Implement HLE macro for DrawElementsIndirect (#3748)
* Implement HLE macro for DrawElementsIndirect * Shader cache version bump * Use GL_ARB_shader_draw_parameters extension on OpenGL * Fix DrawIndexedIndirectCount on Vulkan when extension is not supported * Implement DrawIndex * Alignment * Fix some validation errors * Rename BaseIds to DrawParameters * Fix incorrect index buffer and vertex buffer size in some cases * Add HLE macros for DrawArraysInstanced and DrawElementsInstanced * Perform a regular draw when indirect data is not modified * Use non-indirect draw methods if indirect buffer was not GPU modified * Only check if draw parameters match if the shader actually uses them * Expose Macro HLE setting on GUI * Reset FirstVertex and FirstInstance after draw * Update shader cache version again since some people already tested this * PR feedback Co-authored-by: riperiperi <rhy3756547@hotmail.com>
This commit is contained in:
parent
b8de72de8f
commit
f1d1670b0b
60 changed files with 2336 additions and 277 deletions
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@ -62,10 +62,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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}
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}
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if (_hleFunction == MacroHLEFunctionName.MultiDrawElementsIndirectCount)
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// We don't consume the parameter buffer value, so we don't need to flush it.
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// Doing so improves performance if the value was written by a GPU shader.
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if (_hleFunction == MacroHLEFunctionName.DrawElementsIndirect)
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{
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context.GPFifo.SetFlushSkips(1);
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}
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else if (_hleFunction == MacroHLEFunctionName.MultiDrawElementsIndirectCount)
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{
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// We don't consume the parameter buffer value, so we don't need to flush it.
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// Doing so improves performance if the value was written by a GPU shader.
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context.GPFifo.SetFlushSkips(2);
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}
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}
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@ -16,6 +16,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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private const int ColorStructSize = 0x40;
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private const int ZetaLayerCountOffset = 0x1230;
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private const int IndirectDataEntrySize = 0x10;
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private const int IndirectIndexedDataEntrySize = 0x14;
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private readonly GPFifoProcessor _processor;
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private readonly MacroHLEFunctionName _functionName;
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@ -27,9 +30,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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/// <summary>
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/// Creates a new instance of the HLE macro handler.
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/// </summary>
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/// <param name="context">GPU context the macro is being executed on</param>
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/// <param name="memoryManager">GPU memory manager</param>
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/// <param name="engine">3D engine where this macro is being called</param>
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/// <param name="processor">GPU GP FIFO command processor</param>
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/// <param name="functionName">Name of the HLE macro function to be called</param>
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public MacroHLE(GPFifoProcessor processor, MacroHLEFunctionName functionName)
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{
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@ -55,12 +56,24 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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case MacroHLEFunctionName.ClearDepthStencil:
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ClearDepthStencil(state, arg0);
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break;
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case MacroHLEFunctionName.DrawArraysInstanced:
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DrawArraysInstanced(state, arg0);
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break;
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case MacroHLEFunctionName.DrawElementsInstanced:
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DrawElementsInstanced(state, arg0);
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break;
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case MacroHLEFunctionName.DrawElementsIndirect:
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DrawElementsIndirect(state, arg0);
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break;
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case MacroHLEFunctionName.MultiDrawElementsIndirectCount:
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MultiDrawElementsIndirectCount(state, arg0);
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break;
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default:
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throw new NotImplementedException(_functionName.ToString());
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}
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// It should be empty at this point, but clear it just to be safe.
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Fifo.Clear();
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}
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/// <summary>
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@ -89,7 +102,118 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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}
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/// <summary>
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/// Performs a indirect multi-draw, with parameters from a GPU buffer.
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/// Performs a draw.
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/// </summary>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">First argument of the call</param>
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private void DrawArraysInstanced(IDeviceState state, int arg0)
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{
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var topology = (PrimitiveTopology)arg0;
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var count = FetchParam();
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var instanceCount = FetchParam();
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var firstVertex = FetchParam();
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var firstInstance = FetchParam();
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if (ShouldSkipDraw(state, instanceCount.Word))
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{
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return;
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}
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_processor.ThreedClass.Draw(
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topology,
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count.Word,
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instanceCount.Word,
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0,
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firstVertex.Word,
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firstInstance.Word,
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indexed: false);
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}
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/// <summary>
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/// Performs a indexed draw.
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/// </summary>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">First argument of the call</param>
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private void DrawElementsInstanced(IDeviceState state, int arg0)
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{
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var topology = (PrimitiveTopology)arg0;
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var count = FetchParam();
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var instanceCount = FetchParam();
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var firstIndex = FetchParam();
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var firstVertex = FetchParam();
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var firstInstance = FetchParam();
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if (ShouldSkipDraw(state, instanceCount.Word))
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{
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return;
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}
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_processor.ThreedClass.Draw(
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topology,
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count.Word,
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instanceCount.Word,
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firstIndex.Word,
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firstVertex.Word,
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firstInstance.Word,
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indexed: true);
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}
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/// <summary>
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/// Performs a indirect indexed draw, with parameters from a GPU buffer.
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/// </summary>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">First argument of the call</param>
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private void DrawElementsIndirect(IDeviceState state, int arg0)
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{
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var topology = (PrimitiveTopology)arg0;
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var count = FetchParam();
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var instanceCount = FetchParam();
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var firstIndex = FetchParam();
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var firstVertex = FetchParam();
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var firstInstance = FetchParam();
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ulong indirectBufferGpuVa = count.GpuVa;
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var bufferCache = _processor.MemoryManager.Physical.BufferCache;
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bool useBuffer = bufferCache.CheckModified(_processor.MemoryManager, indirectBufferGpuVa, IndirectIndexedDataEntrySize, out ulong indirectBufferAddress);
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if (useBuffer)
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{
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int indexCount = firstIndex.Word + count.Word;
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_processor.ThreedClass.DrawIndirect(
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topology,
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indirectBufferAddress,
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0,
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1,
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IndirectIndexedDataEntrySize,
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indexCount,
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Threed.IndirectDrawType.DrawIndexedIndirect);
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}
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else
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{
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if (ShouldSkipDraw(state, instanceCount.Word))
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{
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return;
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}
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_processor.ThreedClass.Draw(
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topology,
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count.Word,
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instanceCount.Word,
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firstIndex.Word,
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firstVertex.Word,
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firstInstance.Word,
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indexed: true);
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}
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}
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/// <summary>
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/// Performs a indirect indexed multi-draw, with parameters from a GPU buffer.
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/// </summary>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">First argument of the call</param>
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@ -132,8 +256,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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return;
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}
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int indirectBufferSize = maxDrawCount * stride;
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ulong indirectBufferGpuVa = 0;
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int indexCount = 0;
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@ -142,8 +264,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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var count = FetchParam();
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var instanceCount = FetchParam();
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var firstIndex = FetchParam();
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var baseVertex = FetchParam();
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var baseInstance = FetchParam();
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var firstVertex = FetchParam();
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var firstInstance = FetchParam();
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if (i == 0)
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{
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@ -161,15 +283,32 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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}
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}
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// It should be empty at this point, but clear it just to be safe.
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Fifo.Clear();
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var bufferCache = _processor.MemoryManager.Physical.BufferCache;
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var parameterBuffer = bufferCache.GetGpuBufferRange(_processor.MemoryManager, parameterBufferGpuVa, 4);
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var indirectBuffer = bufferCache.GetGpuBufferRange(_processor.MemoryManager, indirectBufferGpuVa, (ulong)indirectBufferSize);
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ulong indirectBufferSize = (ulong)maxDrawCount * (ulong)stride;
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_processor.ThreedClass.MultiDrawIndirectCount(indexCount, topology, indirectBuffer, parameterBuffer, maxDrawCount, stride);
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ulong indirectBufferAddress = bufferCache.TranslateAndCreateBuffer(_processor.MemoryManager, indirectBufferGpuVa, indirectBufferSize);
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ulong parameterBufferAddress = bufferCache.TranslateAndCreateBuffer(_processor.MemoryManager, parameterBufferGpuVa, 4);
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_processor.ThreedClass.DrawIndirect(
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topology,
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indirectBufferAddress,
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parameterBufferAddress,
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maxDrawCount,
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stride,
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indexCount,
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Threed.IndirectDrawType.DrawIndexedIndirectCount);
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}
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/// <summary>
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/// Checks if the draw should be skipped, because the masked instance count is zero.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="instanceCount">Draw instance count</param>
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/// <returns>True if the draw should be skipped, false otherwise</returns>
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private static bool ShouldSkipDraw(IDeviceState state, int instanceCount)
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{
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return (Read(state, 0xd1b) & instanceCount) == 0;
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}
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/// <summary>
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@ -189,14 +328,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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}
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/// <summary>
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/// Performs a GPU method call.
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/// Reads data from a GPU register.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="methAddr">Address, in words, of the method</param>
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/// <param name="value">Call argument</param>
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private static void Send(IDeviceState state, int methAddr, int value)
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/// <param name="reg">Register offset to read</param>
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/// <returns>GPU register value</returns>
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private static int Read(IDeviceState state, int reg)
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{
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state.Write(methAddr * 4, value);
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return state.Read(reg * 4);
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}
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}
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}
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None,
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ClearColor,
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ClearDepthStencil,
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DrawArraysInstanced,
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DrawElementsInstanced,
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DrawElementsIndirect,
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MultiDrawElementsIndirectCount
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}
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}
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@ -44,17 +44,29 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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}
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}
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private static readonly TableEntry[] Table = new TableEntry[]
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private static readonly TableEntry[] _table = new TableEntry[]
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{
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new TableEntry(MacroHLEFunctionName.ClearColor, new Hash128(0xA9FB28D1DC43645A, 0xB177E5D2EAE67FB0), 0x28),
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new TableEntry(MacroHLEFunctionName.ClearDepthStencil, new Hash128(0x1B96CB77D4879F4F, 0x8557032FE0C965FB), 0x24),
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new TableEntry(MacroHLEFunctionName.DrawArraysInstanced, new Hash128(0x197FB416269DBC26, 0x34288C01DDA82202), 0x48),
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new TableEntry(MacroHLEFunctionName.DrawElementsInstanced, new Hash128(0x1A501FD3D54EC8E0, 0x6CF570CF79DA74D6), 0x5c),
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new TableEntry(MacroHLEFunctionName.DrawElementsIndirect, new Hash128(0x86A3E8E903AF8F45, 0xD35BBA07C23860A4), 0x7c),
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new TableEntry(MacroHLEFunctionName.MultiDrawElementsIndirectCount, new Hash128(0x890AF57ED3FB1C37, 0x35D0C95C61F5386F), 0x19C)
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};
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/// <summary>
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/// Checks if the host supports all features required by the HLE macro.
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/// </summary>
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/// <param name="caps">Host capabilities</param>
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/// <param name="name">Name of the HLE macro to be checked</param>
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/// <returns>True if the host supports the HLE macro, false otherwise</returns>
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private static bool IsMacroHLESupported(Capabilities caps, MacroHLEFunctionName name)
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{
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if (name == MacroHLEFunctionName.ClearColor ||
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name == MacroHLEFunctionName.ClearDepthStencil)
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name == MacroHLEFunctionName.ClearDepthStencil ||
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name == MacroHLEFunctionName.DrawArraysInstanced ||
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name == MacroHLEFunctionName.DrawElementsInstanced ||
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name == MacroHLEFunctionName.DrawElementsIndirect)
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{
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return true;
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}
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@ -77,15 +89,20 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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{
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var mc = MemoryMarshal.Cast<int, byte>(code);
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for (int i = 0; i < Table.Length; i++)
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for (int i = 0; i < _table.Length; i++)
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{
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ref var entry = ref Table[i];
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ref var entry = ref _table[i];
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var hash = XXHash128.ComputeHash(mc.Slice(0, entry.Length));
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if (hash == entry.Hash)
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{
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name = entry.Name;
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return IsMacroHLESupported(caps, name);
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if (IsMacroHLESupported(caps, entry.Name))
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{
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name = entry.Name;
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return true;
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}
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break;
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}
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}
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@ -63,7 +63,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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else
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{
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evt.Flush();
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return (memoryManager.Read<ulong>(gpuVa) != 0) ? ConditionalRenderEnabled.True : ConditionalRenderEnabled.False;
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return (memoryManager.Read<ulong>(gpuVa, true) != 0) ? ConditionalRenderEnabled.True : ConditionalRenderEnabled.False;
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}
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}
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@ -108,8 +108,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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evt?.Flush();
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evt2?.Flush();
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ulong x = memoryManager.Read<ulong>(gpuVa);
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ulong y = memoryManager.Read<ulong>(gpuVa + 16);
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ulong x = memoryManager.Read<ulong>(gpuVa, true);
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ulong y = memoryManager.Read<ulong>(gpuVa + 16, true);
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return (isEqual ? x == y : x != y) ? ConditionalRenderEnabled.True : ConditionalRenderEnabled.False;
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}
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@ -1,5 +1,6 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Memory;
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using System;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed
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@ -9,6 +10,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// </summary>
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class DrawManager
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{
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// Since we don't know the index buffer size for indirect draws,
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// we must assume a minimum and maximum size and use that for buffer data update purposes.
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private const int MinIndirectIndexCount = 0x10000;
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private const int MaxIndirectIndexCount = 0x4000000;
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private readonly GpuContext _context;
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private readonly GpuChannel _channel;
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private readonly DeviceStateWithShadow<ThreedClassState> _state;
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@ -28,6 +34,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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private int _instanceIndex;
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private const int VertexBufferFirstMethodOffset = 0x35d;
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private const int IndexBufferCountMethodOffset = 0x5f8;
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/// <summary>
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@ -237,6 +244,15 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_instanceIndex = 0;
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}
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UpdateTopology(topology);
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}
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/// <summary>
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/// Updates the current primitive topology if needed.
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/// </summary>
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/// <param name="topology">New primitive topology</param>
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private void UpdateTopology(PrimitiveTopology topology)
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{
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if (_drawState.Topology != topology || !_topologySet)
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{
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_context.Renderer.Pipeline.SetPrimitiveTopology(topology);
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@ -383,28 +399,27 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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}
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/// <summary>
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/// Performs a indirect multi-draw, with parameters from a GPU buffer.
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/// Performs a indexed or non-indexed draw.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="topology">Primitive topology</param>
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/// <param name="indirectBuffer">GPU buffer with the draw parameters, such as count, first index, etc</param>
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/// <param name="parameterBuffer">GPU buffer with the draw count</param>
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/// <param name="maxDrawCount">Maximum number of draws that can be made</param>
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/// <param name="stride">Distance in bytes between each element on the <paramref name="indirectBuffer"/> array</param>
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public void MultiDrawIndirectCount(
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/// <param name="count">Index count for indexed draws, vertex count for non-indexed draws</param>
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/// <param name="instanceCount">Instance count</param>
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/// <param name="firstIndex">First index on the index buffer for indexed draws, ignored for non-indexed draws</param>
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/// <param name="firstVertex">First vertex on the vertex buffer</param>
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/// <param name="firstInstance">First instance</param>
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/// <param name="indexed">True if the draw is indexed, false otherwise</param>
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public void Draw(
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ThreedClass engine,
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int indexCount,
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PrimitiveTopology topology,
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BufferRange indirectBuffer,
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BufferRange parameterBuffer,
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int maxDrawCount,
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int stride)
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int count,
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int instanceCount,
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int firstIndex,
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int firstVertex,
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int firstInstance,
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bool indexed)
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{
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engine.Write(IndexBufferCountMethodOffset * 4, indexCount);
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_context.Renderer.Pipeline.SetPrimitiveTopology(topology);
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_drawState.Topology = topology;
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_topologySet = true;
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UpdateTopology(topology);
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ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
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_context,
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@ -418,21 +433,133 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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return;
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}
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_drawState.FirstIndex = _state.State.IndexBufferState.First;
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_drawState.IndexCount = indexCount;
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|
||||
engine.UpdateState();
|
||||
|
||||
if (_drawState.DrawIndexed)
|
||||
if (indexed)
|
||||
{
|
||||
_context.Renderer.Pipeline.MultiDrawIndexedIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
|
||||
_drawState.FirstIndex = firstIndex;
|
||||
_drawState.IndexCount = count;
|
||||
_state.State.FirstVertex = (uint)firstVertex;
|
||||
engine.ForceStateDirty(IndexBufferCountMethodOffset * 4);
|
||||
}
|
||||
else
|
||||
{
|
||||
_context.Renderer.Pipeline.MultiDrawIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
|
||||
_state.State.VertexBufferDrawState.First = firstVertex;
|
||||
_state.State.VertexBufferDrawState.Count = count;
|
||||
engine.ForceStateDirty(VertexBufferFirstMethodOffset * 4);
|
||||
}
|
||||
|
||||
_state.State.FirstInstance = (uint)firstInstance;
|
||||
|
||||
_drawState.DrawIndexed = indexed;
|
||||
_drawState.HasConstantBufferDrawParameters = true;
|
||||
|
||||
engine.UpdateState();
|
||||
|
||||
if (indexed)
|
||||
{
|
||||
_context.Renderer.Pipeline.DrawIndexed(count, instanceCount, firstIndex, firstVertex, firstInstance);
|
||||
_state.State.FirstVertex = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
_context.Renderer.Pipeline.Draw(count, instanceCount, firstVertex, firstInstance);
|
||||
}
|
||||
|
||||
_state.State.FirstInstance = 0;
|
||||
|
||||
_drawState.DrawIndexed = false;
|
||||
_drawState.HasConstantBufferDrawParameters = false;
|
||||
|
||||
if (renderEnable == ConditionalRenderEnabled.Host)
|
||||
{
|
||||
_context.Renderer.Pipeline.EndHostConditionalRendering();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs a indirect draw, with parameters from a GPU buffer.
|
||||
/// </summary>
|
||||
/// <param name="engine">3D engine where this method is being called</param>
|
||||
/// <param name="topology">Primitive topology</param>
|
||||
/// <param name="indirectBufferAddress">Address of the buffer with the draw parameters, such as count, first index, etc</param>
|
||||
/// <param name="parameterBufferAddress">Address of the buffer with the draw count</param>
|
||||
/// <param name="maxDrawCount">Maximum number of draws that can be made</param>
|
||||
/// <param name="stride">Distance in bytes between each entry on the data pointed to by <paramref name="indirectBufferAddress"/></param>
|
||||
/// <param name="indexCount">Maximum number of indices that the draw can consume</param>
|
||||
/// <param name="drawType">Type of the indirect draw, which can be indexed or non-indexed, with or without a draw count</param>
|
||||
public void DrawIndirect(
|
||||
ThreedClass engine,
|
||||
PrimitiveTopology topology,
|
||||
ulong indirectBufferAddress,
|
||||
ulong parameterBufferAddress,
|
||||
int maxDrawCount,
|
||||
int stride,
|
||||
int indexCount,
|
||||
IndirectDrawType drawType)
|
||||
{
|
||||
UpdateTopology(topology);
|
||||
|
||||
ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
|
||||
_context,
|
||||
_channel.MemoryManager,
|
||||
_state.State.RenderEnableAddress,
|
||||
_state.State.RenderEnableCondition);
|
||||
|
||||
if (renderEnable == ConditionalRenderEnabled.False)
|
||||
{
|
||||
_drawState.DrawIndexed = false;
|
||||
return;
|
||||
}
|
||||
|
||||
PhysicalMemory memory = _channel.MemoryManager.Physical;
|
||||
|
||||
bool hasCount = (drawType & IndirectDrawType.Count) != 0;
|
||||
bool indexed = (drawType & IndirectDrawType.Indexed) != 0;
|
||||
|
||||
if (indexed)
|
||||
{
|
||||
indexCount = Math.Clamp(indexCount, MinIndirectIndexCount, MaxIndirectIndexCount);
|
||||
_drawState.FirstIndex = 0;
|
||||
_drawState.IndexCount = indexCount;
|
||||
engine.ForceStateDirty(IndexBufferCountMethodOffset * 4);
|
||||
}
|
||||
|
||||
_drawState.DrawIndexed = indexed;
|
||||
_drawState.DrawIndirect = true;
|
||||
_drawState.HasConstantBufferDrawParameters = true;
|
||||
|
||||
engine.UpdateState();
|
||||
|
||||
if (hasCount)
|
||||
{
|
||||
var indirectBuffer = memory.BufferCache.GetBufferRange(indirectBufferAddress, (ulong)maxDrawCount * (ulong)stride);
|
||||
var parameterBuffer = memory.BufferCache.GetBufferRange(parameterBufferAddress, 4);
|
||||
|
||||
if (indexed)
|
||||
{
|
||||
_context.Renderer.Pipeline.DrawIndexedIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
|
||||
}
|
||||
else
|
||||
{
|
||||
_context.Renderer.Pipeline.DrawIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var indirectBuffer = memory.BufferCache.GetBufferRange(indirectBufferAddress, (ulong)stride);
|
||||
|
||||
if (indexed)
|
||||
{
|
||||
_context.Renderer.Pipeline.DrawIndexedIndirect(indirectBuffer);
|
||||
}
|
||||
else
|
||||
{
|
||||
_context.Renderer.Pipeline.DrawIndirect(indirectBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
_drawState.DrawIndexed = false;
|
||||
_drawState.DrawIndirect = false;
|
||||
_drawState.HasConstantBufferDrawParameters = false;
|
||||
|
||||
if (renderEnable == ConditionalRenderEnabled.Host)
|
||||
{
|
||||
|
|
|
@ -22,6 +22,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
/// </summary>
|
||||
public bool DrawIndexed;
|
||||
|
||||
/// <summary>
|
||||
/// Indicates if the next draw will be a indirect draw.
|
||||
/// </summary>
|
||||
public bool DrawIndirect;
|
||||
|
||||
/// <summary>
|
||||
/// Indicates if any of the currently used vertex shaders reads the instance ID.
|
||||
/// </summary>
|
||||
|
@ -32,6 +37,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
/// </summary>
|
||||
public bool IsAnyVbInstanced;
|
||||
|
||||
/// <summary>
|
||||
/// Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0.
|
||||
/// </summary>
|
||||
public bool HasConstantBufferDrawParameters;
|
||||
|
||||
/// <summary>
|
||||
/// Primitive topology for the next draw.
|
||||
/// </summary>
|
||||
|
|
38
Ryujinx.Graphics.Gpu/Engine/Threed/IndirectDrawType.cs
Normal file
38
Ryujinx.Graphics.Gpu/Engine/Threed/IndirectDrawType.cs
Normal file
|
@ -0,0 +1,38 @@
|
|||
namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
||||
{
|
||||
/// <summary>
|
||||
/// Indirect draw type, which can be indexed or non-indexed, with or without a draw count.
|
||||
/// </summary>
|
||||
enum IndirectDrawType
|
||||
{
|
||||
/// <summary>
|
||||
/// Non-indexed draw without draw count.
|
||||
/// </summary>
|
||||
DrawIndirect = 0,
|
||||
|
||||
/// <summary>
|
||||
/// Indexed draw without draw count.
|
||||
/// </summary>
|
||||
DrawIndexedIndirect = Indexed,
|
||||
|
||||
/// <summary>
|
||||
/// Non-indexed draw with draw count.
|
||||
/// </summary>
|
||||
DrawIndirectCount = Count,
|
||||
|
||||
/// <summary>
|
||||
/// Indexed draw with draw count.
|
||||
/// </summary>
|
||||
DrawIndexedIndirectCount = Indexed | Count,
|
||||
|
||||
/// <summary>
|
||||
/// Indexed flag.
|
||||
/// </summary>
|
||||
Indexed = 1 << 0,
|
||||
|
||||
/// <summary>
|
||||
/// Draw count flag.
|
||||
/// </summary>
|
||||
Count = 1 << 1
|
||||
}
|
||||
}
|
|
@ -34,10 +34,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
|
||||
private ProgramPipelineState _pipeline;
|
||||
|
||||
private bool _vsUsesDrawParameters;
|
||||
private bool _vtgWritesRtLayer;
|
||||
private byte _vsClipDistancesWritten;
|
||||
|
||||
private bool _prevDrawIndexed;
|
||||
private bool _prevDrawIndirect;
|
||||
private IndexType _prevIndexType;
|
||||
private uint _prevFirstVertex;
|
||||
private bool _prevTfEnable;
|
||||
|
@ -210,7 +212,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
// of the shader for the new state.
|
||||
if (_shaderSpecState != null)
|
||||
{
|
||||
if (!_shaderSpecState.MatchesGraphics(_channel, GetPoolState(), GetGraphicsState(), false))
|
||||
if (!_shaderSpecState.MatchesGraphics(_channel, GetPoolState(), GetGraphicsState(), _vsUsesDrawParameters, false))
|
||||
{
|
||||
ForceShaderUpdate();
|
||||
}
|
||||
|
@ -237,6 +239,15 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
_prevDrawIndexed = _drawState.DrawIndexed;
|
||||
}
|
||||
|
||||
// Some draw parameters are used to restrict the vertex buffer size,
|
||||
// but they can't be used on indirect draws because their values are unknown in this case.
|
||||
// When switching between indirect and non-indirect draw, we need to
|
||||
// make sure the vertex buffer sizes are still correct.
|
||||
if (_drawState.DrawIndirect != _prevDrawIndirect)
|
||||
{
|
||||
_updateTracker.ForceDirty(VertexBufferStateIndex);
|
||||
}
|
||||
|
||||
// In some cases, the index type is also used to guess the
|
||||
// vertex buffer size, so we must update it if the type changed too.
|
||||
if (_drawState.DrawIndexed &&
|
||||
|
@ -938,6 +949,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
|
||||
_drawState.IsAnyVbInstanced = false;
|
||||
|
||||
bool drawIndexed = _drawState.DrawIndexed;
|
||||
bool drawIndirect = _drawState.DrawIndirect;
|
||||
|
||||
for (int index = 0; index < Constants.TotalVertexBuffers; index++)
|
||||
{
|
||||
var vertexBuffer = _state.State.VertexBufferState[index];
|
||||
|
@ -965,14 +979,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
ulong vbSize = endAddress.Pack() - address + 1;
|
||||
ulong size;
|
||||
|
||||
if (_drawState.IbStreamer.HasInlineIndexData || _drawState.DrawIndexed || stride == 0 || instanced)
|
||||
if (_drawState.IbStreamer.HasInlineIndexData || drawIndexed || stride == 0 || instanced)
|
||||
{
|
||||
// This size may be (much) larger than the real vertex buffer size.
|
||||
// Avoid calculating it this way, unless we don't have any other option.
|
||||
|
||||
size = vbSize;
|
||||
|
||||
if (stride > 0 && indexTypeSmall && _drawState.DrawIndexed && !instanced)
|
||||
if (stride > 0 && indexTypeSmall && drawIndexed && !drawIndirect && !instanced)
|
||||
{
|
||||
// If the index type is a small integer type, then we might be still able
|
||||
// to reduce the vertex buffer size based on the maximum possible index value.
|
||||
|
@ -1207,6 +1221,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
byte oldVsClipDistancesWritten = _vsClipDistancesWritten;
|
||||
|
||||
_drawState.VsUsesInstanceId = gs.Shaders[1]?.Info.UsesInstanceId ?? false;
|
||||
_vsUsesDrawParameters = gs.Shaders[1]?.Info.UsesDrawParameters ?? false;
|
||||
_vsClipDistancesWritten = gs.Shaders[1]?.Info.ClipDistancesWritten ?? 0;
|
||||
|
||||
if (oldVsClipDistancesWritten != _vsClipDistancesWritten)
|
||||
|
@ -1222,6 +1237,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
_context.Renderer.Pipeline.SetProgram(gs.HostProgram);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates bindings consumed by the shader stage on the texture and buffer managers.
|
||||
/// </summary>
|
||||
/// <param name="stage">Shader stage to have the bindings updated</param>
|
||||
/// <param name="info">Shader stage bindings info</param>
|
||||
private void UpdateStageBindings(int stage, ShaderProgramInfo info)
|
||||
{
|
||||
_currentProgramInfo[stage] = info;
|
||||
|
@ -1340,7 +1360,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
_state.State.AlphaTestEnable,
|
||||
_state.State.AlphaTestFunc,
|
||||
_state.State.AlphaTestRef,
|
||||
ref attributeTypes);
|
||||
ref attributeTypes,
|
||||
_drawState.HasConstantBufferDrawParameters);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -497,6 +497,50 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
return 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs a indexed or non-indexed draw.
|
||||
/// </summary>
|
||||
/// <param name="topology">Primitive topology</param>
|
||||
/// <param name="count">Index count for indexed draws, vertex count for non-indexed draws</param>
|
||||
/// <param name="instanceCount">Instance count</param>
|
||||
/// <param name="firstIndex">First index on the index buffer for indexed draws, ignored for non-indexed draws</param>
|
||||
/// <param name="firstVertex">First vertex on the vertex buffer</param>
|
||||
/// <param name="firstInstance">First instance</param>
|
||||
/// <param name="indexed">True if the draw is indexed, false otherwise</param>
|
||||
public void Draw(
|
||||
PrimitiveTopology topology,
|
||||
int count,
|
||||
int instanceCount,
|
||||
int firstIndex,
|
||||
int firstVertex,
|
||||
int firstInstance,
|
||||
bool indexed)
|
||||
{
|
||||
_drawManager.Draw(this, topology, count, instanceCount, firstIndex, firstVertex, firstInstance, indexed);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs a indirect draw, with parameters from a GPU buffer.
|
||||
/// </summary>
|
||||
/// <param name="topology">Primitive topology</param>
|
||||
/// <param name="indirectBufferAddress">Address of the buffer with the draw parameters, such as count, first index, etc</param>
|
||||
/// <param name="parameterBufferAddress">Address of the buffer with the draw count</param>
|
||||
/// <param name="maxDrawCount">Maximum number of draws that can be made</param>
|
||||
/// <param name="stride">Distance in bytes between each entry on the data pointed to by <paramref name="indirectBufferAddress"/></param>
|
||||
/// <param name="indexCount">Maximum number of indices that the draw can consume</param>
|
||||
/// <param name="drawType">Type of the indirect draw, which can be indexed or non-indexed, with or without a draw count</param>
|
||||
public void DrawIndirect(
|
||||
PrimitiveTopology topology,
|
||||
ulong indirectBufferAddress,
|
||||
ulong parameterBufferAddress,
|
||||
int maxDrawCount,
|
||||
int stride,
|
||||
int indexCount,
|
||||
IndirectDrawType drawType)
|
||||
{
|
||||
_drawManager.DrawIndirect(this, topology, indirectBufferAddress, parameterBufferAddress, maxDrawCount, stride, indexCount, drawType);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears the current color and depth-stencil buffers.
|
||||
/// Which buffers should be cleared can also specified with the arguments.
|
||||
|
@ -507,25 +551,5 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
{
|
||||
_drawManager.Clear(this, argument, layerCount);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs a indirect multi-draw, with parameters from a GPU buffer.
|
||||
/// </summary>
|
||||
/// <param name="indexCount">Index Buffer Count</param>
|
||||
/// <param name="topology">Primitive topology</param>
|
||||
/// <param name="indirectBuffer">GPU buffer with the draw parameters, such as count, first index, etc</param>
|
||||
/// <param name="parameterBuffer">GPU buffer with the draw count</param>
|
||||
/// <param name="maxDrawCount">Maximum number of draws that can be made</param>
|
||||
/// <param name="stride">Distance in bytes between each element on the <paramref name="indirectBuffer"/> array</param>
|
||||
public void MultiDrawIndirectCount(
|
||||
int indexCount,
|
||||
PrimitiveTopology topology,
|
||||
BufferRange indirectBuffer,
|
||||
BufferRange parameterBuffer,
|
||||
int maxDrawCount,
|
||||
int stride)
|
||||
{
|
||||
_drawManager.MultiDrawIndirectCount(this, indexCount, topology, indirectBuffer, parameterBuffer, maxDrawCount, stride);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue