name="m1">First register offset</param>
/// <param name="m2">Second register offset</param>
/// <param name="m3">Third register offset</param>
/// <param name="m4">Fourth register offset</param>
/// <returns>True if any register was modified, false otherwise</returns>
public bool QueryModified(MethodOffset m1, MethodOffset m2, MethodOffset m3, MethodOffset m4)
{
bool modified = _registers[(int)m1].Modified ||
@ -168,6 +225,15 @@ namespace Ryujinx.Graphics.Gpu.State
return modified;
}
/// <summary>
/// Checks if two registers have been modified since the last call to this method.
/// </summary>
/// <param name="m1">First register offset</param>
/// <param name="m2">Second register offset</param>
/// <param name="m3">Third register offset</param>
/// <param name="m4">Fourth register offset</param>
/// <param name="m5">Fifth register offset</param>
/// <returns>True if any register was modified, false otherwise</returns>
public bool QueryModified(
MethodOffset m1,
MethodOffset m2,
@ -190,6 +256,13 @@ namespace Ryujinx.Graphics.Gpu.State
return modified;
}
/// <summary>
/// Gets indexed data from a given register offset.
/// </summary>
/// <typeparam name="T">Type of the data</typeparam>
/// <param name="offset">Register offset</param>
/// <param name="index">Index for indexed data</param>
/// <returns>The data at the specified location</returns>
public T Get<T>(MethodOffset offset, int index) where T : struct
{
Register register = _registers[(int)offset];
@ -202,6 +275,12 @@ namespace Ryujinx.Graphics.Gpu.State
return Get<T>(offset + index * register.Stride);
}
/// <summary>
/// Gets data from a given register offset.
/// </summary>
/// <typeparam name="T">Type of the data</typeparam>
/// <param name="offset">Register offset</param>
/// <returns>The data at the specified location</returns>
public T Get<T>(MethodOffset offset) where T : struct
{
return MemoryMarshal.Cast<int, T>(_backingMemory.AsSpan().Slice((int)offset))[0];

View file

@ -4,15 +4,37 @@ using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// GPU State item sizes table.
/// </summary>
static class GpuStateTable
{
/// <summary>
/// GPU state table item, with size for structures, and count for indexed state data.
/// </summary>
public struct TableItem
{
/// <summary>
/// Offset of the data.
/// </summary>
public MethodOffset Offset { get; }
public int Size { get; }
/// <summary>
/// Size in words.
/// </summary>
public int Size { get; }
/// <summary>
/// Count for indexed data, or 1 if not indexed.
/// </summary>
public int Count { get; }
/// <summary>
/// Constructs the table item structure.
/// </summary>
/// <param name="offset">Data offset</param>
/// <param name="type">Data type</param>
/// <param name="count">Data count, for indexed data</param>
public TableItem(MethodOffset offset, Type type, int count)
{
int sizeInBytes = Marshal.SizeOf(type);
@ -25,6 +47,9 @@ namespace Ryujinx.Graphics.Gpu.State
}
}
/// <summary>
/// Table of GPU state structure sizes and counts.
/// </summary>
public static TableItem[] Table = new TableItem[]
{
new TableItem(MethodOffset.RtColorState, typeof(RtColorState), 8),

View file

@ -1,10 +1,17 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Split GPU virtual address.
/// </summary>
struct GpuVa
{
public uint High;
public uint Low;
/// <summary>
/// Packs the split address into a 64-bits address value.
/// </summary>
/// <returns></returns>
public ulong Pack()
{
return Low | ((ulong)High << 32);

View file

@ -2,6 +2,10 @@ using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// GPU index buffer state.
/// This is used on indexed draws.
/// </summary>
struct IndexBufferState
{
public GpuVa Address;

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Inline-to-memory copy parameters.
/// </summary>
struct Inline2MemoryParams
{
public int LineLengthIn;

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Memory layout parameters, for block linear textures.
/// </summary>
struct MemoryLayout
{
public uint Packed;

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// GPU method offset.
/// </summary>
enum MethodOffset
{
I2mParams = 0x60,

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Texture or sampler pool state.
/// </summary>
struct PoolState
{
public GpuVa Address;

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Primitive restart state.
/// </summary>
struct PrimitiveRestartState
{
public Boolean32 Enable;

View file

@ -2,6 +2,9 @@ using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Draw primitive type.
/// </summary>
enum PrimitiveType
{
Points,
@ -23,28 +26,32 @@ namespace Ryujinx.Graphics.Gpu.State
static class PrimitiveTypeConverter
{
public static PrimitiveTopology Convert(this PrimitiveType topology)
/// <summary>
/// Converts the primitive type into something that can be used with the host API.
/// </summary>
/// <param name="type">The primitive type to convert</param>
/// <returns>A host compatible enum value</returns>
public static PrimitiveTopology Convert(this PrimitiveType type)
{
switch (topology)
return type switch
{
case PrimitiveType.Points: return PrimitiveTopology.Points;
case PrimitiveType.Lines: return PrimitiveTopology.Lines;
case PrimitiveType.LineLoop: return PrimitiveTopology.LineLoop;
case PrimitiveType.LineStrip: return PrimitiveTopology.LineStrip;
case PrimitiveType.Triangles: return PrimitiveTopology.Triangles;
case PrimitiveType.TriangleStrip: return PrimitiveTopology.TriangleStrip;
case PrimitiveType.TriangleFan: return PrimitiveTopology.TriangleFan;
case PrimitiveType.Quads: return PrimitiveTopology.Quads;
case PrimitiveType.QuadStrip: return PrimitiveTopology.QuadStrip;
case PrimitiveType.Polygon: return PrimitiveTopology.Polygon;
case PrimitiveType.LinesAdjacency: return PrimitiveTopology.LinesAdjacency;
case PrimitiveType.LineStripAdjacency: return PrimitiveTopology.LineStripAdjacency;
case PrimitiveType.TrianglesAdjacency: return PrimitiveTopology.TrianglesAdjacency;
case PrimitiveType.TriangleStripAdjacency: return PrimitiveTopology.TriangleStripAdjacency;
case PrimitiveType.Patches: return PrimitiveTopology.Patches;
}
return PrimitiveTopology.Triangles;
PrimitiveType.Points => PrimitiveTopology.Points,
PrimitiveType.Lines => PrimitiveTopology.Lines,
PrimitiveType.LineLoop => PrimitiveTopology.LineLoop,
PrimitiveType.LineStrip => PrimitiveTopology.LineStrip,
PrimitiveType.Triangles => PrimitiveTopology.Triangles,
PrimitiveType.TriangleStrip => PrimitiveTopology.TriangleStrip,
PrimitiveType.TriangleFan => PrimitiveTopology.TriangleFan,
PrimitiveType.Quads => PrimitiveTopology.Quads,
PrimitiveType.QuadStrip => PrimitiveTopology.QuadStrip,
PrimitiveType.Polygon => PrimitiveTopology.Polygon,
PrimitiveType.LinesAdjacency => PrimitiveTopology.LinesAdjacency,
PrimitiveType.LineStripAdjacency => PrimitiveTopology.LineStripAdjacency,
PrimitiveType.TrianglesAdjacency => PrimitiveTopology.TrianglesAdjacency,
PrimitiveType.TriangleStripAdjacency => PrimitiveTopology.TriangleStripAdjacency,
PrimitiveType.Patches => PrimitiveTopology.Patches,
_ => PrimitiveTopology.Triangles
};
}
}
}

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Counter type for GPU counter reporting.
/// </summary>
enum ReportCounterType
{
Zero = 0,

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// GPU counter report mode.
/// </summary>
enum ReportMode
{
Semaphore = 0,

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// GPU counter report state.
/// </summary>
struct ReportState
{
public GpuVa Address;

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Counter type for GPU counter reset.
/// </summary>
enum ResetCounterType
{
SamplesPassed = 1,

View file

@ -1,24 +1,44 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Render target color buffer mask.
/// This defines which color channels are written to the color buffer.
/// </summary>
struct RtColorMask
{
public uint Packed;
/// <summary>
/// Unpacks red channel enable.
/// </summary>
/// <returns>True to write the new red channel color, false to keep the old value</returns>
public bool UnpackRed()
{
return (Packed & 0x1) != 0;
}
/// <summary>
/// Unpacks green channel enable.
/// </summary>
/// <returns>True to write the new green channel color, false to keep the old value</returns>
public bool UnpackGreen()
{
return (Packed & 0x10) != 0;
}
/// <summary>
/// Unpacks blue channel enable.
/// </summary>
/// <returns>True to write the new blue channel color, false to keep the old value</returns>
public bool UnpackBlue()
{
return (Packed & 0x100) != 0;
}
/// <summary>
/// Unpacks alpha channel enable.
/// </summary>
/// <returns>True to write the new alpha channel color, false to keep the old value</returns>
public bool UnpackAlpha()
{
return (Packed & 0x1000) != 0;

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Render target color buffer state.
/// </summary>
struct RtColorState
{
public GpuVa Address;

View file

@ -1,14 +1,26 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Render target draw buffers control.
/// </summary>
struct RtControl
{
public uint Packed;
/// <summary>
/// Unpacks the number of active draw buffers.
/// </summary>
/// <returns>Number of active draw buffers</returns>
public int UnpackCount()
{
return (int)(Packed & 0xf);
}
/// <summary>
/// Unpacks the color attachment index for a given draw buffer.
/// </summary>
/// <param name="index">Index of the draw buffer</param>
/// <returns>Attachment index</returns>
public int UnpackPermutationIndex(int index)
{
return (int)((Packed >> (4 + index * 3)) & 7);

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Render target depth-stencil buffer state.
/// </summary>
struct RtDepthStencilState
{
public GpuVa Address;

View file

@ -3,6 +3,9 @@ using Ryujinx.Graphics.Gpu.Image;
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Render target buffer texture format.
/// </summary>
enum RtFormat
{
D32Float = 0xa,
@ -69,73 +72,77 @@ namespace Ryujinx.Graphics.Gpu.State
static class RtFormatConverter
{
/// <summary>
/// Converts the render target buffer texture format to a host compatible format.
/// </summary>
/// <param name="format">Render target format</param>
/// <returns>Host compatible format enum value</returns>
public static FormatInfo Convert(this RtFormat format)
{
switch (format)
return format switch
{
case RtFormat.D32Float: return new FormatInfo(Format.D32Float, 1, 1, 4);
case RtFormat.D16Unorm: return new FormatInfo(Format.D16Unorm, 1, 1, 2);
case RtFormat.D24UnormS8Uint: return new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4);
case RtFormat.D24Unorm: return new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4);
case RtFormat.S8UintD24Unorm: return new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4);
case RtFormat.S8Uint: return new FormatInfo(Format.S8Uint, 1, 1, 1);
case RtFormat.D32FloatS8Uint: return new FormatInfo(Format.D32FloatS8Uint, 1, 1, 8);
case RtFormat.R32G32B32A32Float: return new FormatInfo(Format.R32G32B32A32Float, 1, 1, 16);
case RtFormat.R32G32B32A32Sint: return new FormatInfo(Format.R32G32B32A32Sint, 1, 1, 16);
case RtFormat.R32G32B32A32Uint: return new FormatInfo(Format.R32G32B32A32Uint, 1, 1, 16);
case RtFormat.R32G32B32X32Float: return new FormatInfo(Format.R32G32B32A32Float, 1, 1, 16);
case RtFormat.R32G32B32X32Sint: return new FormatInfo(Format.R32G32B32A32Sint, 1, 1, 16);
case RtFormat.R32G32B32X32Uint: return new FormatInfo(Format.R32G32B32A32Uint, 1, 1, 16);
case RtFormat.R16G16B16X16Unorm: return new FormatInfo(Format.R16G16B16A16Unorm, 1, 1, 8);
case RtFormat.R16G16B16X16Snorm: return new FormatInfo(Format.R16G16B16A16Snorm, 1, 1, 8);
case RtFormat.R16G16B16X16Sint: return new FormatInfo(Format.R16G16B16A16Sint, 1, 1, 8);
case RtFormat.R16G16B16X16Uint: return new FormatInfo(Format.R16G16B16A16Uint, 1, 1, 8);
case RtFormat.R16G16B16A16Float: return new FormatInfo(Format.R16G16B16A16Float, 1, 1, 8);
case RtFormat.R32G32Float: return new FormatInfo(Format.R32G32Float, 1, 1, 8);
case RtFormat.R32G32Sint: return new FormatInfo(Format.R32G32Sint, 1, 1, 8);
case RtFormat.R32G32Uint: return new FormatInfo(Format.R32G32Uint, 1, 1, 8);
case RtFormat.R16G16B16X16Float: return new FormatInfo(Format.R16G16B16A16Float, 1, 1, 8);
case RtFormat.B8G8R8A8Unorm: return new FormatInfo(Format.B8G8R8A8Unorm, 1, 1, 4);
case RtFormat.B8G8R8A8Srgb: return new FormatInfo(Format.B8G8R8A8Srgb, 1, 1, 4);
case RtFormat.R10G10B10A2Unorm: return new FormatInfo(Format.R10G10B10A2Unorm, 1, 1, 4);
case RtFormat.R10G10B10A2Uint: return new FormatInfo(Format.R10G10B10A2Uint, 1, 1, 4);
case RtFormat.R8G8B8A8Unorm: return new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4);
case RtFormat.R8G8B8A8Srgb: return new FormatInfo(Format.R8G8B8A8Srgb, 1, 1, 4);
case RtFormat.R8G8B8X8Snorm: return new FormatInfo(Format.R8G8B8A8Snorm, 1, 1, 4);
case RtFormat.R8G8B8X8Sint: return new FormatInfo(Format.R8G8B8A8Sint, 1, 1, 4);
case RtFormat.R8G8B8X8Uint: return new FormatInfo(Format.R8G8B8A8Uint, 1, 1, 4);
case RtFormat.R16G16Unorm: return new FormatInfo(Format.R16G16Unorm, 1, 1, 4);
case RtFormat.R16G16Snorm: return new FormatInfo(Format.R16G16Snorm, 1, 1, 4);
case RtFormat.R16G16Sint: return new FormatInfo(Format.R16G16Sint, 1, 1, 4);
case RtFormat.R16G16Uint: return new FormatInfo(Format.R16G16Uint, 1, 1, 4);
case RtFormat.R16G16Float: return new FormatInfo(Format.R16G16Float, 1, 1, 4);
case RtFormat.R11G11B10Float: return new FormatInfo(Format.R11G11B10Float, 1, 1, 4);
case RtFormat.R32Sint: return new FormatInfo(Format.R32Sint, 1, 1, 4);
case RtFormat.R32Uint: return new FormatInfo(Format.R32Uint, 1, 1, 4);
case RtFormat.R32Float: return new FormatInfo(Format.R32Float, 1, 1, 4);
case RtFormat.B8G8R8X8Unorm: return new FormatInfo(Format.B8G8R8A8Unorm, 1, 1, 4);
case RtFormat.B8G8R8X8Srgb: return new FormatInfo(Format.B8G8R8A8Srgb, 1, 1, 4);
case RtFormat.B5G6R5Unorm: return new FormatInfo(Format.B5G6R5Unorm, 1, 1, 2);
case RtFormat.B5G5R5A1Unorm: return new FormatInfo(Format.B5G5R5A1Unorm, 1, 1, 2);
case RtFormat.R8G8Unorm: return new FormatInfo(Format.R8G8Unorm, 1, 1, 2);
case RtFormat.R8G8Snorm: return new FormatInfo(Format.R8G8Snorm, 1, 1, 2);
case RtFormat.R8G8Sint: return new FormatInfo(Format.R8G8Sint, 1, 1, 2);
case RtFormat.R8G8Uint: return new FormatInfo(Format.R8G8Uint, 1, 1, 2);
case RtFormat.R16Unorm: return new FormatInfo(Format.R16Unorm, 1, 1, 2);
case RtFormat.R16Snorm: return new FormatInfo(Format.R16Snorm, 1, 1, 2);
case RtFormat.R16Sint: return new FormatInfo(Format.R16Sint, 1, 1, 2);
case RtFormat.R16Uint: return new FormatInfo(Format.R16Uint, 1, 1, 2);
case RtFormat.R16Float: return new FormatInfo(Format.R16Float, 1, 1, 2);
case RtFormat.R8Unorm: return new FormatInfo(Format.R8Unorm, 1, 1, 1);
case RtFormat.R8Snorm: return new FormatInfo(Format.R8Snorm, 1, 1, 1);
case RtFormat.R8Sint: return new FormatInfo(Format.R8Sint, 1, 1, 1);
case RtFormat.R8Uint: return new FormatInfo(Format.R8Uint, 1, 1, 1);
case RtFormat.B5G5R5X1Unorm: return new FormatInfo(Format.B5G5R5X1Unorm, 1, 1, 2);
case RtFormat.R8G8B8X8Unorm: return new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4);
case RtFormat.R8G8B8X8Srgb: return new FormatInfo(Format.R8G8B8A8Srgb, 1, 1, 4);
}
return FormatInfo.Default;
RtFormat.D32Float => new FormatInfo(Format.D32Float, 1, 1, 4),
RtFormat.D16Unorm => new FormatInfo(Format.D16Unorm, 1, 1, 2),
RtFormat.D24UnormS8Uint => new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4),
RtFormat.D24Unorm => new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4),
RtFormat.S8UintD24Unorm => new FormatInfo(Format.D24UnormS8Uint, 1, 1, 4),
RtFormat.S8Uint => new FormatInfo(Format.S8Uint, 1, 1, 1),
RtFormat.D32FloatS8Uint => new FormatInfo(Format.D32FloatS8Uint, 1, 1, 8),
RtFormat.R32G32B32A32Float => new FormatInfo(Format.R32G32B32A32Float, 1, 1, 16),
RtFormat.R32G32B32A32Sint => new FormatInfo(Format.R32G32B32A32Sint, 1, 1, 16),
RtFormat.R32G32B32A32Uint => new FormatInfo(Format.R32G32B32A32Uint, 1, 1, 16),
RtFormat.R32G32B32X32Float => new FormatInfo(Format.R32G32B32A32Float, 1, 1, 16),
RtFormat.R32G32B32X32Sint => new FormatInfo(Format.R32G32B32A32Sint, 1, 1, 16),
RtFormat.R32G32B32X32Uint => new FormatInfo(Format.R32G32B32A32Uint, 1, 1, 16),
RtFormat.R16G16B16X16Unorm => new FormatInfo(Format.R16G16B16A16Unorm, 1, 1, 8),
RtFormat.R16G16B16X16Snorm => new FormatInfo(Format.R16G16B16A16Snorm, 1, 1, 8),
RtFormat.R16G16B16X16Sint => new FormatInfo(Format.R16G16B16A16Sint, 1, 1, 8),
RtFormat.R16G16B16X16Uint => new FormatInfo(Format.R16G16B16A16Uint, 1, 1, 8),
RtFormat.R16G16B16A16Float => new FormatInfo(Format.R16G16B16A16Float, 1, 1, 8),
RtFormat.R32G32Float => new FormatInfo(Format.R32G32Float, 1, 1, 8),
RtFormat.R32G32Sint => new FormatInfo(Format.R32G32Sint, 1, 1, 8),
RtFormat.R32G32Uint => new FormatInfo(Format.R32G32Uint, 1, 1, 8),
RtFormat.R16G16B16X16Float => new FormatInfo(Format.R16G16B16A16Float, 1, 1, 8),
RtFormat.B8G8R8A8Unorm => new FormatInfo(Format.B8G8R8A8Unorm, 1, 1, 4),
RtFormat.B8G8R8A8Srgb => new FormatInfo(Format.B8G8R8A8Srgb, 1, 1, 4),
RtFormat.R10G10B10A2Unorm => new FormatInfo(Format.R10G10B10A2Unorm, 1, 1, 4),
RtFormat.R10G10B10A2Uint => new FormatInfo(Format.R10G10B10A2Uint, 1, 1, 4),
RtFormat.R8G8B8A8Unorm => new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4),
RtFormat.R8G8B8A8Srgb => new FormatInfo(Format.R8G8B8A8Srgb, 1, 1, 4),
RtFormat.R8G8B8X8Snorm => new FormatInfo(Format.R8G8B8A8Snorm, 1, 1, 4),
RtFormat.R8G8B8X8Sint => new FormatInfo(Format.R8G8B8A8Sint, 1, 1, 4),
RtFormat.R8G8B8X8Uint => new FormatInfo(Format.R8G8B8A8Uint, 1, 1, 4),
RtFormat.R16G16Unorm => new FormatInfo(Format.R16G16Unorm, 1, 1, 4),
RtFormat.R16G16Snorm => new FormatInfo(Format.R16G16Snorm, 1, 1, 4),
RtFormat.R16G16Sint => new FormatInfo(Format.R16G16Sint, 1, 1, 4),
RtFormat.R16G16Uint => new FormatInfo(Format.R16G16Uint, 1, 1, 4),
RtFormat.R16G16Float => new FormatInfo(Format.R16G16Float, 1, 1, 4),
RtFormat.R11G11B10Float => new FormatInfo(Format.R11G11B10Float, 1, 1, 4),
RtFormat.R32Sint => new FormatInfo(Format.R32Sint, 1, 1, 4),
RtFormat.R32Uint => new FormatInfo(Format.R32Uint, 1, 1, 4),
RtFormat.R32Float => new FormatInfo(Format.R32Float, 1, 1, 4),
RtFormat.B8G8R8X8Unorm => new FormatInfo(Format.B8G8R8A8Unorm, 1, 1, 4),
RtFormat.B8G8R8X8Srgb => new FormatInfo(Format.B8G8R8A8Srgb, 1, 1, 4),
RtFormat.B5G6R5Unorm => new FormatInfo(Format.B5G6R5Unorm, 1, 1, 2),
RtFormat.B5G5R5A1Unorm => new FormatInfo(Format.B5G5R5A1Unorm, 1, 1, 2),
RtFormat.R8G8Unorm => new FormatInfo(Format.R8G8Unorm, 1, 1, 2),
RtFormat.R8G8Snorm => new FormatInfo(Format.R8G8Snorm, 1, 1, 2),
RtFormat.R8G8Sint => new FormatInfo(Format.R8G8Sint, 1, 1, 2),
RtFormat.R8G8Uint => new FormatInfo(Format.R8G8Uint, 1, 1, 2),
RtFormat.R16Unorm => new FormatInfo(Format.R16Unorm, 1, 1, 2),
RtFormat.R16Snorm => new FormatInfo(Format.R16Snorm, 1, 1, 2),
RtFormat.R16Sint => new FormatInfo(Format.R16Sint, 1, 1, 2),
RtFormat.R16Uint => new FormatInfo(Format.R16Uint, 1, 1, 2),
RtFormat.R16Float => new FormatInfo(Format.R16Float, 1, 1, 2),
RtFormat.R8Unorm => new FormatInfo(Format.R8Unorm, 1, 1, 1),
RtFormat.R8Snorm => new FormatInfo(Format.R8Snorm, 1, 1, 1),
RtFormat.R8Sint => new FormatInfo(Format.R8Sint, 1, 1, 1),
RtFormat.R8Uint => new FormatInfo(Format.R8Uint, 1, 1, 1),
RtFormat.B5G5R5X1Unorm => new FormatInfo(Format.B5G5R5X1Unorm, 1, 1, 2),
RtFormat.R8G8B8X8Unorm => new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4),
RtFormat.R8G8B8X8Srgb => new FormatInfo(Format.R8G8B8A8Srgb, 1, 1, 4),
_ => FormatInfo.Default
};
}
}
}

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Sampler pool indexing mode.
/// </summary>
enum SamplerIndex
{
Independently = 0,

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Graphics shader stage state.
/// </summary>
struct ShaderState
{
public uint Control;
@ -19,6 +22,11 @@ namespace Ryujinx.Graphics.Gpu.State
public uint Unknown0x38;
public uint Unknown0x3c;
/// <summary>
/// Unpacks shader enable information.
/// Must be ignored for vertex shaders, those are always enabled.
/// </summary>
/// <returns>True if the stage is enabled, false otherwise</returns>
public bool UnpackEnable()
{
return (Control & 1) != 0;

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Shader stage name.
/// </summary>
enum ShaderType
{
Vertex,

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// 3D, 2D or 1D texture size.
/// </summary>
struct Size3D
{
public int Width;

View file

@ -1,34 +0,0 @@
namespace Ryujinx.Graphics.Gpu.State
{
enum StateWriteFlags
{
InputAssemblerGroup =
VertexAttribState |
PrimitiveRestartState |
IndexBufferState |
VertexBufferState,
RenderTargetGroup =
RtColorState |
RtDepthStencilState,
RtColorState = 1 << 0,
ViewportTransform = 1 << 1,
DepthBiasState = 1 << 2,
RtDepthStencilState = 1 << 3,
DepthTestState = 1 << 4,
VertexAttribState = 1 << 5,
StencilTestState = 1 << 6,
SamplerPoolState = 1 << 7,
TexturePoolState = 1 << 8,
PrimitiveRestartState = 1 << 9,
IndexBufferState = 1 << 10,
FaceState = 1 << 11,
RtColorMask = 1 << 12,
VertexBufferState = 1 << 13,
BlendState = 1 << 14,
ShaderState = 1 << 15,
Any = -1
}
}

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Stencil test masks for back tests.
/// </summary>
struct StencilBackMasks
{
public int FuncRef;

View file

@ -2,6 +2,9 @@ using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Stencil back test state.
/// </summary>
struct StencilBackTestState
{
public Boolean32 TwoSided;

View file

@ -2,6 +2,9 @@ using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Stencil front test state and masks.
/// </summary>
struct StencilTestState
{
public Boolean32 Enable;

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Uniform buffer state for the uniform buffer currently being modified.
/// </summary>
struct UniformBufferState
{
public int Size;

View file

@ -1,19 +1,34 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Vertex buffer attribute state.
/// </summary>
struct VertexAttribState
{
public uint Attribute;
/// <summary>
/// Unpacks the index of the vertex buffer this attribute belongs to.
/// </summary>
/// <returns>Vertex buffer index</returns>
public int UnpackBufferIndex()
{
return (int)(Attribute & 0x1f);
}
/// <summary>
/// Unpacks the offset, in bytes, of the attribute on the vertex buffer.
/// </summary>
/// <returns>Attribute offset in bytes</returns>
public int UnpackOffset()
{
return (int)((Attribute >> 7) & 0x3fff);
}
/// <summary>
/// Unpacks the Maxwell attribute format integer.
/// </summary>
/// <returns>Attribute format integer</returns>
public uint UnpackFormat()
{
return Attribute & 0x3fe00000;

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Draw state for non-indexed draws.
/// </summary>
struct VertexBufferDrawState
{
public int First;

View file

@ -1,16 +1,27 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Vertex buffer state.
/// </summary>
struct VertexBufferState
{
public uint Control;
public GpuVa Address;
public int Divisor;
/// <summary>
/// Vertex buffer stride, defined as the number of bytes occupied by each vertex in memory.
/// </summary>
/// <returns>Vertex buffer stride</returns>
public int UnpackStride()
{
return (int)(Control & 0xfff);
}
/// <summary>
/// Vertex buffer enable.
/// </summary>
/// <returns>True if the vertex buffer is enabled, false otherwise</returns>
public bool UnpackEnable()
{
return (Control & (1 << 12)) != 0;

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Viewport extents for viewport clipping, also includes depth range.
/// </summary>
struct ViewportExtents
{
public ushort X;

View file

@ -2,6 +2,9 @@ using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// Viewport transform parameters, for viewport transformation.
/// </summary>
struct ViewportTransform
{
public float ScaleX;
@ -13,21 +16,37 @@ namespace Ryujinx.Graphics.Gpu.State
public uint Swizzle;
public uint SubpixelPrecisionBias;
/// <summary>
/// Unpacks viewport swizzle of the position X component.
/// </summary>
/// <returns>Swizzle enum value</returns>
public ViewportSwizzle UnpackSwizzleX()
{
return (ViewportSwizzle)(Swizzle & 7);
}
/// <summary>
/// Unpacks viewport swizzle of the position Y component.
/// </summary>
/// <returns>Swizzle enum value</returns>
public ViewportSwizzle UnpackSwizzleY()
{
return (ViewportSwizzle)((Swizzle >> 4) & 7);
}
/// <summary>
/// Unpacks viewport swizzle of the position Z component.
/// </summary>
/// <returns>Swizzle enum value</returns>
public ViewportSwizzle UnpackSwizzleZ()
{
return (ViewportSwizzle)((Swizzle >> 8) & 7);
}
/// <summary>
/// Unpacks viewport swizzle of the position W component.
/// </summary>
/// <returns>Swizzle enum value</returns>
public ViewportSwizzle UnpackSwizzleW()
{
return (ViewportSwizzle)((Swizzle >> 12) & 7);