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Add XML documentation to Ryujinx.Graphics.Gpu.Engine
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12 changed files with 305 additions and 1 deletions
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@ -10,6 +10,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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partial class Methods
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{
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/// <summary>
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/// Dispatches compute work.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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public void Dispatch(GpuState state, int argument)
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{
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uint dispatchParamsAddress = (uint)state.Get<int>(MethodOffset.DispatchParamsAddress);
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@ -4,22 +4,36 @@ using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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/// <summary>
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/// Compute uniform buffer parameters.
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/// </summary>
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struct UniformBufferParams
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{
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public int AddressLow;
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public int AddressHighAndSize;
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/// <summary>
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/// Packs the split address to a 64-bits integer.
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/// </summary>
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/// <returns>Uniform buffer GPU virtual address</returns>
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public ulong PackAddress()
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{
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return (uint)AddressLow | ((ulong)(AddressHighAndSize & 0xff) << 32);
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}
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/// <summary>
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/// Unpacks the uniform buffer size in bytes.
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/// </summary>
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/// <returns>Uniform buffer size in bytes</returns>
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public ulong UnpackSize()
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{
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return (ulong)((AddressHighAndSize >> 15) & 0x1ffff);
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}
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}
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/// <summary>
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/// Compute dispatch parameters.
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/// </summary>
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struct ComputeParams
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{
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public int Unknown0;
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@ -61,6 +75,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
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private UniformBufferParams _uniformBuffer6;
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private UniformBufferParams _uniformBuffer7;
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/// <summary>
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/// Uniform buffer parameters.
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/// </summary>
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public Span<UniformBufferParams> UniformBuffers
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{
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get
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@ -89,36 +106,65 @@ namespace Ryujinx.Graphics.Gpu.Engine
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public int Unknown62;
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public int Unknown63;
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/// <summary>
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/// Unpacks the work group X size.
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/// </summary>
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/// <returns>Work group X size</returns>
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public int UnpackGridSizeX()
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{
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return GridSizeX & 0x7fffffff;
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}
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/// <summary>
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/// Unpacks the work group Y size.
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/// </summary>
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/// <returns>Work group Y size</returns>
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public int UnpackGridSizeY()
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{
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return GridSizeYZ & 0xffff;
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}
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/// <summary>
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/// Unpacks the work group Z size.
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/// </summary>
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/// <returns>Work group Z size</returns>
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public int UnpackGridSizeZ()
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{
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return (GridSizeYZ >> 16) & 0xffff;
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}
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/// <summary>
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/// Unpacks the local group X size.
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/// </summary>
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/// <returns>Local group X size</returns>
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public int UnpackBlockSizeX()
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{
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return (BlockSizeX >> 16) & 0xffff;
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}
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/// <summary>
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/// Unpacks the local group Y size.
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/// </summary>
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/// <returns>Local group Y size</returns>
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public int UnpackBlockSizeY()
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{
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return BlockSizeYZ & 0xffff;
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}
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/// <summary>
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/// Unpacks the local group Z size.
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/// </summary>
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/// <returns>Local group Z size</returns>
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public int UnpackBlockSizeZ()
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{
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return (BlockSizeYZ >> 16) & 0xffff;
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}
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/// <summary>
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/// Unpacks the uniform buffers enable mask.
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/// Each bit set on the mask indicates that the respective buffer index is enabled.
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/// </summary>
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/// <returns>Uniform buffers enable mask</returns>
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public uint UnpackUniformBuffersEnableMask()
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{
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return (uint)UniformBuffersConfig & 0xff;
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@ -19,6 +19,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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private int[] _buffer;
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/// <summary>
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/// Launches Inline-to-Memory engine DMA copy.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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public void LaunchDma(GpuState state, int argument)
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{
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_params = state.Get<Inline2MemoryParams>(MethodOffset.I2mParams);
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@ -42,6 +47,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_finished = false;
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}
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/// <summary>
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/// Pushes a word of data to the Inline-to-Memory engine.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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public void LoadInlineData(GpuState state, int argument)
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{
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if (!_finished)
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@ -55,6 +65,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
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}
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}
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/// <summary>
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/// Performs actual copy of the inline data after the transfer is finished.
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/// </summary>
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private void FinishTransfer()
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{
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Span<byte> data = MemoryMarshal.Cast<int, byte>(_buffer).Slice(0, _size);
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@ -5,6 +5,12 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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partial class Methods
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{
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/// <summary>
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/// Clears the current color and depth-stencil buffers.
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/// Which buffers should be cleared is also specified on the argument.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void Clear(GpuState state, int argument)
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{
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UpdateRenderTargetState(state, useControl: false);
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@ -6,6 +6,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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partial class Methods
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{
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/// <summary>
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/// Performs a buffer to buffer, or buffer to texture copy.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void CopyBuffer(GpuState state, int argument)
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{
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var cbp = state.Get<CopyBufferParams>(MethodOffset.CopyBufferParams);
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@ -7,6 +7,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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partial class Methods
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{
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/// <summary>
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/// Performs a texture to texture copy.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void CopyTexture(GpuState state, int argument)
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{
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var dstCopyTexture = state.Get<CopyTexture>(MethodOffset.CopyDstTexture);
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@ -22,8 +22,17 @@ namespace Ryujinx.Graphics.Gpu.Engine
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private int _instanceIndex;
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/// <summary>
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/// Primitive type of the current draw.
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/// </summary>
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public PrimitiveType PrimitiveType { get; private set; }
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/// <summary>
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/// Finishes draw call.
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/// This draws geometry on the bound buffers based on the current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void DrawEnd(GpuState state, int argument)
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{
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if (_instancedDrawPending)
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@ -86,6 +95,12 @@ namespace Ryujinx.Graphics.Gpu.Engine
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}
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}
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/// <summary>
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/// Starts draw.
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/// This sets primitive type and instanced draw parameters.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void DrawBegin(GpuState state, int argument)
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{
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if ((argument & (1 << 26)) != 0)
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@ -106,11 +121,24 @@ namespace Ryujinx.Graphics.Gpu.Engine
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PrimitiveType = type;
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}
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/// <summary>
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/// Sets the index buffer count.
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/// This also sets internal state that indicates that the next draw is a indexed draw.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void SetIndexBufferCount(GpuState state, int argument)
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{
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_drawIndexed = true;
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}
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/// <summary>
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/// Perform any deferred draws.
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/// This is used for instanced draws.
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/// Since each instance is a separate draw, we defer the draw and accumulate the instance count.
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/// Once we detect the last instanced draw, then we perform the host instanced draw,
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/// with the accumulated instance count.
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/// </summary>
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public void PerformDeferredDraws()
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{
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// Perform any pending instanced draw.
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@ -10,6 +10,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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private ulong _runningCounter;
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/// <summary>
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/// Writes a GPU counter to guest memory.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void Report(GpuState state, int argument)
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{
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ReportMode mode = (ReportMode)(argument & 3);
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}
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}
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/// <summary>
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/// Writes a GPU semaphore value to guest memory.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void ReportSemaphore(GpuState state)
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{
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var rs = state.Get<ReportState>(MethodOffset.ReportState);
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@ -32,12 +41,21 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_context.AdvanceSequence();
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}
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/// <summary>
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/// Packed GPU counter data (including GPU timestamp) in memory.
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/// </summary>
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private struct CounterData
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{
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public ulong Counter;
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public ulong Timestamp;
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}
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/// <summary>
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/// Writes a GPU counter to guest memory.
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/// This also writes the current timestamp value.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="type">Counter to be written to memory</param>
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private void ReportCounter(GpuState state, ReportCounterType type)
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{
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CounterData counterData = new CounterData();
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@ -83,6 +101,12 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_context.MemoryAccessor.Write(rs.Address.Pack(), data);
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}
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/// <summary>
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/// Converts a nanoseconds timestamp value to Maxwell time ticks.
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/// The frequency is approximately 1.63Hz.
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/// </summary>
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/// <param name="nanoseconds">Timestamp in nanoseconds</param>
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/// <returns>Maxwell ticks</returns>
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private static ulong ConvertNanosecondsToTicks(ulong nanoseconds)
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{
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// We need to divide first to avoid overflows.
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@ -5,6 +5,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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partial class Methods
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{
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/// <summary>
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/// Resets the value of a internal GPU counter back to zero.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void ResetCounter(GpuState state, int argument)
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{
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ResetCounterType type = (ResetCounterType)argument;
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@ -4,31 +4,62 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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partial class Methods
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{
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/// <summary>
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/// Binds a uniform buffer for the vertex shader stage.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void UniformBufferBindVertex(GpuState state, int argument)
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{
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UniformBufferBind(state, argument, ShaderType.Vertex);
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}
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/// <summary>
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/// Binds a uniform buffer for the tessellation control shader stage.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void UniformBufferBindTessControl(GpuState state, int argument)
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{
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UniformBufferBind(state, argument, ShaderType.TessellationControl);
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}
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/// <summary>
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/// Binds a uniform buffer for the tessellation evaluation shader stage.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void UniformBufferBindTessEvaluation(GpuState state, int argument)
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{
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UniformBufferBind(state, argument, ShaderType.TessellationEvaluation);
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}
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/// <summary>
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/// Binds a uniform buffer for the geometry shader stage.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void UniformBufferBindGeometry(GpuState state, int argument)
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{
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UniformBufferBind(state, argument, ShaderType.Geometry);
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}
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/// <summary>
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/// Binds a uniform buffer for the fragment shader stage.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void UniformBufferBindFragment(GpuState state, int argument)
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{
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UniformBufferBind(state, argument, ShaderType.Fragment);
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}
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/// <summary>
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///Binds a uniform buffer for the specified shader stage.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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/// <param name="type">Shader stage that will access the uniform buffer</param>
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private void UniformBufferBind(GpuState state, int argument, ShaderType type)
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{
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bool enable = (argument & 1) != 0;
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@ -4,6 +4,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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partial class Methods
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{
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/// <summary>
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/// Updates the uniform buffer data with inline data.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">New uniform buffer data word</param>
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private void UniformBufferUpdate(GpuState state, int argument)
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{
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var uniformBuffer = state.Get<UniformBufferState>(MethodOffset.UniformBufferState);
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@ -12,6 +12,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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using Texture = Image.Texture;
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/// <summary>
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/// GPU method implementations.
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/// </summary>
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partial class Methods
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{
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private readonly GpuContext _context;
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@ -20,12 +23,23 @@ namespace Ryujinx.Graphics.Gpu.Engine
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private readonly ShaderProgramInfo[] _currentProgramInfo;
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/// <summary>
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/// GPU buffer manager.
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/// </summary>
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public BufferManager BufferManager { get; }
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/// <summary>
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/// GPU texture manager.
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/// </summary>
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public TextureManager TextureManager { get; }
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private bool _isAnyVbInstanced;
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private bool _vsUsesInstanceId;
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/// <summary>
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/// Creates a new instance of the GPU methods class.
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/// </summary>
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/// <param name="context">GPU context</param>
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public Methods(GpuContext context)
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{
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_context = context;
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@ -38,6 +52,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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TextureManager = new TextureManager(context);
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}
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/// <summary>
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/// Register callback for GPU method calls that triggers an action on the GPU.
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/// </summary>
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/// <param name="state">GPU state where the triggers will be registered</param>
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public void RegisterCallbacks(GpuState state)
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{
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state.RegisterCallback(MethodOffset.LaunchDma, LaunchDma);
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@ -72,6 +90,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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state.RegisterCallback(MethodOffset.UniformBufferBindFragment, UniformBufferBindFragment);
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}
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/// <summary>
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/// Updates host state based on the current guest GPU state.
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/// </summary>
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/// <param name="state">Guest GPU state</param>
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private void UpdateState(GpuState state)
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{
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// Shaders must be the first one to be updated if modified, because
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@ -175,6 +197,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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CommitBindings();
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}
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/// <summary>
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/// Ensures that the bindings are visible to the host GPU.
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/// This actually performs the binding using the host graphics API.
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/// </summary>
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private void CommitBindings()
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{
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UpdateStorageBuffers();
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@ -183,6 +209,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
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TextureManager.CommitGraphicsBindings();
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}
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/// <summary>
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/// Updates storage buffer bindings.
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/// </summary>
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private void UpdateStorageBuffers()
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{
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for (int stage = 0; stage < _currentProgramInfo.Length; stage++)
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@ -213,6 +242,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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}
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}
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/// <summary>
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/// Updates render targets (color and depth-stencil buffers) based on current render target state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="useControl">Use draw buffers information from render target control register</param>
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private void UpdateRenderTargetState(GpuState state, bool useControl)
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{
|
||||
var rtControl = state.Get<RtControl>(MethodOffset.RtControl);
|
||||
|
@ -267,12 +301,21 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if a render target color buffer is used.
|
||||
/// </summary>
|
||||
/// <param name="colorState">Color buffer information</param>
|
||||
/// <returns>True if the specified buffer is enabled/used, false otherwise</returns>
|
||||
private static bool IsRtEnabled(RtColorState colorState)
|
||||
{
|
||||
// Colors are disabled by writing 0 to the format.
|
||||
return colorState.Format != 0 && colorState.WidthOrStride != 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates host depth test state based on current GPU state.
|
||||
/// </summary>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
private void UpdateDepthTestState(GpuState state)
|
||||
{
|
||||
_context.Renderer.Pipeline.SetDepthTest(new DepthTestDescriptor(
|
||||
|
@ -281,6 +324,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
state.Get<CompareOp>(MethodOffset.DepthTestFunc)));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates host viewport transform and clipping state based on current GPU state.
|
||||
/// </summary>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
private void UpdateViewportTransform(GpuState state)
|
||||
{
|
||||
DepthMode depthMode = state.Get<DepthMode>(MethodOffset.DepthMode);
|
||||
|
@ -343,6 +390,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
_context.Renderer.Pipeline.SetViewports(0, viewports);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates host depth bias (also called polygon offset) state based on current GPU state.
|
||||
/// </summary>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
private void UpdateDepthBiasState(GpuState state)
|
||||
{
|
||||
var depthBias = state.Get<DepthBiasState>(MethodOffset.DepthBiasState);
|
||||
|
@ -360,6 +411,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
_context.Renderer.Pipeline.SetDepthBias(enables, factor, units, clamp);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates host stencil test state based on current GPU state.
|
||||
/// </summary>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
private void UpdateStencilTestState(GpuState state)
|
||||
{
|
||||
var backMasks = state.Get<StencilBackMasks> (MethodOffset.StencilBackMasks);
|
||||
|
@ -413,6 +468,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
backMask));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates current sampler pool address and size based on guest GPU state.
|
||||
/// </summary>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
private void UpdateSamplerPoolState(GpuState state)
|
||||
{
|
||||
var texturePool = state.Get<PoolState>(MethodOffset.TexturePoolState);
|
||||
|
@ -427,6 +486,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
TextureManager.SetGraphicsSamplerPool(samplerPool.Address.Pack(), maximumId, samplerIndex);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates current texture pool address and size based on guest GPU state.
|
||||
/// </summary>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
private void UpdateTexturePoolState(GpuState state)
|
||||
{
|
||||
var texturePool = state.Get<PoolState>(MethodOffset.TexturePoolState);
|
||||
|
@ -436,6 +499,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
TextureManager.SetGraphicsTextureBufferIndex(state.Get<int>(MethodOffset.TextureBufferIndex));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates host vertex attributes based on guest GPU state.
|
||||
/// </summary>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
private void UpdateVertexAttribState(GpuState state)
|
||||
{
|
||||
VertexAttribDescriptor[] vertexAttribs = new VertexAttribDescriptor[16];
|
||||
|
@ -460,6 +527,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
_context.Renderer.Pipeline.SetVertexAttribs(vertexAttribs);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates host primitive restart based on guest GPU state.
|
||||
/// </summary>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
private void UpdatePrimitiveRestartState(GpuState state)
|
||||
{
|
||||
PrimitiveRestartState primitiveRestart = state.Get<PrimitiveRestartState>(MethodOffset.PrimitiveRestartState);
|
||||
|
@ -469,6 +540,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
primitiveRestart.Index);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates host index buffer binding based on guest GPU state.
|
||||
/// </summary>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
private void UpdateIndexBufferState(GpuState state)
|
||||
{
|
||||
var indexBuffer = state.Get<IndexBufferState>(MethodOffset.IndexBufferState);
|
||||
|
@ -500,6 +575,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
UpdateVertexBufferState(state);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates host vertex buffer bindings based on guest GPU state.
|
||||
/// </summary>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
private void UpdateVertexBufferState(GpuState state)
|
||||
{
|
||||
_isAnyVbInstanced = false;
|
||||
|
@ -550,6 +629,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates host face culling and orientation based on guest GPU state.
|
||||
/// </summary>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
private void UpdateFaceState(GpuState state)
|
||||
{
|
||||
var face = state.Get<FaceState>(MethodOffset.FaceState);
|
||||
|
@ -559,6 +642,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
_context.Renderer.Pipeline.SetFrontFace(face.FrontFace);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates host render target color masks, based on guest GPU state.
|
||||
/// This defines with color channels are written to each color buffer.
|
||||
/// </summary>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
private void UpdateRtColorMask(GpuState state)
|
||||
{
|
||||
bool rtColorMaskShared = state.Get<Boolean32>(MethodOffset.RtColorMaskShared);
|
||||
|
@ -582,6 +670,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
_context.Renderer.Pipeline.SetRenderTargetColorMasks(componentMasks);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates host render target color buffer blending state, based on guest state.
|
||||
/// </summary>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
private void UpdateBlendState(GpuState state)
|
||||
{
|
||||
bool blendIndependent = state.Get<Boolean32>(MethodOffset.BlendIndependent);
|
||||
|
@ -623,6 +715,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Storage buffer address and size information.
|
||||
/// </summary>
|
||||
private struct SbDescriptor
|
||||
{
|
||||
public uint AddressLow;
|
||||
|
@ -636,6 +731,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates host shaders based on the guest GPU state.
|
||||
/// </summary>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
private void UpdateShaderState(GpuState state)
|
||||
{
|
||||
ShaderAddresses addresses = new ShaderAddresses();
|
||||
|
@ -726,6 +825,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
_context.Renderer.Pipeline.SetProgram(gs.HostProgram);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets viewport transform enable.
|
||||
/// </summary>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
/// <returns>Viewport transform enable</returns>
|
||||
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;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets texture target from a sampler type.
|
||||
/// </summary>
|
||||
/// <param name="type">Sampler type</param>
|
||||
/// <returns>Texture target value</returns>
|
||||
private static Target GetTarget(SamplerType type)
|
||||
{
|
||||
type &= ~(SamplerType.Indexed | SamplerType.Shadow);
|
||||
|
@ -776,16 +885,38 @@ namespace Ryujinx.Graphics.Gpu.Engine
|
|||
return Target.Texture2D;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Issues a texture barrier.
|
||||
/// This waits until previous texture writes from the GPU to finish, before
|
||||
/// performing new operations with said textures.
|
||||
/// </summary>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
private void TextureBarrier(GpuState state, int argument)
|
||||
{
|
||||
_context.Renderer.Pipeline.TextureBarrier();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Invalidates all modified textures on the cache.
|
||||
/// </summary>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
private void InvalidateTextures(GpuState state, int argument)
|
||||
{
|
||||
TextureManager.Flush();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
/// <param name="state"></param>
|
||||
/// <param name="argument"></param>
|
||||
private void TextureBarrierTiled(GpuState state, int argument)
|
||||
{
|
||||
_context.Renderer.Pipeline.TextureBarrierTiled();
|
||||
|
|
Loading…
Reference in a new issue