Low level graphics API prerequisites (#319)
* Add GalPipelineState and IGalPipeline * Separate UploadVertex call * Add ConstBuffer cache * Move Vertex Assembly into GalPipelineState * Move Uniform binds to GalPipelineState * Move framebuffer flip into a buffer * Rebase * Fix regression * Move clear values from VertexEndGl to ClearBuffers * Rename obscure names O->Old S->New
This commit is contained in:
parent
652238f526
commit
25dd5f4238
20 changed files with 854 additions and 702 deletions
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@ -84,35 +84,41 @@ namespace Ryujinx.HLE.Gpu.Engines
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{
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LockCaches();
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GalPipelineState State = new GalPipelineState();
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SetFlip(State);
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SetFrontFace(State);
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SetCullFace(State);
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SetDepth(State);
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SetStencil(State);
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SetAlphaBlending(State);
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SetPrimitiveRestart(State);
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SetFrameBuffer(Vmm, 0);
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long[] Keys = UploadShaders(Vmm);
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Gpu.Renderer.Shader.BindProgram();
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//Note: Uncomment SetFrontFace SetCullFace when flipping issues are solved
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//SetFrontFace();
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//SetCullFace();
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SetDepth();
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SetStencil();
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SetAlphaBlending();
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SetPrimitiveRestart();
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UploadTextures(Vmm, State, Keys);
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UploadConstBuffers(Vmm, State);
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UploadVertexArrays(Vmm, State);
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UploadTextures(Vmm, Keys);
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UploadUniforms(Vmm);
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UploadVertexArrays(Vmm);
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DispatchRender(Vmm, State);
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UnlockCaches();
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}
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private void LockCaches()
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{
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Gpu.Renderer.Buffer.LockCache();
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Gpu.Renderer.Rasterizer.LockCaches();
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Gpu.Renderer.Texture.LockCache();
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}
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private void UnlockCaches()
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{
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Gpu.Renderer.Buffer.UnlockCache();
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Gpu.Renderer.Rasterizer.UnlockCaches();
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Gpu.Renderer.Texture.UnlockCache();
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}
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@ -125,9 +131,22 @@ namespace Ryujinx.HLE.Gpu.Engines
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GalClearBufferFlags Flags = (GalClearBufferFlags)(Arg0 & 0x3f);
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float Red = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 0);
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float Green = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 1);
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float Blue = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 2);
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float Alpha = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 3);
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float Depth = ReadRegisterFloat(NvGpuEngine3dReg.ClearDepth);
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int Stencil = ReadRegister(NvGpuEngine3dReg.ClearStencil);
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SetFrameBuffer(Vmm, FbIndex);
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Gpu.Renderer.Rasterizer.ClearBuffers(Flags);
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Gpu.Renderer.Rasterizer.ClearBuffers(
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Flags,
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Red, Green, Blue, Alpha,
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Depth,
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Stencil);
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}
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private void SetFrameBuffer(NvGpuVmm Vmm, int FbIndex)
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@ -185,6 +204,8 @@ namespace Ryujinx.HLE.Gpu.Engines
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long VpAPos = BasePosition + (uint)VpAOffset;
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long VpBPos = BasePosition + (uint)VpBOffset;
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Keys[(int)GalShaderType.Vertex] = VpBPos;
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Gpu.Renderer.Shader.Create(Vmm, VpAPos, VpBPos, GalShaderType.Vertex);
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Gpu.Renderer.Shader.Bind(VpBPos);
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@ -216,11 +237,6 @@ namespace Ryujinx.HLE.Gpu.Engines
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Gpu.Renderer.Shader.Bind(Key);
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}
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float SignX = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleX);
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float SignY = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleY);
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Gpu.Renderer.Shader.SetFlip(SignX, SignY);
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return Keys;
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}
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@ -239,7 +255,13 @@ namespace Ryujinx.HLE.Gpu.Engines
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throw new ArgumentOutOfRangeException(nameof(Program));
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}
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private void SetFrontFace()
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private void SetFlip(GalPipelineState State)
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{
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State.FlipX = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleX);
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State.FlipY = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleY);
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}
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private void SetFrontFace(GalPipelineState State)
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{
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float SignX = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleX);
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float SignY = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleY);
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@ -261,198 +283,82 @@ namespace Ryujinx.HLE.Gpu.Engines
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}
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}
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Gpu.Renderer.Rasterizer.SetFrontFace(FrontFace);
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State.FrontFace = FrontFace;
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}
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private void SetCullFace()
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private void SetCullFace(GalPipelineState State)
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{
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bool Enable = (ReadRegister(NvGpuEngine3dReg.CullFaceEnable) & 1) != 0;
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State.CullFaceEnabled = (ReadRegister(NvGpuEngine3dReg.CullFaceEnable) & 1) != 0;
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if (Enable)
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if (State.CullFaceEnabled)
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{
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Gpu.Renderer.Rasterizer.EnableCullFace();
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State.CullFace = (GalCullFace)ReadRegister(NvGpuEngine3dReg.CullFace);
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}
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else
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{
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Gpu.Renderer.Rasterizer.DisableCullFace();
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}
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if (!Enable)
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{
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return;
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}
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GalCullFace CullFace = (GalCullFace)ReadRegister(NvGpuEngine3dReg.CullFace);
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Gpu.Renderer.Rasterizer.SetCullFace(CullFace);
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}
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private void SetDepth()
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private void SetDepth(GalPipelineState State)
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{
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float ClearDepth = ReadRegisterFloat(NvGpuEngine3dReg.ClearDepth);
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State.DepthTestEnabled = (ReadRegister(NvGpuEngine3dReg.DepthTestEnable) & 1) != 0;
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Gpu.Renderer.Rasterizer.SetClearDepth(ClearDepth);
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bool Enable = (ReadRegister(NvGpuEngine3dReg.DepthTestEnable) & 1) != 0;
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if (Enable)
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if (State.DepthTestEnabled)
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{
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Gpu.Renderer.Rasterizer.EnableDepthTest();
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State.DepthFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.DepthTestFunction);
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}
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else
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{
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Gpu.Renderer.Rasterizer.DisableDepthTest();
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}
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if (!Enable)
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{
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return;
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}
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GalComparisonOp Func = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.DepthTestFunction);
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Gpu.Renderer.Rasterizer.SetDepthFunction(Func);
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}
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private void SetStencil()
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private void SetStencil(GalPipelineState State)
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{
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int ClearStencil = ReadRegister(NvGpuEngine3dReg.ClearStencil);
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Gpu.Renderer.Rasterizer.SetClearStencil(ClearStencil);
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bool Enable = (ReadRegister(NvGpuEngine3dReg.StencilEnable) & 1) != 0;
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if (Enable)
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State.StencilTestEnabled = (ReadRegister(NvGpuEngine3dReg.StencilEnable) & 1) != 0;
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if (State.StencilTestEnabled)
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{
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Gpu.Renderer.Rasterizer.EnableStencilTest();
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State.StencilBackFuncFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.StencilBackFuncFunc);
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State.StencilBackFuncRef = ReadRegister(NvGpuEngine3dReg.StencilBackFuncRef);
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State.StencilBackFuncMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilBackFuncMask);
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State.StencilBackOpFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpFail);
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State.StencilBackOpZFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpZFail);
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State.StencilBackOpZPass = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpZPass);
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State.StencilBackMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilBackMask);
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State.StencilFrontFuncFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.StencilFrontFuncFunc);
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State.StencilFrontFuncRef = ReadRegister(NvGpuEngine3dReg.StencilFrontFuncRef);
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State.StencilFrontFuncMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilFrontFuncMask);
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State.StencilFrontOpFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpFail);
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State.StencilFrontOpZFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpZFail);
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State.StencilFrontOpZPass = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpZPass);
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State.StencilFrontMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilFrontMask);
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}
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else
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{
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Gpu.Renderer.Rasterizer.DisableStencilTest();
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}
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if (!Enable)
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{
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return;
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}
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void SetFaceStencil(
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bool IsFrontFace,
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NvGpuEngine3dReg Func,
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NvGpuEngine3dReg FuncRef,
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NvGpuEngine3dReg FuncMask,
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NvGpuEngine3dReg OpFail,
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NvGpuEngine3dReg OpZFail,
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NvGpuEngine3dReg OpZPass,
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NvGpuEngine3dReg Mask)
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{
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Gpu.Renderer.Rasterizer.SetStencilFunction(
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IsFrontFace,
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(GalComparisonOp)ReadRegister(Func),
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ReadRegister(FuncRef),
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ReadRegister(FuncMask));
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Gpu.Renderer.Rasterizer.SetStencilOp(
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IsFrontFace,
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(GalStencilOp)ReadRegister(OpFail),
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(GalStencilOp)ReadRegister(OpZFail),
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(GalStencilOp)ReadRegister(OpZPass));
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Gpu.Renderer.Rasterizer.SetStencilMask(IsFrontFace, ReadRegister(Mask));
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}
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SetFaceStencil(false,
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NvGpuEngine3dReg.StencilBackFuncFunc,
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NvGpuEngine3dReg.StencilBackFuncRef,
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NvGpuEngine3dReg.StencilBackFuncMask,
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NvGpuEngine3dReg.StencilBackOpFail,
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NvGpuEngine3dReg.StencilBackOpZFail,
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NvGpuEngine3dReg.StencilBackOpZPass,
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NvGpuEngine3dReg.StencilBackMask);
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SetFaceStencil(true,
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NvGpuEngine3dReg.StencilFrontFuncFunc,
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NvGpuEngine3dReg.StencilFrontFuncRef,
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NvGpuEngine3dReg.StencilFrontFuncMask,
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NvGpuEngine3dReg.StencilFrontOpFail,
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NvGpuEngine3dReg.StencilFrontOpZFail,
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NvGpuEngine3dReg.StencilFrontOpZPass,
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NvGpuEngine3dReg.StencilFrontMask);
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}
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private void SetAlphaBlending()
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private void SetAlphaBlending(GalPipelineState State)
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{
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//TODO: Support independent blend properly.
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bool Enable = (ReadRegister(NvGpuEngine3dReg.IBlendNEnable) & 1) != 0;
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State.BlendEnabled = (ReadRegister(NvGpuEngine3dReg.IBlendNEnable) & 1) != 0;
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if (Enable)
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if (State.BlendEnabled)
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{
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Gpu.Renderer.Blend.Enable();
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}
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else
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{
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Gpu.Renderer.Blend.Disable();
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}
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State.BlendSeparateAlpha = (ReadRegister(NvGpuEngine3dReg.IBlendNSeparateAlpha) & 1) != 0;
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if (!Enable)
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{
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//If blend is not enabled, then the other values have no effect.
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//Note that if it is disabled, the register may contain invalid values.
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return;
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}
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bool BlendSeparateAlpha = (ReadRegister(NvGpuEngine3dReg.IBlendNSeparateAlpha) & 1) != 0;
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GalBlendEquation EquationRgb = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationRgb);
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GalBlendFactor FuncSrcRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcRgb);
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GalBlendFactor FuncDstRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstRgb);
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if (BlendSeparateAlpha)
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{
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GalBlendEquation EquationAlpha = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationAlpha);
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GalBlendFactor FuncSrcAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcAlpha);
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GalBlendFactor FuncDstAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstAlpha);
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Gpu.Renderer.Blend.SetSeparate(
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EquationRgb,
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EquationAlpha,
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FuncSrcRgb,
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FuncDstRgb,
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FuncSrcAlpha,
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FuncDstAlpha);
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}
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else
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{
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Gpu.Renderer.Blend.Set(EquationRgb, FuncSrcRgb, FuncDstRgb);
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State.BlendEquationRgb = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationRgb);
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State.BlendFuncSrcRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcRgb);
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State.BlendFuncDstRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstRgb);
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State.BlendEquationAlpha = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationAlpha);
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State.BlendFuncSrcAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcAlpha);
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State.BlendFuncDstAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstAlpha);
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}
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}
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private void SetPrimitiveRestart()
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private void SetPrimitiveRestart(GalPipelineState State)
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{
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bool Enable = (ReadRegister(NvGpuEngine3dReg.PrimRestartEnable) & 1) != 0;
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State.PrimitiveRestartEnabled = (ReadRegister(NvGpuEngine3dReg.PrimRestartEnable) & 1) != 0;
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if (Enable)
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if (State.PrimitiveRestartEnabled)
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{
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Gpu.Renderer.Rasterizer.EnablePrimitiveRestart();
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State.PrimitiveRestartIndex = (uint)ReadRegister(NvGpuEngine3dReg.PrimRestartIndex);
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}
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else
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{
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Gpu.Renderer.Rasterizer.DisablePrimitiveRestart();
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}
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if (!Enable)
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{
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return;
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}
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uint Index = (uint)ReadRegister(NvGpuEngine3dReg.PrimRestartIndex);
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Gpu.Renderer.Rasterizer.SetPrimitiveRestartIndex(Index);
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}
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private void UploadTextures(NvGpuVmm Vmm, long[] Keys)
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private void UploadTextures(NvGpuVmm Vmm, GalPipelineState State, long[] Keys)
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{
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long BaseShPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
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@ -546,45 +452,35 @@ namespace Ryujinx.HLE.Gpu.Engines
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Gpu.Renderer.Texture.SetSampler(Sampler);
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}
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private void UploadUniforms(NvGpuVmm Vmm)
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private void UploadConstBuffers(NvGpuVmm Vmm, GalPipelineState State)
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{
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long BasePosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
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for (int Index = 0; Index < 5; Index++)
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for (int Stage = 0; Stage < State.ConstBufferKeys.Length; Stage++)
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{
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int Control = ReadRegister(NvGpuEngine3dReg.ShaderNControl + (Index + 1) * 0x10);
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int Offset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + (Index + 1) * 0x10);
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//Note: Vertex Program (B) is always enabled.
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bool Enable = (Control & 1) != 0 || Index == 0;
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if (!Enable)
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for (int Index = 0; Index < State.ConstBufferKeys[Stage].Length; Index++)
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{
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continue;
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}
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ConstBuffer Cb = ConstBuffers[Stage][Index];
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for (int Cbuf = 0; Cbuf < ConstBuffers[Index].Length; Cbuf++)
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{
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ConstBuffer Cb = ConstBuffers[Index][Cbuf];
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long Key = Cb.Position;
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if (Cb.Enabled)
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if (Cb.Enabled && QueryKeyUpload(Vmm, Key, Cb.Size, NvGpuBufferType.ConstBuffer))
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{
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IntPtr DataAddress = Vmm.GetHostAddress(Cb.Position, Cb.Size);
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IntPtr Source = Vmm.GetHostAddress(Key, Cb.Size);
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Gpu.Renderer.Shader.SetConstBuffer(BasePosition + (uint)Offset, Cbuf, Cb.Size, DataAddress);
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Gpu.Renderer.Buffer.SetData(Key, Cb.Size, Source);
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}
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State.ConstBufferKeys[Stage][Index] = Key;
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}
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}
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}
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private void UploadVertexArrays(NvGpuVmm Vmm)
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private void UploadVertexArrays(NvGpuVmm Vmm, GalPipelineState State)
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{
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long IndexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);
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long IboKey = Vmm.GetPhysicalAddress(IndexPosition);
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int IndexEntryFmt = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
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int IndexFirst = ReadRegister(NvGpuEngine3dReg.IndexBatchFirst);
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int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);
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GalIndexFormat IndexFormat = (GalIndexFormat)IndexEntryFmt;
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@ -634,10 +530,7 @@ namespace Ryujinx.HLE.Gpu.Engines
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((Packed >> 31) & 0x1) != 0));
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}
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int VertexFirst = ReadRegister(NvGpuEngine3dReg.VertexArrayFirst);
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int VertexCount = ReadRegister(NvGpuEngine3dReg.VertexArrayCount);
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int PrimCtrl = ReadRegister(NvGpuEngine3dReg.VertexBeginGl);
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State.VertexBindings = new GalVertexBinding[32];
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for (int Index = 0; Index < 32; Index++)
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{
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@ -650,14 +543,14 @@ namespace Ryujinx.HLE.Gpu.Engines
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bool Enable = (Control & 0x1000) != 0;
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long VertexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + Index * 4);
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long VertexEndPos = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNEndAddr + Index * 2);
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||||
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;
|
||||
|
@ -673,19 +566,39 @@ namespace Ryujinx.HLE.Gpu.Engines
|
|||
Gpu.Renderer.Rasterizer.CreateVbo(VboKey, (int)VbSize, DataAddress);
|
||||
}
|
||||
|
||||
Gpu.Renderer.Rasterizer.SetVertexArray(Stride, VboKey, Attribs[Index].ToArray());
|
||||
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 VertexBase = ReadRegister(NvGpuEngine3dReg.VertexArrayElemBase);
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
@ -741,10 +654,21 @@ namespace Ryujinx.HLE.Gpu.Engines
|
|||
|
||||
long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.ConstBufferAddress);
|
||||
|
||||
ConstBuffers[Stage][Index].Position = Position;
|
||||
ConstBuffers[Stage][Index].Enabled = Enabled;
|
||||
int Size = ReadRegister(NvGpuEngine3dReg.ConstBufferSize);
|
||||
|
||||
ConstBuffers[Stage][Index].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)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue