Small OpenGL Renderer refactoring (#177)
* Call OpenGL functions directly, remove the pfifo thread, some refactoring * Fix PerformanceStatistics calculating the wrong host fps, remove wait event on PFIFO as this wasn't exactly was causing the freezes (may replace with an exception later) * Organized the Gpu folder a bit more, renamed a few things, address PR feedback * Make PerformanceStatistics thread safe * Remove unused constant * Use unlimited update rate for better pref
This commit is contained in:
parent
69697957e6
commit
e7559f128f
58 changed files with 518 additions and 633 deletions
170
Ryujinx.HLE/Gpu/Engines/NvGpuEngine2d.cs
Normal file
170
Ryujinx.HLE/Gpu/Engines/NvGpuEngine2d.cs
Normal file
|
@ -0,0 +1,170 @@
|
|||
using Ryujinx.Graphics.Gal;
|
||||
using Ryujinx.HLE.Gpu.Memory;
|
||||
using Ryujinx.HLE.Gpu.Texture;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Ryujinx.HLE.Gpu.Engines
|
||||
{
|
||||
class NvGpuEngine2d : INvGpuEngine
|
||||
{
|
||||
private enum CopyOperation
|
||||
{
|
||||
SrcCopyAnd,
|
||||
RopAnd,
|
||||
Blend,
|
||||
SrcCopy,
|
||||
Rop,
|
||||
SrcCopyPremult,
|
||||
BlendPremult
|
||||
}
|
||||
|
||||
public int[] Registers { get; private set; }
|
||||
|
||||
private NvGpu Gpu;
|
||||
|
||||
private Dictionary<int, NvGpuMethod> Methods;
|
||||
|
||||
public NvGpuEngine2d(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(0xb5, 1, 1, TextureCopy);
|
||||
}
|
||||
|
||||
public void CallMethod(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
|
||||
{
|
||||
if (Methods.TryGetValue(PBEntry.Method, out NvGpuMethod Method))
|
||||
{
|
||||
Method(Vmm, PBEntry);
|
||||
}
|
||||
else
|
||||
{
|
||||
WriteRegister(PBEntry);
|
||||
}
|
||||
}
|
||||
|
||||
private void TextureCopy(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
|
||||
{
|
||||
CopyOperation Operation = (CopyOperation)ReadRegister(NvGpuEngine2dReg.CopyOperation);
|
||||
|
||||
bool SrcLinear = ReadRegister(NvGpuEngine2dReg.SrcLinear) != 0;
|
||||
int SrcWidth = ReadRegister(NvGpuEngine2dReg.SrcWidth);
|
||||
int SrcHeight = ReadRegister(NvGpuEngine2dReg.SrcHeight);
|
||||
|
||||
bool DstLinear = ReadRegister(NvGpuEngine2dReg.DstLinear) != 0;
|
||||
int DstWidth = ReadRegister(NvGpuEngine2dReg.DstWidth);
|
||||
int DstHeight = ReadRegister(NvGpuEngine2dReg.DstHeight);
|
||||
int DstPitch = ReadRegister(NvGpuEngine2dReg.DstPitch);
|
||||
int DstBlkDim = ReadRegister(NvGpuEngine2dReg.DstBlockDimensions);
|
||||
|
||||
TextureSwizzle DstSwizzle = DstLinear
|
||||
? TextureSwizzle.Pitch
|
||||
: TextureSwizzle.BlockLinear;
|
||||
|
||||
int DstBlockHeight = 1 << ((DstBlkDim >> 4) & 0xf);
|
||||
|
||||
long Key = Vmm.GetPhysicalAddress(MakeInt64From2xInt32(NvGpuEngine2dReg.SrcAddress));
|
||||
|
||||
long SrcAddress = MakeInt64From2xInt32(NvGpuEngine2dReg.SrcAddress);
|
||||
long DstAddress = MakeInt64From2xInt32(NvGpuEngine2dReg.DstAddress);
|
||||
|
||||
bool IsFbTexture = Gpu.Engine3d.IsFrameBufferPosition(Key);
|
||||
|
||||
if (IsFbTexture && DstLinear)
|
||||
{
|
||||
DstSwizzle = TextureSwizzle.BlockLinear;
|
||||
}
|
||||
|
||||
TextureInfo DstTexture = new TextureInfo(
|
||||
DstAddress,
|
||||
DstWidth,
|
||||
DstHeight,
|
||||
DstBlockHeight,
|
||||
DstBlockHeight,
|
||||
DstSwizzle,
|
||||
GalTextureFormat.A8B8G8R8);
|
||||
|
||||
if (IsFbTexture)
|
||||
{
|
||||
//TODO: Change this when the correct frame buffer resolution is used.
|
||||
//Currently, the frame buffer size is hardcoded to 1280x720.
|
||||
SrcWidth = 1280;
|
||||
SrcHeight = 720;
|
||||
|
||||
Gpu.Renderer.FrameBuffer.GetBufferData(Key, (byte[] Buffer) =>
|
||||
{
|
||||
CopyTexture(
|
||||
Vmm,
|
||||
DstTexture,
|
||||
Buffer,
|
||||
SrcWidth,
|
||||
SrcHeight);
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
long Size = SrcWidth * SrcHeight * 4;
|
||||
|
||||
byte[] Buffer = Vmm.ReadBytes(SrcAddress, Size);
|
||||
|
||||
CopyTexture(
|
||||
Vmm,
|
||||
DstTexture,
|
||||
Buffer,
|
||||
SrcWidth,
|
||||
SrcHeight);
|
||||
}
|
||||
}
|
||||
|
||||
private void CopyTexture(
|
||||
NvGpuVmm Vmm,
|
||||
TextureInfo Texture,
|
||||
byte[] Buffer,
|
||||
int Width,
|
||||
int Height)
|
||||
{
|
||||
TextureWriter.Write(Vmm, Texture, Buffer, Width, Height);
|
||||
}
|
||||
|
||||
private long MakeInt64From2xInt32(NvGpuEngine2dReg 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(NvGpuEngine2dReg Reg)
|
||||
{
|
||||
return Registers[(int)Reg];
|
||||
}
|
||||
|
||||
private void WriteRegister(NvGpuEngine2dReg Reg, int Value)
|
||||
{
|
||||
Registers[(int)Reg] = Value;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue