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1080f64df9
* Implement HLE macros for render target clears * Add constants for the offsets
202 lines
7.3 KiB
C#
202 lines
7.3 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.Device;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.GPFifo;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Engine.MME
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{
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/// <summary>
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/// Macro High-level emulation.
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/// </summary>
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class MacroHLE : IMacroEE
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{
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private const int ColorLayerCountOffset = 0x818;
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private const int ColorStructSize = 0x40;
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private const int ZetaLayerCountOffset = 0x1230;
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private readonly GPFifoProcessor _processor;
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private readonly MacroHLEFunctionName _functionName;
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/// <summary>
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/// Arguments FIFO.
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/// </summary>
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public Queue<FifoWord> Fifo { get; }
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/// <summary>
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/// Creates a new instance of the HLE macro handler.
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/// </summary>
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/// <param name="context">GPU context the macro is being executed on</param>
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/// <param name="memoryManager">GPU memory manager</param>
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/// <param name="engine">3D engine where this macro is being called</param>
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/// <param name="functionName">Name of the HLE macro function to be called</param>
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public MacroHLE(GPFifoProcessor processor, MacroHLEFunctionName functionName)
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{
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_processor = processor;
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_functionName = functionName;
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Fifo = new Queue<FifoWord>();
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}
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/// <summary>
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/// Executes a macro program until it exits.
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/// </summary>
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/// <param name="code">Code of the program to execute</param>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">Optional argument passed to the program, 0 if not used</param>
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public void Execute(ReadOnlySpan<int> code, IDeviceState state, int arg0)
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{
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switch (_functionName)
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{
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case MacroHLEFunctionName.ClearColor:
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ClearColor(state, arg0);
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break;
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case MacroHLEFunctionName.ClearDepthStencil:
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ClearDepthStencil(state, arg0);
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break;
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case MacroHLEFunctionName.MultiDrawElementsIndirectCount:
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MultiDrawElementsIndirectCount(state, arg0);
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break;
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default:
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throw new NotImplementedException(_functionName.ToString());
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}
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}
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/// <summary>
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/// Clears one bound color target.
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/// </summary>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">First argument of the call</param>
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private void ClearColor(IDeviceState state, int arg0)
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{
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int index = (arg0 >> 6) & 0xf;
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int layerCount = state.Read(ColorLayerCountOffset + index * ColorStructSize);
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_processor.ThreedClass.Clear(arg0, layerCount);
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}
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/// <summary>
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/// Clears the current depth-stencil target.
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/// </summary>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">First argument of the call</param>
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private void ClearDepthStencil(IDeviceState state, int arg0)
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{
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int layerCount = state.Read(ZetaLayerCountOffset);
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_processor.ThreedClass.Clear(arg0, layerCount);
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}
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/// <summary>
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/// Performs a indirect multi-draw, with parameters from a GPU buffer.
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/// </summary>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">First argument of the call</param>
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private void MultiDrawElementsIndirectCount(IDeviceState state, int arg0)
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{
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int arg1 = FetchParam().Word;
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int arg2 = FetchParam().Word;
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int arg3 = FetchParam().Word;
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int startDraw = arg0;
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int endDraw = arg1;
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var topology = (PrimitiveTopology)arg2;
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int paddingWords = arg3;
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int stride = paddingWords * 4 + 0x14;
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ulong parameterBufferGpuVa = FetchParam().GpuVa;
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int maxDrawCount = endDraw - startDraw;
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if (startDraw != 0)
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{
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int drawCount = _processor.MemoryManager.Read<int>(parameterBufferGpuVa, tracked: true);
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// Calculate maximum draw count based on the previous draw count and current draw count.
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if ((uint)drawCount <= (uint)startDraw)
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{
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// The start draw is past our total draw count, so all draws were already performed.
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maxDrawCount = 0;
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}
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else
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{
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// Perform just the missing number of draws.
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maxDrawCount = (int)Math.Min((uint)maxDrawCount, (uint)(drawCount - startDraw));
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}
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}
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if (maxDrawCount == 0)
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{
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Fifo.Clear();
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return;
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}
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int indirectBufferSize = maxDrawCount * stride;
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ulong indirectBufferGpuVa = 0;
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int indexCount = 0;
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for (int i = 0; i < maxDrawCount; i++)
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{
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var count = FetchParam();
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var instanceCount = FetchParam();
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var firstIndex = FetchParam();
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var baseVertex = FetchParam();
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var baseInstance = FetchParam();
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if (i == 0)
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{
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indirectBufferGpuVa = count.GpuVa;
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}
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indexCount = Math.Max(indexCount, count.Word + firstIndex.Word);
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if (i != maxDrawCount - 1)
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{
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for (int j = 0; j < paddingWords; j++)
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{
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FetchParam();
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}
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}
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}
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// It should be empty at this point, but clear it just to be safe.
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Fifo.Clear();
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var bufferCache = _processor.MemoryManager.Physical.BufferCache;
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var parameterBuffer = bufferCache.GetGpuBufferRange(_processor.MemoryManager, parameterBufferGpuVa, 4);
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var indirectBuffer = bufferCache.GetGpuBufferRange(_processor.MemoryManager, indirectBufferGpuVa, (ulong)indirectBufferSize);
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_processor.ThreedClass.MultiDrawIndirectCount(indexCount, topology, indirectBuffer, parameterBuffer, maxDrawCount, stride);
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}
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/// <summary>
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/// Fetches a arguments from the arguments FIFO.
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/// </summary>
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/// <returns>The call argument, or a 0 value with null address if the FIFO is empty</returns>
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private FifoWord FetchParam()
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{
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if (!Fifo.TryDequeue(out var value))
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{
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Logger.Warning?.Print(LogClass.Gpu, "Macro attempted to fetch an inexistent argument.");
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return new FifoWord(0UL, 0);
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}
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return value;
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}
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/// <summary>
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/// Performs a GPU method call.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="methAddr">Address, in words, of the method</param>
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/// <param name="value">Call argument</param>
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private static void Send(IDeviceState state, int methAddr, int value)
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{
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state.Write(methAddr * 4, value);
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}
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}
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}
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