Texture/Vertex/Index data cache (#132)
* Initial implementation of the texture cache * Cache vertex and index data aswell, some cleanup * Improve handling of the cache by storing cached ranges on a list for each page * Delete old data from the caches automatically, ensure that the cache is cleaned when the mapping/size changes, and some general cleanup
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6fe51f9705
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28 changed files with 837 additions and 819 deletions
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@ -4,7 +4,7 @@ using System.Collections.Generic;
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namespace Ryujinx.Core.Gpu
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{
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public class NvGpuEngine3d : INvGpuEngine
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class NvGpuEngine3d : INvGpuEngine
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{
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public int[] Registers { get; private set; }
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@ -261,6 +261,8 @@ namespace Ryujinx.Core.Gpu
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long TextureAddress = Vmm.ReadInt64(TicPosition + 4) & 0xffffffffffff;
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long Tag = TextureAddress;
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TextureAddress = Vmm.GetPhysicalAddress(TextureAddress);
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if (IsFrameBufferPosition(TextureAddress))
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@ -273,10 +275,25 @@ namespace Ryujinx.Core.Gpu
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}
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else
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{
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GalTexture Texture = TextureFactory.MakeTexture(Gpu, Vmm, TicPosition);
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GalTexture NewTexture = TextureFactory.MakeTexture(Vmm, TicPosition);
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Gpu.Renderer.SetTextureAndSampler(TexIndex, Texture, Sampler);
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Gpu.Renderer.BindTexture(TexIndex);
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long Size = (uint)TextureHelper.GetTextureSize(NewTexture);
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if (Gpu.Renderer.TryGetCachedTexture(Tag, Size, out GalTexture Texture))
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{
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if (NewTexture.Equals(Texture) && !Vmm.IsRegionModified(Tag, Size, NvGpuBufferType.Texture))
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{
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Gpu.Renderer.BindTexture(Tag, TexIndex);
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return;
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}
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}
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byte[] Data = TextureFactory.GetTextureData(Vmm, TicPosition);
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Gpu.Renderer.SetTextureAndSampler(Tag, Data, NewTexture, Sampler);
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Gpu.Renderer.BindTexture(Tag, TexIndex);
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}
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}
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@ -330,11 +347,18 @@ namespace Ryujinx.Core.Gpu
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if (IndexSize != 0)
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{
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int BufferSize = IndexCount * IndexSize;
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int IbSize = IndexCount * IndexSize;
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byte[] Data = Vmm.ReadBytes(IndexPosition, BufferSize);
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bool IboCached = Gpu.Renderer.IsIboCached(IndexPosition, (uint)IbSize);
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Gpu.Renderer.SetIndexArray(Data, IndexFormat);
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if (!IboCached || Vmm.IsRegionModified(IndexPosition, (uint)IbSize, NvGpuBufferType.Index))
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{
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byte[] Data = Vmm.ReadBytes(IndexPosition, (uint)IbSize);
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Gpu.Renderer.CreateIbo(IndexPosition, Data);
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}
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Gpu.Renderer.SetIndexArray(IndexPosition, IbSize, IndexFormat);
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}
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List<GalVertexAttrib>[] Attribs = new List<GalVertexAttrib>[32];
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@ -359,10 +383,17 @@ namespace Ryujinx.Core.Gpu
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((Packed >> 31) & 0x1) != 0));
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}
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int VertexFirst = ReadRegister(NvGpuEngine3dReg.VertexArrayFirst);
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int VertexCount = ReadRegister(NvGpuEngine3dReg.VertexArrayCount);
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int PrimCtrl = ReadRegister(NvGpuEngine3dReg.VertexBeginGl);
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for (int Index = 0; Index < 32; Index++)
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{
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int VertexFirst = ReadRegister(NvGpuEngine3dReg.VertexArrayFirst);
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int VertexCount = ReadRegister(NvGpuEngine3dReg.VertexArrayCount);
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if (Attribs[Index] == null)
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{
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continue;
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}
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int Control = ReadRegister(NvGpuEngine3dReg.VertexArrayNControl + Index * 4);
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@ -378,39 +409,38 @@ namespace Ryujinx.Core.Gpu
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int Stride = Control & 0xfff;
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long Size = 0;
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long VbSize = 0;
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if (IndexCount != 0)
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{
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Size = (VertexEndPos - VertexPosition) + 1;
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VbSize = (VertexEndPos - VertexPosition) + 1;
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}
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else
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{
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Size = VertexCount;
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VbSize = VertexCount * Stride;
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}
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//TODO: Support cases where the Stride is 0.
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//In this case, we need to use the size of the attribute.
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Size *= Stride;
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bool VboCached = Gpu.Renderer.IsVboCached(VertexPosition, VbSize);
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byte[] Data = Vmm.ReadBytes(VertexPosition, Size);
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GalVertexAttrib[] AttribArray = Attribs[Index]?.ToArray() ?? new GalVertexAttrib[0];
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Gpu.Renderer.SetVertexArray(Index, Stride, Data, AttribArray);
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int PrimCtrl = ReadRegister(NvGpuEngine3dReg.VertexBeginGl);
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GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff);
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if (IndexCount != 0)
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if (!VboCached || Vmm.IsRegionModified(VertexPosition, VbSize, NvGpuBufferType.Vertex))
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{
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Gpu.Renderer.DrawElements(Index, IndexFirst, PrimType);
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}
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else
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{
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Gpu.Renderer.DrawArrays(Index, VertexFirst, VertexCount, PrimType);
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byte[] Data = Vmm.ReadBytes(VertexPosition, VbSize);
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Gpu.Renderer.CreateVbo(VertexPosition, Data);
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}
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Gpu.Renderer.SetVertexArray(Index, Stride, VertexPosition, Attribs[Index].ToArray());
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}
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GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff);
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if (IndexCount != 0)
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{
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Gpu.Renderer.DrawElements(IndexPosition, IndexFirst, PrimType);
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}
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else
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{
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Gpu.Renderer.DrawArrays(VertexFirst, VertexCount, PrimType);
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}
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}
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