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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@ -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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public BufferManager BufferManager { get; }
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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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{
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var rtControl = state.Get<RtControl>(MethodOffset.RtControl);
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@ -267,12 +301,21 @@ namespace Ryujinx.Graphics.Gpu.Engine
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}
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}
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/// <summary>
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/// Checks if a render target color buffer is used.
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/// </summary>
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/// <param name="colorState">Color buffer information</param>
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/// <returns>True if the specified buffer is enabled/used, false otherwise</returns>
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private static bool IsRtEnabled(RtColorState colorState)
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{
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// Colors are disabled by writing 0 to the format.
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return colorState.Format != 0 && colorState.WidthOrStride != 0;
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}
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/// <summary>
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/// Updates host depth test state based on current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateDepthTestState(GpuState state)
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{
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_context.Renderer.Pipeline.SetDepthTest(new DepthTestDescriptor(
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@ -281,6 +324,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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state.Get<CompareOp>(MethodOffset.DepthTestFunc)));
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}
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/// <summary>
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/// Updates host viewport transform and clipping state based on current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateViewportTransform(GpuState state)
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{
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DepthMode depthMode = state.Get<DepthMode>(MethodOffset.DepthMode);
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@ -343,6 +390,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_context.Renderer.Pipeline.SetViewports(0, viewports);
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}
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/// <summary>
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/// Updates host depth bias (also called polygon offset) state based on current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateDepthBiasState(GpuState state)
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{
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var depthBias = state.Get<DepthBiasState>(MethodOffset.DepthBiasState);
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@ -360,6 +411,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_context.Renderer.Pipeline.SetDepthBias(enables, factor, units, clamp);
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}
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/// <summary>
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/// Updates host stencil test state based on current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateStencilTestState(GpuState state)
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{
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var backMasks = state.Get<StencilBackMasks> (MethodOffset.StencilBackMasks);
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@ -413,6 +468,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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backMask));
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}
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/// <summary>
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/// Updates current sampler pool address and size based on guest GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateSamplerPoolState(GpuState state)
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{
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var texturePool = state.Get<PoolState>(MethodOffset.TexturePoolState);
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@ -427,6 +486,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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TextureManager.SetGraphicsSamplerPool(samplerPool.Address.Pack(), maximumId, samplerIndex);
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}
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/// <summary>
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/// Updates current texture pool address and size based on guest GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateTexturePoolState(GpuState state)
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{
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var texturePool = state.Get<PoolState>(MethodOffset.TexturePoolState);
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@ -436,6 +499,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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TextureManager.SetGraphicsTextureBufferIndex(state.Get<int>(MethodOffset.TextureBufferIndex));
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}
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/// <summary>
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/// Updates host vertex attributes based on guest GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateVertexAttribState(GpuState state)
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{
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VertexAttribDescriptor[] vertexAttribs = new VertexAttribDescriptor[16];
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@ -460,6 +527,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_context.Renderer.Pipeline.SetVertexAttribs(vertexAttribs);
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}
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/// <summary>
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/// Updates host primitive restart based on guest GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdatePrimitiveRestartState(GpuState state)
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{
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PrimitiveRestartState primitiveRestart = state.Get<PrimitiveRestartState>(MethodOffset.PrimitiveRestartState);
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@ -469,6 +540,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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primitiveRestart.Index);
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}
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/// <summary>
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/// Updates host index buffer binding based on guest GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateIndexBufferState(GpuState state)
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{
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var indexBuffer = state.Get<IndexBufferState>(MethodOffset.IndexBufferState);
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@ -500,6 +575,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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UpdateVertexBufferState(state);
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}
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/// <summary>
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/// Updates host vertex buffer bindings based on guest GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateVertexBufferState(GpuState state)
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{
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_isAnyVbInstanced = false;
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@ -550,6 +629,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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}
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}
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/// <summary>
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/// Updates host face culling and orientation based on guest GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateFaceState(GpuState state)
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{
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var face = state.Get<FaceState>(MethodOffset.FaceState);
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@ -559,6 +642,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_context.Renderer.Pipeline.SetFrontFace(face.FrontFace);
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}
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/// <summary>
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/// Updates host render target color masks, based on guest GPU state.
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/// This defines with color channels are written to each color buffer.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateRtColorMask(GpuState state)
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{
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bool rtColorMaskShared = state.Get<Boolean32>(MethodOffset.RtColorMaskShared);
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@ -582,6 +670,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_context.Renderer.Pipeline.SetRenderTargetColorMasks(componentMasks);
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}
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/// <summary>
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/// Updates host render target color buffer blending state, based on guest state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateBlendState(GpuState state)
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{
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bool blendIndependent = state.Get<Boolean32>(MethodOffset.BlendIndependent);
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@ -623,6 +715,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
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}
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}
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/// <summary>
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/// Storage buffer address and size information.
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/// </summary>
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private struct SbDescriptor
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{
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public uint AddressLow;
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@ -636,6 +731,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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}
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}
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/// <summary>
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/// Updates host shaders based on the guest GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateShaderState(GpuState state)
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{
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ShaderAddresses addresses = new ShaderAddresses();
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@ -726,6 +825,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_context.Renderer.Pipeline.SetProgram(gs.HostProgram);
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}
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/// <summary>
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/// Gets viewport transform enable.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <returns>Viewport transform enable</returns>
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public bool GetViewportTransformEnable(GpuState state)
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{
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// FIXME: We should read ViewportTransformEnable, but it seems that some games writes 0 there?
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@ -734,6 +838,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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return true;
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}
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/// <summary>
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/// Gets texture target from a sampler type.
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/// </summary>
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/// <param name="type">Sampler type</param>
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/// <returns>Texture target value</returns>
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private static Target GetTarget(SamplerType type)
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{
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type &= ~(SamplerType.Indexed | SamplerType.Shadow);
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return Target.Texture2D;
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}
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/// <summary>
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/// Issues a texture barrier.
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/// This waits until previous texture writes from the GPU to finish, before
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/// performing new operations with said textures.
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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 TextureBarrier(GpuState state, int argument)
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{
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_context.Renderer.Pipeline.TextureBarrier();
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}
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/// <summary>
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/// Invalidates all modified textures on the cache.
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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 InvalidateTextures(GpuState state, int argument)
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{
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TextureManager.Flush();
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}
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/// <summary>
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/// Issues a texture barrier.
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/// This waits until previous texture writes from the GPU to finish, before
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/// performing new operations with said textures.
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/// This performs a per-tile wait, it is only valid if both the previous write
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/// and current access has the same access patterns.
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/// This may be faster than the regular barrier on tile-based rasterizers.
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/// </summary>
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/// <param name="state"></param>
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/// <param name="argument"></param>
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private void TextureBarrierTiled(GpuState state, int argument)
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{
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_context.Renderer.Pipeline.TextureBarrierTiled();
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