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Ryujinx/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3d.cs
gdkchan 09593ae6d8
Add partial support to the TEX.B shader instruction (#342)
* Add partial support to the TEX.B shader instruction, fix for mixed indexed and non-indexed drawing

* Better exception
2018-08-13 18:22:09 -03:00

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26 KiB
C#

using Ryujinx.Graphics.Gal;
using Ryujinx.HLE.Gpu.Memory;
using Ryujinx.HLE.Gpu.Texture;
using System;
using System.Collections.Generic;
namespace Ryujinx.HLE.Gpu.Engines
{
class NvGpuEngine3d : INvGpuEngine
{
public int[] Registers { get; private set; }
private NvGpu Gpu;
private Dictionary<int, NvGpuMethod> Methods;
private struct ConstBuffer
{
public bool Enabled;
public long Position;
public int Size;
}
private ConstBuffer[][] ConstBuffers;
private HashSet<long> FrameBuffers;
private List<long>[] UploadedKeys;
public NvGpuEngine3d(NvGpu Gpu)
{
this.Gpu = Gpu;
Registers = new int[0xe00];
Methods = new Dictionary<int, NvGpuMethod>();
void AddMethod(int Meth, int Count, int Stride, NvGpuMethod Method)
{
while (Count-- > 0)
{
Methods.Add(Meth, Method);
Meth += Stride;
}
}
AddMethod(0x585, 1, 1, VertexEndGl);
AddMethod(0x674, 1, 1, ClearBuffers);
AddMethod(0x6c3, 1, 1, QueryControl);
AddMethod(0x8e4, 16, 1, CbData);
AddMethod(0x904, 5, 8, CbBind);
ConstBuffers = new ConstBuffer[6][];
for (int Index = 0; Index < ConstBuffers.Length; Index++)
{
ConstBuffers[Index] = new ConstBuffer[18];
}
FrameBuffers = new HashSet<long>();
UploadedKeys = new List<long>[(int)NvGpuBufferType.Count];
for (int i = 0; i < UploadedKeys.Length; i++)
{
UploadedKeys[i] = new List<long>();
}
}
public void CallMethod(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
{
if (Methods.TryGetValue(PBEntry.Method, out NvGpuMethod Method))
{
Method(Vmm, PBEntry);
}
else
{
WriteRegister(PBEntry);
}
}
private void VertexEndGl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
{
LockCaches();
GalPipelineState State = new GalPipelineState();
SetFlip(State);
SetFrontFace(State);
SetCullFace(State);
SetDepth(State);
SetStencil(State);
SetAlphaBlending(State);
SetPrimitiveRestart(State);
SetFrameBuffer(Vmm, 0);
long[] Keys = UploadShaders(Vmm);
Gpu.Renderer.Shader.BindProgram();
UploadTextures(Vmm, State, Keys);
UploadConstBuffers(Vmm, State);
UploadVertexArrays(Vmm, State);
DispatchRender(Vmm, State);
UnlockCaches();
}
private void LockCaches()
{
Gpu.Renderer.Buffer.LockCache();
Gpu.Renderer.Rasterizer.LockCaches();
Gpu.Renderer.Texture.LockCache();
}
private void UnlockCaches()
{
Gpu.Renderer.Buffer.UnlockCache();
Gpu.Renderer.Rasterizer.UnlockCaches();
Gpu.Renderer.Texture.UnlockCache();
}
private void ClearBuffers(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
{
int Arg0 = PBEntry.Arguments[0];
int FbIndex = (Arg0 >> 6) & 0xf;
GalClearBufferFlags Flags = (GalClearBufferFlags)(Arg0 & 0x3f);
float Red = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 0);
float Green = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 1);
float Blue = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 2);
float Alpha = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 3);
float Depth = ReadRegisterFloat(NvGpuEngine3dReg.ClearDepth);
int Stencil = ReadRegister(NvGpuEngine3dReg.ClearStencil);
SetFrameBuffer(Vmm, FbIndex);
Gpu.Renderer.Rasterizer.ClearBuffers(
Flags,
Red, Green, Blue, Alpha,
Depth,
Stencil);
}
private void SetFrameBuffer(NvGpuVmm Vmm, int FbIndex)
{
long VA = MakeInt64From2xInt32(NvGpuEngine3dReg.FrameBufferNAddress + FbIndex * 0x10);
long Key = Vmm.GetPhysicalAddress(VA);
FrameBuffers.Add(Key);
int Width = ReadRegister(NvGpuEngine3dReg.FrameBufferNWidth + FbIndex * 0x10);
int Height = ReadRegister(NvGpuEngine3dReg.FrameBufferNHeight + FbIndex * 0x10);
float TX = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNTranslateX + FbIndex * 4);
float TY = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNTranslateY + FbIndex * 4);
float SX = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNScaleX + FbIndex * 4);
float SY = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNScaleY + FbIndex * 4);
int VpX = (int)MathF.Max(0, TX - MathF.Abs(SX));
int VpY = (int)MathF.Max(0, TY - MathF.Abs(SY));
int VpW = (int)(TX + MathF.Abs(SX)) - VpX;
int VpH = (int)(TY + MathF.Abs(SY)) - VpY;
Gpu.Renderer.FrameBuffer.Create(Key, Width, Height);
Gpu.Renderer.FrameBuffer.Bind(Key);
Gpu.Renderer.FrameBuffer.SetViewport(VpX, VpY, VpW, VpH);
}
private long[] UploadShaders(NvGpuVmm Vmm)
{
long[] Keys = new long[5];
long BasePosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
int Index = 1;
int VpAControl = ReadRegister(NvGpuEngine3dReg.ShaderNControl);
bool VpAEnable = (VpAControl & 1) != 0;
if (VpAEnable)
{
//Note: The maxwell supports 2 vertex programs, usually
//only VP B is used, but in some cases VP A is also used.
//In this case, it seems to function as an extra vertex
//shader stage.
//The graphics abstraction layer has a special overload for this
//case, which should merge the two shaders into one vertex shader.
int VpAOffset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset);
int VpBOffset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + 0x10);
long VpAPos = BasePosition + (uint)VpAOffset;
long VpBPos = BasePosition + (uint)VpBOffset;
Keys[(int)GalShaderType.Vertex] = VpBPos;
Gpu.Renderer.Shader.Create(Vmm, VpAPos, VpBPos, GalShaderType.Vertex);
Gpu.Renderer.Shader.Bind(VpBPos);
Index = 2;
}
for (; Index < 6; Index++)
{
GalShaderType Type = GetTypeFromProgram(Index);
int Control = ReadRegister(NvGpuEngine3dReg.ShaderNControl + Index * 0x10);
int Offset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + Index * 0x10);
//Note: Vertex Program (B) is always enabled.
bool Enable = (Control & 1) != 0 || Index == 1;
if (!Enable)
{
Gpu.Renderer.Shader.Unbind(Type);
continue;
}
long Key = BasePosition + (uint)Offset;
Keys[(int)Type] = Key;
Gpu.Renderer.Shader.Create(Vmm, Key, Type);
Gpu.Renderer.Shader.Bind(Key);
}
return Keys;
}
private static GalShaderType GetTypeFromProgram(int Program)
{
switch (Program)
{
case 0:
case 1: return GalShaderType.Vertex;
case 2: return GalShaderType.TessControl;
case 3: return GalShaderType.TessEvaluation;
case 4: return GalShaderType.Geometry;
case 5: return GalShaderType.Fragment;
}
throw new ArgumentOutOfRangeException(nameof(Program));
}
private void SetFlip(GalPipelineState State)
{
State.FlipX = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleX);
State.FlipY = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleY);
}
private void SetFrontFace(GalPipelineState State)
{
float SignX = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleX);
float SignY = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleY);
GalFrontFace FrontFace = (GalFrontFace)ReadRegister(NvGpuEngine3dReg.FrontFace);
//Flipping breaks facing. Flipping front facing too fixes it
if (SignX != SignY)
{
switch (FrontFace)
{
case GalFrontFace.CW:
FrontFace = GalFrontFace.CCW;
break;
case GalFrontFace.CCW:
FrontFace = GalFrontFace.CW;
break;
}
}
State.FrontFace = FrontFace;
}
private void SetCullFace(GalPipelineState State)
{
State.CullFaceEnabled = (ReadRegister(NvGpuEngine3dReg.CullFaceEnable) & 1) != 0;
if (State.CullFaceEnabled)
{
State.CullFace = (GalCullFace)ReadRegister(NvGpuEngine3dReg.CullFace);
}
}
private void SetDepth(GalPipelineState State)
{
State.DepthTestEnabled = (ReadRegister(NvGpuEngine3dReg.DepthTestEnable) & 1) != 0;
if (State.DepthTestEnabled)
{
State.DepthFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.DepthTestFunction);
}
}
private void SetStencil(GalPipelineState State)
{
State.StencilTestEnabled = (ReadRegister(NvGpuEngine3dReg.StencilEnable) & 1) != 0;
if (State.StencilTestEnabled)
{
State.StencilBackFuncFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.StencilBackFuncFunc);
State.StencilBackFuncRef = ReadRegister(NvGpuEngine3dReg.StencilBackFuncRef);
State.StencilBackFuncMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilBackFuncMask);
State.StencilBackOpFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpFail);
State.StencilBackOpZFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpZFail);
State.StencilBackOpZPass = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpZPass);
State.StencilBackMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilBackMask);
State.StencilFrontFuncFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.StencilFrontFuncFunc);
State.StencilFrontFuncRef = ReadRegister(NvGpuEngine3dReg.StencilFrontFuncRef);
State.StencilFrontFuncMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilFrontFuncMask);
State.StencilFrontOpFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpFail);
State.StencilFrontOpZFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpZFail);
State.StencilFrontOpZPass = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpZPass);
State.StencilFrontMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilFrontMask);
}
}
private void SetAlphaBlending(GalPipelineState State)
{
//TODO: Support independent blend properly.
State.BlendEnabled = (ReadRegister(NvGpuEngine3dReg.IBlendNEnable) & 1) != 0;
if (State.BlendEnabled)
{
State.BlendSeparateAlpha = (ReadRegister(NvGpuEngine3dReg.IBlendNSeparateAlpha) & 1) != 0;
State.BlendEquationRgb = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationRgb);
State.BlendFuncSrcRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcRgb);
State.BlendFuncDstRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstRgb);
State.BlendEquationAlpha = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationAlpha);
State.BlendFuncSrcAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcAlpha);
State.BlendFuncDstAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstAlpha);
}
}
private void SetPrimitiveRestart(GalPipelineState State)
{
State.PrimitiveRestartEnabled = (ReadRegister(NvGpuEngine3dReg.PrimRestartEnable) & 1) != 0;
if (State.PrimitiveRestartEnabled)
{
State.PrimitiveRestartIndex = (uint)ReadRegister(NvGpuEngine3dReg.PrimRestartIndex);
}
}
private void UploadTextures(NvGpuVmm Vmm, GalPipelineState State, long[] Keys)
{
long BaseShPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
int TextureCbIndex = ReadRegister(NvGpuEngine3dReg.TextureCbIndex);
int TexIndex = 0;
for (int Index = 0; Index < Keys.Length; Index++)
{
foreach (ShaderDeclInfo DeclInfo in Gpu.Renderer.Shader.GetTextureUsage(Keys[Index]))
{
long Position;
if (DeclInfo.IsCb)
{
Position = ConstBuffers[Index][DeclInfo.Cbuf].Position;
}
else
{
Position = ConstBuffers[Index][TextureCbIndex].Position;
}
int TextureHandle = Vmm.ReadInt32(Position + DeclInfo.Index * 4);
UploadTexture(Vmm, TexIndex, TextureHandle);
Gpu.Renderer.Shader.EnsureTextureBinding(DeclInfo.Name, TexIndex);
TexIndex++;
}
}
}
private void UploadTexture(NvGpuVmm Vmm, int TexIndex, int TextureHandle)
{
if (TextureHandle == 0)
{
//TODO: Is this correct?
//Some games like puyo puyo will have 0 handles.
//It may be just normal behaviour or a bug caused by sync issues.
//The game does initialize the value properly after through.
return;
}
int TicIndex = (TextureHandle >> 0) & 0xfffff;
int TscIndex = (TextureHandle >> 20) & 0xfff;
long TicPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexHeaderPoolOffset);
long TscPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexSamplerPoolOffset);
TicPosition += TicIndex * 0x20;
TscPosition += TscIndex * 0x20;
GalTextureSampler Sampler = TextureFactory.MakeSampler(Gpu, Vmm, TscPosition);
long Key = Vmm.ReadInt64(TicPosition + 4) & 0xffffffffffff;
Key = Vmm.GetPhysicalAddress(Key);
if (IsFrameBufferPosition(Key))
{
//This texture is a frame buffer texture,
//we shouldn't read anything from memory and bind
//the frame buffer texture instead, since we're not
//really writing anything to memory.
Gpu.Renderer.FrameBuffer.BindTexture(Key, TexIndex);
}
else
{
GalTexture NewTexture = TextureFactory.MakeTexture(Vmm, TicPosition);
long Size = (uint)TextureHelper.GetTextureSize(NewTexture);
bool HasCachedTexture = false;
if (Gpu.Renderer.Texture.TryGetCachedTexture(Key, Size, out GalTexture Texture))
{
if (NewTexture.Equals(Texture) && !QueryKeyUpload(Vmm, Key, Size, NvGpuBufferType.Texture))
{
Gpu.Renderer.Texture.Bind(Key, TexIndex);
HasCachedTexture = true;
}
}
if (!HasCachedTexture)
{
byte[] Data = TextureFactory.GetTextureData(Vmm, TicPosition);
Gpu.Renderer.Texture.Create(Key, Data, NewTexture);
}
Gpu.Renderer.Texture.Bind(Key, TexIndex);
}
Gpu.Renderer.Texture.SetSampler(Sampler);
}
private void UploadConstBuffers(NvGpuVmm Vmm, GalPipelineState State)
{
for (int Stage = 0; Stage < State.ConstBufferKeys.Length; Stage++)
{
for (int Index = 0; Index < State.ConstBufferKeys[Stage].Length; Index++)
{
ConstBuffer Cb = ConstBuffers[Stage][Index];
long Key = Cb.Position;
if (Cb.Enabled && QueryKeyUpload(Vmm, Key, Cb.Size, NvGpuBufferType.ConstBuffer))
{
IntPtr Source = Vmm.GetHostAddress(Key, Cb.Size);
Gpu.Renderer.Buffer.SetData(Key, Cb.Size, Source);
}
State.ConstBufferKeys[Stage][Index] = Key;
}
}
}
private void UploadVertexArrays(NvGpuVmm Vmm, GalPipelineState State)
{
long IndexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);
long IboKey = Vmm.GetPhysicalAddress(IndexPosition);
int IndexEntryFmt = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);
GalIndexFormat IndexFormat = (GalIndexFormat)IndexEntryFmt;
int IndexEntrySize = 1 << IndexEntryFmt;
if (IndexEntrySize > 4)
{
throw new InvalidOperationException();
}
if (IndexCount != 0)
{
int IbSize = IndexCount * IndexEntrySize;
bool IboCached = Gpu.Renderer.Rasterizer.IsIboCached(IboKey, (uint)IbSize);
if (!IboCached || QueryKeyUpload(Vmm, IboKey, (uint)IbSize, NvGpuBufferType.Index))
{
IntPtr DataAddress = Vmm.GetHostAddress(IndexPosition, IbSize);
Gpu.Renderer.Rasterizer.CreateIbo(IboKey, IbSize, DataAddress);
}
Gpu.Renderer.Rasterizer.SetIndexArray(IbSize, IndexFormat);
}
List<GalVertexAttrib>[] Attribs = new List<GalVertexAttrib>[32];
for (int Attr = 0; Attr < 16; Attr++)
{
int Packed = ReadRegister(NvGpuEngine3dReg.VertexAttribNFormat + Attr);
int ArrayIndex = Packed & 0x1f;
if (Attribs[ArrayIndex] == null)
{
Attribs[ArrayIndex] = new List<GalVertexAttrib>();
}
Attribs[ArrayIndex].Add(new GalVertexAttrib(
Attr,
((Packed >> 6) & 0x1) != 0,
(Packed >> 7) & 0x3fff,
(GalVertexAttribSize)((Packed >> 21) & 0x3f),
(GalVertexAttribType)((Packed >> 27) & 0x7),
((Packed >> 31) & 0x1) != 0));
}
State.VertexBindings = new GalVertexBinding[32];
for (int Index = 0; Index < 32; Index++)
{
if (Attribs[Index] == null)
{
continue;
}
int Control = ReadRegister(NvGpuEngine3dReg.VertexArrayNControl + Index * 4);
bool Enable = (Control & 0x1000) != 0;
if (!Enable)
{
continue;
}
long VertexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + Index * 4);
long VertexEndPos = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNEndAddr + Index * 2);
long VboKey = Vmm.GetPhysicalAddress(VertexPosition);
int Stride = Control & 0xfff;
long VbSize = (VertexEndPos - VertexPosition) + 1;
bool VboCached = Gpu.Renderer.Rasterizer.IsVboCached(VboKey, VbSize);
if (!VboCached || QueryKeyUpload(Vmm, VboKey, VbSize, NvGpuBufferType.Vertex))
{
IntPtr DataAddress = Vmm.GetHostAddress(VertexPosition, VbSize);
Gpu.Renderer.Rasterizer.CreateVbo(VboKey, (int)VbSize, DataAddress);
}
State.VertexBindings[Index].Enabled = true;
State.VertexBindings[Index].Stride = Stride;
State.VertexBindings[Index].VboKey = VboKey;
State.VertexBindings[Index].Attribs = Attribs[Index].ToArray();
}
}
private void DispatchRender(NvGpuVmm Vmm, GalPipelineState State)
{
int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);
int PrimCtrl = ReadRegister(NvGpuEngine3dReg.VertexBeginGl);
GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff);
Gpu.Renderer.Pipeline.Bind(State);
if (IndexCount != 0)
{
int IndexEntryFmt = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
int IndexFirst = ReadRegister(NvGpuEngine3dReg.IndexBatchFirst);
int VertexBase = ReadRegister(NvGpuEngine3dReg.VertexArrayElemBase);
long IndexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);
long IboKey = Vmm.GetPhysicalAddress(IndexPosition);
Gpu.Renderer.Rasterizer.DrawElements(IboKey, IndexFirst, VertexBase, PrimType);
}
else
{
int VertexFirst = ReadRegister(NvGpuEngine3dReg.VertexArrayFirst);
int VertexCount = ReadRegister(NvGpuEngine3dReg.VertexArrayCount);
Gpu.Renderer.Rasterizer.DrawArrays(VertexFirst, VertexCount, PrimType);
}
//Is the GPU really clearing those registers after draw?
WriteRegister(NvGpuEngine3dReg.IndexBatchFirst, 0);
WriteRegister(NvGpuEngine3dReg.IndexBatchCount, 0);
}
private void QueryControl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
{
long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.QueryAddress);
int Seq = Registers[(int)NvGpuEngine3dReg.QuerySequence];
int Ctrl = Registers[(int)NvGpuEngine3dReg.QueryControl];
int Mode = Ctrl & 3;
if (Mode == 0)
{
foreach (List<long> Uploaded in UploadedKeys)
{
Uploaded.Clear();
}
//Write mode.
Vmm.WriteInt32(Position, Seq);
}
WriteRegister(PBEntry);
}
private void CbData(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
{
long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.ConstBufferAddress);
int Offset = ReadRegister(NvGpuEngine3dReg.ConstBufferOffset);
foreach (int Arg in PBEntry.Arguments)
{
Vmm.WriteInt32(Position + Offset, Arg);
Offset += 4;
}
WriteRegister(NvGpuEngine3dReg.ConstBufferOffset, Offset);
}
private void CbBind(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
{
int Stage = (PBEntry.Method - 0x904) >> 3;
int Index = PBEntry.Arguments[0];
bool Enabled = (Index & 1) != 0;
Index = (Index >> 4) & 0x1f;
long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.ConstBufferAddress);
int Size = ReadRegister(NvGpuEngine3dReg.ConstBufferSize);
if (!Gpu.Renderer.Buffer.IsCached(Position, Size))
{
Gpu.Renderer.Buffer.Create(Position, Size);
}
ConstBuffer Cb = ConstBuffers[Stage][Index];
if (Cb.Position != Position || Cb.Enabled != Enabled || Cb.Size != Size)
{
ConstBuffers[Stage][Index].Position = Position;
ConstBuffers[Stage][Index].Enabled = Enabled;
ConstBuffers[Stage][Index].Size = Size;
}
}
private float GetFlipSign(NvGpuEngine3dReg Reg)
{
return MathF.Sign(ReadRegisterFloat(Reg));
}
private long MakeInt64From2xInt32(NvGpuEngine3dReg Reg)
{
return
(long)Registers[(int)Reg + 0] << 32 |
(uint)Registers[(int)Reg + 1];
}
private void WriteRegister(NvGpuPBEntry PBEntry)
{
int ArgsCount = PBEntry.Arguments.Count;
if (ArgsCount > 0)
{
Registers[PBEntry.Method] = PBEntry.Arguments[ArgsCount - 1];
}
}
private int ReadRegister(NvGpuEngine3dReg Reg)
{
return Registers[(int)Reg];
}
private float ReadRegisterFloat(NvGpuEngine3dReg Reg)
{
return BitConverter.Int32BitsToSingle(ReadRegister(Reg));
}
private void WriteRegister(NvGpuEngine3dReg Reg, int Value)
{
Registers[(int)Reg] = Value;
}
public bool IsFrameBufferPosition(long Position)
{
return FrameBuffers.Contains(Position);
}
private bool QueryKeyUpload(NvGpuVmm Vmm, long Key, long Size, NvGpuBufferType Type)
{
List<long> Uploaded = UploadedKeys[(int)Type];
if (Uploaded.Contains(Key))
{
return false;
}
Uploaded.Add(Key);
return Vmm.IsRegionModified(Key, Size, Type);
}
}
}