Merge pull request #2870 from FernandoS27/multi-draw
Implement a MME Draw commands Inliner and correct host instance drawing
This commit is contained in:
commit
9d69206cd0
9 changed files with 273 additions and 91 deletions
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@ -92,6 +92,10 @@ void Maxwell3D::InitializeRegisterDefaults() {
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// Some games (like Super Mario Odyssey) assume that SRGB is enabled.
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regs.framebuffer_srgb = 1;
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mme_inline[MAXWELL3D_REG_INDEX(draw.vertex_end_gl)] = true;
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mme_inline[MAXWELL3D_REG_INDEX(draw.vertex_begin_gl)] = true;
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mme_inline[MAXWELL3D_REG_INDEX(vertex_buffer.count)] = true;
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mme_inline[MAXWELL3D_REG_INDEX(index_array.count)] = true;
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}
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#define DIRTY_REGS_POS(field_name) (offsetof(Maxwell3D::DirtyRegs, field_name))
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@ -256,6 +260,9 @@ void Maxwell3D::CallMacroMethod(u32 method, std::size_t num_parameters, const u3
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// Execute the current macro.
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macro_interpreter.Execute(macro_positions[entry], num_parameters, parameters);
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if (mme_draw.current_mode != MMEDrawMode::Undefined) {
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FlushMMEInlineDraw();
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}
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}
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void Maxwell3D::CallMethod(const GPU::MethodCall& method_call) {
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@ -416,6 +423,97 @@ void Maxwell3D::CallMethod(const GPU::MethodCall& method_call) {
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}
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}
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void Maxwell3D::StepInstance(const MMEDrawMode expected_mode, const u32 count) {
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if (mme_draw.current_mode == MMEDrawMode::Undefined) {
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if (mme_draw.gl_begin_consume) {
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mme_draw.current_mode = expected_mode;
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mme_draw.current_count = count;
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mme_draw.instance_count = 1;
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mme_draw.gl_begin_consume = false;
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mme_draw.gl_end_count = 0;
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}
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return;
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} else {
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if (mme_draw.current_mode == expected_mode && count == mme_draw.current_count &&
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mme_draw.instance_mode && mme_draw.gl_begin_consume) {
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mme_draw.instance_count++;
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mme_draw.gl_begin_consume = false;
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return;
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} else {
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FlushMMEInlineDraw();
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}
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}
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// Tail call in case it needs to retry.
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StepInstance(expected_mode, count);
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}
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void Maxwell3D::CallMethodFromMME(const GPU::MethodCall& method_call) {
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const u32 method = method_call.method;
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if (mme_inline[method]) {
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regs.reg_array[method] = method_call.argument;
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if (method == MAXWELL3D_REG_INDEX(vertex_buffer.count) ||
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method == MAXWELL3D_REG_INDEX(index_array.count)) {
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const MMEDrawMode expected_mode = method == MAXWELL3D_REG_INDEX(vertex_buffer.count)
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? MMEDrawMode::Array
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: MMEDrawMode::Indexed;
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StepInstance(expected_mode, method_call.argument);
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} else if (method == MAXWELL3D_REG_INDEX(draw.vertex_begin_gl)) {
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mme_draw.instance_mode =
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(regs.draw.instance_next != 0) || (regs.draw.instance_cont != 0);
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mme_draw.gl_begin_consume = true;
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} else {
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mme_draw.gl_end_count++;
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}
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} else {
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if (mme_draw.current_mode != MMEDrawMode::Undefined) {
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FlushMMEInlineDraw();
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}
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CallMethod(method_call);
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}
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}
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void Maxwell3D::FlushMMEInlineDraw() {
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LOG_DEBUG(HW_GPU, "called, topology={}, count={}", static_cast<u32>(regs.draw.topology.Value()),
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regs.vertex_buffer.count);
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ASSERT_MSG(!(regs.index_array.count && regs.vertex_buffer.count), "Both indexed and direct?");
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ASSERT(mme_draw.instance_count == mme_draw.gl_end_count);
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auto debug_context = system.GetGPUDebugContext();
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if (debug_context) {
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debug_context->OnEvent(Tegra::DebugContext::Event::IncomingPrimitiveBatch, nullptr);
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}
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// Both instance configuration registers can not be set at the same time.
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ASSERT_MSG(!regs.draw.instance_next || !regs.draw.instance_cont,
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"Illegal combination of instancing parameters");
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const bool is_indexed = mme_draw.current_mode == MMEDrawMode::Indexed;
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if (ShouldExecute()) {
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rasterizer.DrawMultiBatch(is_indexed);
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}
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if (debug_context) {
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debug_context->OnEvent(Tegra::DebugContext::Event::FinishedPrimitiveBatch, nullptr);
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}
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// TODO(bunnei): Below, we reset vertex count so that we can use these registers to determine if
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// the game is trying to draw indexed or direct mode. This needs to be verified on HW still -
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// it's possible that it is incorrect and that there is some other register used to specify the
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// drawing mode.
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if (is_indexed) {
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regs.index_array.count = 0;
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} else {
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regs.vertex_buffer.count = 0;
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}
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mme_draw.current_mode = MMEDrawMode::Undefined;
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mme_draw.current_count = 0;
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mme_draw.instance_count = 0;
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mme_draw.instance_mode = false;
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mme_draw.gl_begin_consume = false;
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mme_draw.gl_end_count = 0;
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}
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void Maxwell3D::ProcessMacroUpload(u32 data) {
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ASSERT_MSG(regs.macros.upload_address < macro_memory.size(),
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"upload_address exceeded macro_memory size!");
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@ -564,7 +662,9 @@ void Maxwell3D::DrawArrays() {
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}
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const bool is_indexed{regs.index_array.count && !regs.vertex_buffer.count};
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rasterizer.AccelerateDrawBatch(is_indexed);
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if (ShouldExecute()) {
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rasterizer.DrawBatch(is_indexed);
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}
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if (debug_context) {
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debug_context->OnEvent(Tegra::DebugContext::Event::FinishedPrimitiveBatch, nullptr);
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@ -811,8 +811,9 @@ public:
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INSERT_PADDING_WORDS(0x21);
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u32 vb_element_base;
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u32 vb_base_instance;
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INSERT_PADDING_WORDS(0x36);
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INSERT_PADDING_WORDS(0x35);
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union {
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BitField<0, 1, u32> c0;
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@ -1238,6 +1239,11 @@ public:
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/// Write the value to the register identified by method.
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void CallMethod(const GPU::MethodCall& method_call);
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/// Write the value to the register identified by method.
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void CallMethodFromMME(const GPU::MethodCall& method_call);
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void FlushMMEInlineDraw();
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/// Given a Texture Handle, returns the TSC and TIC entries.
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Texture::FullTextureInfo GetTextureInfo(const Texture::TextureHandle tex_handle,
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std::size_t offset) const;
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@ -1263,6 +1269,21 @@ public:
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return execute_on;
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}
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enum class MMEDrawMode : u32 {
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Undefined,
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Array,
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Indexed,
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};
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struct MMEDrawState {
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MMEDrawMode current_mode{MMEDrawMode::Undefined};
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u32 current_count{};
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u32 instance_count{};
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bool instance_mode{};
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bool gl_begin_consume{};
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u32 gl_end_count{};
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} mme_draw;
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private:
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void InitializeRegisterDefaults();
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@ -1275,6 +1296,8 @@ private:
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/// Start offsets of each macro in macro_memory
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std::array<u32, 0x80> macro_positions = {};
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std::array<bool, Regs::NUM_REGS> mme_inline{};
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/// Memory for macro code
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MacroMemory macro_memory;
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@ -1346,6 +1369,9 @@ private:
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/// Handles a write to the VERTEX_END_GL register, triggering a draw.
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void DrawArrays();
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// Handles a instance drawcall from MME
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void StepInstance(MMEDrawMode expected_mode, u32 count);
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};
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#define ASSERT_REG_POSITION(field_name, position) \
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@ -1402,6 +1428,7 @@ ASSERT_REG_POSITION(stencil_front_mask, 0x4E7);
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ASSERT_REG_POSITION(frag_color_clamp, 0x4EA);
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ASSERT_REG_POSITION(screen_y_control, 0x4EB);
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ASSERT_REG_POSITION(vb_element_base, 0x50D);
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ASSERT_REG_POSITION(vb_base_instance, 0x50E);
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ASSERT_REG_POSITION(clip_distance_enabled, 0x544);
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ASSERT_REG_POSITION(point_size, 0x546);
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ASSERT_REG_POSITION(zeta_enable, 0x54E);
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