Implement small indexed draws and other fixes to make guest Vulkan work (#1558)
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e00ca92063
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bd28ce90e6
10 changed files with 357 additions and 133 deletions
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@ -1,9 +1,6 @@
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using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.State;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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@ -11,9 +8,6 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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private bool _drawIndexed;
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private int _firstIndex;
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private int _indexCount;
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private bool _instancedDrawPending;
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private bool _instancedIndexed;
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@ -26,22 +20,34 @@ namespace Ryujinx.Graphics.Gpu.Engine
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private int _instanceIndex;
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private BufferHandle _inlineIndexBuffer = BufferHandle.Null;
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private int _inlineIndexBufferSize;
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private int _inlineIndexCount;
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private IbStreamer _ibStreamer;
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/// <summary>
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/// Primitive type of the current draw.
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/// Primitive topology of the current draw.
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/// </summary>
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public PrimitiveType PrimitiveType { get; private set; }
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public PrimitiveTopology Topology { get; private set; }
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/// <summary>
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/// Finishes draw call.
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/// Finishes the draw call.
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/// This draws geometry on the bound buffers based on the current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void DrawEnd(GpuState state, int argument)
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{
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var indexBuffer = state.Get<IndexBufferState>(MethodOffset.IndexBufferState);
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DrawEnd(state, indexBuffer.First, indexBuffer.Count);
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}
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/// <summary>
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/// Finishes the draw call.
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/// This draws geometry on the bound buffers based on the current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
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/// <param name="indexCount">Number of index buffer elements used on the draw</param>
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private void DrawEnd(GpuState state, int firstIndex, int indexCount)
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{
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ConditionalRenderEnabled renderEnable = GetRenderEnable(state);
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@ -62,7 +68,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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return;
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}
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UpdateState(state);
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UpdateState(state, firstIndex, indexCount);
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bool instanced = _vsUsesInstanceId || _isAnyVbInstanced;
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@ -72,11 +78,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_instancedIndexed = _drawIndexed;
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_instancedFirstIndex = _firstIndex;
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_instancedFirstVertex = state.Get<int>(MethodOffset.FirstVertex);
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_instancedFirstIndex = firstIndex;
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_instancedFirstVertex = state.Get<int>(MethodOffset.FirstVertex);
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_instancedFirstInstance = state.Get<int>(MethodOffset.FirstInstance);
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_instancedIndexCount = _indexCount;
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_instancedIndexCount = indexCount;
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var drawState = state.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);
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@ -95,31 +101,31 @@ namespace Ryujinx.Graphics.Gpu.Engine
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int firstInstance = state.Get<int>(MethodOffset.FirstInstance);
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if (_inlineIndexCount != 0)
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int inlineIndexCount = _ibStreamer.GetAndResetInlineIndexCount();
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if (inlineIndexCount != 0)
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{
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int firstVertex = state.Get<int>(MethodOffset.FirstVertex);
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BufferRange br = new BufferRange(_inlineIndexBuffer, 0, _inlineIndexCount * 4);
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BufferRange br = new BufferRange(_ibStreamer.GetInlineIndexBuffer(), 0, inlineIndexCount * 4);
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_context.Methods.BufferManager.SetIndexBuffer(br, IndexType.UInt);
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_context.Renderer.Pipeline.DrawIndexed(
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_inlineIndexCount,
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inlineIndexCount,
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1,
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_firstIndex,
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firstIndex,
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firstVertex,
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firstInstance);
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_inlineIndexCount = 0;
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}
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else if (_drawIndexed)
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{
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int firstVertex = state.Get<int>(MethodOffset.FirstVertex);
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_context.Renderer.Pipeline.DrawIndexed(
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_indexCount,
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indexCount,
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1,
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_firstIndex,
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firstIndex,
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firstVertex,
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firstInstance);
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}
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@ -150,22 +156,46 @@ namespace Ryujinx.Graphics.Gpu.Engine
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/// <param name="argument">Method call argument</param>
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private void DrawBegin(GpuState state, int argument)
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{
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if ((argument & (1 << 26)) != 0)
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bool incrementInstance = (argument & (1 << 26)) != 0;
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bool resetInstance = (argument & (1 << 27)) == 0;
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PrimitiveType type = (PrimitiveType)(argument & 0xffff);
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PrimitiveTypeOverride typeOverride = state.Get<PrimitiveTypeOverride>(MethodOffset.PrimitiveTypeOverride);
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if (typeOverride != PrimitiveTypeOverride.Invalid)
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{
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DrawBegin(incrementInstance, resetInstance, typeOverride.Convert());
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}
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else
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{
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DrawBegin(incrementInstance, resetInstance, type.Convert());
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}
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}
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/// <summary>
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/// Starts draw.
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/// This sets primitive type and instanced draw parameters.
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/// </summary>
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/// <param name="incrementInstance">Indicates if the current instance should be incremented</param>
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/// <param name="resetInstance">Indicates if the current instance should be set to zero</param>
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/// <param name="topology">Primitive topology</param>
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private void DrawBegin(bool incrementInstance, bool resetInstance, PrimitiveTopology topology)
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{
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if (incrementInstance)
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{
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_instanceIndex++;
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}
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else if ((argument & (1 << 27)) == 0)
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else if (resetInstance)
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{
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PerformDeferredDraws();
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_instanceIndex = 0;
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}
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PrimitiveType type = (PrimitiveType)(argument & 0xffff);
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_context.Renderer.Pipeline.SetPrimitiveTopology(topology);
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_context.Renderer.Pipeline.SetPrimitiveTopology(type.Convert());
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PrimitiveType = type;
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Topology = topology;
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}
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/// <summary>
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@ -179,6 +209,73 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_drawIndexed = true;
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void DrawIndexedSmall(GpuState state, int argument)
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{
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DrawIndexedSmall(state, argument, false);
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void DrawIndexedSmall2(GpuState state, int argument)
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{
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DrawIndexedSmall(state, argument);
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements,
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/// while also pre-incrementing the current instance value.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void DrawIndexedSmallIncInstance(GpuState state, int argument)
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{
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DrawIndexedSmall(state, argument, true);
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements,
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/// while also pre-incrementing the current instance value.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void DrawIndexedSmallIncInstance2(GpuState state, int argument)
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{
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DrawIndexedSmallIncInstance(state, argument);
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements,
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/// while optionally also pre-incrementing the current instance value.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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/// <param name="instanced">True to increment the current instance value, false otherwise</param>
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private void DrawIndexedSmall(GpuState state, int argument, bool instanced)
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{
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PrimitiveTypeOverride typeOverride = state.Get<PrimitiveTypeOverride>(MethodOffset.PrimitiveTypeOverride);
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DrawBegin(instanced, !instanced, typeOverride.Convert());
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int firstIndex = argument & 0xffff;
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int indexCount = (argument >> 16) & 0xfff;
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bool oldDrawIndexed = _drawIndexed;
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_drawIndexed = true;
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DrawEnd(state, firstIndex, indexCount);
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_drawIndexed = oldDrawIndexed;
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}
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/// <summary>
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/// Pushes four 8-bit index buffer elements.
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/// </summary>
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@ -186,23 +283,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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/// <param name="argument">Method call argument</param>
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private void VbElementU8(GpuState state, int argument)
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{
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byte i0 = (byte)argument;
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byte i1 = (byte)(argument >> 8);
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byte i2 = (byte)(argument >> 16);
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byte i3 = (byte)(argument >> 24);
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Span<uint> data = stackalloc uint[4];
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data[0] = i0;
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data[1] = i1;
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data[2] = i2;
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data[3] = i3;
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int offset = _inlineIndexCount * 4;
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_context.Renderer.SetBufferData(GetInlineIndexBuffer(offset), offset, MemoryMarshal.Cast<uint, byte>(data));
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_inlineIndexCount += 4;
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_ibStreamer.VbElementU8(_context.Renderer, argument);
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}
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/// <summary>
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@ -212,19 +293,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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/// <param name="argument">Method call argument</param>
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private void VbElementU16(GpuState state, int argument)
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{
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ushort i0 = (ushort)argument;
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ushort i1 = (ushort)(argument >> 16);
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Span<uint> data = stackalloc uint[2];
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data[0] = i0;
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data[1] = i1;
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int offset = _inlineIndexCount * 4;
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_context.Renderer.SetBufferData(GetInlineIndexBuffer(offset), offset, MemoryMarshal.Cast<uint, byte>(data));
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_inlineIndexCount += 2;
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_ibStreamer.VbElementU16(_context.Renderer, argument);
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}
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/// <summary>
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@ -234,46 +303,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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/// <param name="argument">Method call argument</param>
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private void VbElementU32(GpuState state, int argument)
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{
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uint i0 = (uint)argument;
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Span<uint> data = stackalloc uint[1];
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data[0] = i0;
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int offset = _inlineIndexCount++ * 4;
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_context.Renderer.SetBufferData(GetInlineIndexBuffer(offset), offset, MemoryMarshal.Cast<uint, byte>(data));
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}
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/// <summary>
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/// Gets the handle of a buffer large enough to hold the data that will be written to <paramref name="offset"/>.
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/// </summary>
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/// <param name="offset">Offset where the data will be written</param>
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/// <returns>Buffer handle</returns>
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private BufferHandle GetInlineIndexBuffer(int offset)
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{
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// Calculate a reasonable size for the buffer that can fit all the data,
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// and that also won't require frequent resizes if we need to push more data.
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int size = BitUtils.AlignUp(offset + 0x10, 0x200);
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if (_inlineIndexBuffer == BufferHandle.Null)
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{
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_inlineIndexBuffer = _context.Renderer.CreateBuffer(size);
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_inlineIndexBufferSize = size;
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}
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else if (_inlineIndexBufferSize < size)
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{
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BufferHandle oldBuffer = _inlineIndexBuffer;
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int oldSize = _inlineIndexBufferSize;
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_inlineIndexBuffer = _context.Renderer.CreateBuffer(size);
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_inlineIndexBufferSize = size;
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_context.Renderer.Pipeline.CopyBuffer(oldBuffer, _inlineIndexBuffer, 0, 0, oldSize);
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_context.Renderer.DeleteBuffer(oldBuffer);
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}
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return _inlineIndexBuffer;
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_ibStreamer.VbElementU32(_context.Renderer, argument);
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}
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/// <summary>
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