Add support for advanced blend (part 1/2) (#2801)
* Add blend microcode registers * Add advanced blend support using host extension * Remove debug message * Use pre-generated table for blend functions * XML docs * Rename AdvancedBlendMode to AdvancedBlendOp for consistency * Remove redundant code * Fix some advanced blend related issues on Vulkan * Formatting
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27 changed files with 5605 additions and 14 deletions
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@ -2,6 +2,7 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.GPFifo;
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using Ryujinx.Graphics.Gpu.Engine.InlineToMemory;
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using Ryujinx.Graphics.Gpu.Engine.Threed.Blender;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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@ -18,6 +19,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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private readonly DeviceStateWithShadow<ThreedClassState> _state;
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private readonly InlineToMemoryClass _i2mClass;
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private readonly AdvancedBlendManager _blendManager;
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private readonly DrawManager _drawManager;
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private readonly SemaphoreUpdater _semaphoreUpdater;
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private readonly ConstantBufferUpdater _cbUpdater;
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@ -40,6 +42,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{ nameof(ThreedClassState.InvalidateSamplerCacheNoWfi), new RwCallback(InvalidateSamplerCacheNoWfi, null) },
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{ nameof(ThreedClassState.InvalidateTextureHeaderCacheNoWfi), new RwCallback(InvalidateTextureHeaderCacheNoWfi, null) },
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{ nameof(ThreedClassState.TextureBarrier), new RwCallback(TextureBarrier, null) },
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{ nameof(ThreedClassState.LoadBlendUcodeStart), new RwCallback(LoadBlendUcodeStart, null) },
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{ nameof(ThreedClassState.LoadBlendUcodeInstruction), new RwCallback(LoadBlendUcodeInstruction, null) },
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{ nameof(ThreedClassState.TextureBarrierTiled), new RwCallback(TextureBarrierTiled, null) },
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{ nameof(ThreedClassState.DrawTextureSrcY), new RwCallback(DrawTexture, null) },
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{ nameof(ThreedClassState.DrawVertexArrayBeginEndInstanceFirst), new RwCallback(DrawVertexArrayBeginEndInstanceFirst, null) },
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@ -75,9 +79,10 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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var drawState = new DrawState();
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_drawManager = new DrawManager(context, channel, _state, drawState, spec);
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_blendManager = new AdvancedBlendManager(_state);
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_semaphoreUpdater = new SemaphoreUpdater(context, channel, _state);
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_cbUpdater = new ConstantBufferUpdater(channel, _state);
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_stateUpdater = new StateUpdater(context, channel, _state, drawState, spec);
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_stateUpdater = new StateUpdater(context, channel, _state, drawState, _blendManager, spec);
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// This defaults to "always", even without any register write.
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// Reads just return 0, regardless of what was set there.
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@ -283,6 +288,24 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_context.Renderer.Pipeline.TextureBarrier();
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}
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/// <summary>
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/// Sets the start offset of the blend microcode in memory.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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private void LoadBlendUcodeStart(int argument)
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{
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_blendManager.LoadBlendUcodeStart(argument);
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}
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/// <summary>
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/// Pushes one word of blend microcode.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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private void LoadBlendUcodeInstruction(int argument)
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{
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_blendManager.LoadBlendUcodeInstruction(argument);
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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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