Properly support multiple vertex buffers, stub 2 ioctls, fix a shader issue, change the way how the vertex buffer size is calculated for the buffers with limit = 0

This commit is contained in:
gdkchan 2018-04-29 17:58:38 -03:00
parent 17f4ccf2d5
commit f73a182b20
5 changed files with 133 additions and 46 deletions

View file

@ -351,6 +351,7 @@ namespace Ryujinx.Graphics.Gpu
}
Attribs[ArrayIndex].Add(new GalVertexAttrib(
Attr,
((Packed >> 6) & 0x1) != 0,
(Packed >> 7) & 0x3fff,
(GalVertexAttribSize)((Packed >> 21) & 0x3f),
@ -367,18 +368,34 @@ namespace Ryujinx.Graphics.Gpu
bool Enable = (Control & 0x1000) != 0;
long VertexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + Index * 4);
if (!Enable)
{
continue;
}
long VertexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + Index * 4);
long VertexEndPos = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNEndAddr + Index * 4);
long Size = (VertexEndPos - VertexPosition) + 1;
int Stride = Control & 0xfff;
long Size = 0;
if (IndexCount != 0)
{
Size = GetVertexCountFromIndexBuffer(
Memory,
IndexPosition,
IndexCount,
IndexSize);
}
else
{
Size = VertexCount;
}
//TODO: Support cases where the Stride is 0.
//In this case, we need to use the size of the attribute.
Size *= Stride;
VertexPosition = Gpu.GetCpuAddr(VertexPosition);
byte[] Data = AMemoryHelper.ReadBytes(Memory, VertexPosition, Size);
@ -402,6 +419,62 @@ namespace Ryujinx.Graphics.Gpu
}
}
private int GetVertexCountFromIndexBuffer(
AMemory Memory,
long IndexPosition,
int IndexCount,
int IndexSize)
{
int MaxIndex = -1;
if (IndexSize == 2)
{
while (IndexCount -- > 0)
{
ushort Value = Memory.ReadUInt16(IndexPosition);
IndexPosition += 2;
if (MaxIndex < Value)
{
MaxIndex = Value;
}
}
}
else if (IndexSize == 1)
{
while (IndexCount -- > 0)
{
byte Value = Memory.ReadByte(IndexPosition++);
if (MaxIndex < Value)
{
MaxIndex = Value;
}
}
}
else if (IndexSize == 4)
{
while (IndexCount -- > 0)
{
uint Value = Memory.ReadUInt32(IndexPosition);
IndexPosition += 2;
if (MaxIndex < Value)
{
MaxIndex = (int)Value;
}
}
}
else
{
throw new ArgumentOutOfRangeException(nameof(IndexSize));
}
return MaxIndex + 1;
}
private void QueryControl(AMemory Memory, NsGpuPBEntry PBEntry)
{
if (TryGetCpuAddr(NvGpuEngine3dReg.QueryAddress, out long Position))