using Ryujinx.Graphics.Device;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.InlineToMemory;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
///
/// Represents a 3D engine class.
///
class ThreedClass : IDeviceState
{
private readonly GpuContext _context;
private readonly DeviceStateWithShadow _state;
private readonly InlineToMemoryClass _i2mClass;
private readonly DrawManager _drawManager;
private readonly SemaphoreUpdater _semaphoreUpdater;
private readonly ConstantBufferUpdater _cbUpdater;
private readonly StateUpdater _stateUpdater;
///
/// Creates a new instance of the 3D engine class.
///
/// GPU context
/// GPU channel
public ThreedClass(GpuContext context, GpuChannel channel)
{
_context = context;
_state = new DeviceStateWithShadow(new Dictionary
{
{ nameof(ThreedClassState.LaunchDma), new RwCallback(LaunchDma, null) },
{ nameof(ThreedClassState.LoadInlineData), new RwCallback(LoadInlineData, null) },
{ nameof(ThreedClassState.SyncpointAction), new RwCallback(IncrementSyncpoint, null) },
{ nameof(ThreedClassState.InvalidateSamplerCacheNoWfi), new RwCallback(InvalidateSamplerCacheNoWfi, null) },
{ nameof(ThreedClassState.InvalidateTextureHeaderCacheNoWfi), new RwCallback(InvalidateTextureHeaderCacheNoWfi, null) },
{ nameof(ThreedClassState.TextureBarrier), new RwCallback(TextureBarrier, null) },
{ nameof(ThreedClassState.TextureBarrierTiled), new RwCallback(TextureBarrierTiled, null) },
{ nameof(ThreedClassState.DrawTextureSrcY), new RwCallback(DrawTexture, null) },
{ nameof(ThreedClassState.VbElementU8), new RwCallback(VbElementU8, null) },
{ nameof(ThreedClassState.VbElementU16), new RwCallback(VbElementU16, null) },
{ nameof(ThreedClassState.VbElementU32), new RwCallback(VbElementU32, null) },
{ nameof(ThreedClassState.ResetCounter), new RwCallback(ResetCounter, null) },
{ nameof(ThreedClassState.RenderEnableCondition), new RwCallback(null, Zero) },
{ nameof(ThreedClassState.DrawEnd), new RwCallback(DrawEnd, null) },
{ nameof(ThreedClassState.DrawBegin), new RwCallback(DrawBegin, null) },
{ nameof(ThreedClassState.DrawIndexedSmall), new RwCallback(DrawIndexedSmall, null) },
{ nameof(ThreedClassState.DrawIndexedSmall2), new RwCallback(DrawIndexedSmall2, null) },
{ nameof(ThreedClassState.DrawIndexedSmallIncInstance), new RwCallback(DrawIndexedSmallIncInstance, null) },
{ nameof(ThreedClassState.DrawIndexedSmallIncInstance2), new RwCallback(DrawIndexedSmallIncInstance2, null) },
{ nameof(ThreedClassState.IndexBufferCount), new RwCallback(SetIndexBufferCount, null) },
{ nameof(ThreedClassState.Clear), new RwCallback(Clear, null) },
{ nameof(ThreedClassState.SemaphoreControl), new RwCallback(Report, null) },
{ nameof(ThreedClassState.SetFalcon04), new RwCallback(SetFalcon04, null) },
{ nameof(ThreedClassState.UniformBufferUpdateData), new RwCallback(ConstantBufferUpdate, null) },
{ nameof(ThreedClassState.UniformBufferBindVertex), new RwCallback(ConstantBufferBindVertex, null) },
{ nameof(ThreedClassState.UniformBufferBindTessControl), new RwCallback(ConstantBufferBindTessControl, null) },
{ nameof(ThreedClassState.UniformBufferBindTessEvaluation), new RwCallback(ConstantBufferBindTessEvaluation, null) },
{ nameof(ThreedClassState.UniformBufferBindGeometry), new RwCallback(ConstantBufferBindGeometry, null) },
{ nameof(ThreedClassState.UniformBufferBindFragment), new RwCallback(ConstantBufferBindFragment, null) }
});
_i2mClass = new InlineToMemoryClass(context, channel, initializeState: false);
var drawState = new DrawState();
_drawManager = new DrawManager(context, channel, _state, drawState);
_semaphoreUpdater = new SemaphoreUpdater(context, channel, _state);
_cbUpdater = new ConstantBufferUpdater(channel, _state);
_stateUpdater = new StateUpdater(context, channel, _state, drawState);
// This defaults to "always", even without any register write.
// Reads just return 0, regardless of what was set there.
_state.State.RenderEnableCondition = Condition.Always;
}
///
/// Reads data from the class registers.
///
/// Register byte offset
/// Data at the specified offset
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public int Read(int offset) => _state.Read(offset);
///
/// Writes data to the class registers.
///
/// Register byte offset
/// Data to be written
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Write(int offset, int data)
{
_state.WriteWithRedundancyCheck(offset, data, out bool valueChanged);
if (valueChanged)
{
_stateUpdater.SetDirty(offset);
}
}
///
/// Sets the shadow ram control value of all sub-channels.
///
/// New shadow ram control value
public void SetShadowRamControl(int control)
{
_state.State.SetMmeShadowRamControl = (uint)control;
}
///
/// Updates current host state for all registers modified since the last call to this method.
///
public void UpdateState()
{
_cbUpdater.FlushUboDirty();
_stateUpdater.Update();
}
///
/// Updates current host state for all registers modified since the last call to this method.
///
/// Mask where each bit set indicates that the respective state group index should be checked
public void UpdateState(ulong mask)
{
_stateUpdater.Update(mask);
}
///
/// Updates render targets (color and depth-stencil buffers) based on current render target state.
///
/// Use draw buffers information from render target control register
/// If this is not -1, it indicates that only the given indexed target will be used.
public void UpdateRenderTargetState(bool useControl, int singleUse = -1)
{
_stateUpdater.UpdateRenderTargetState(useControl, singleUse);
}
///
/// Updates scissor based on current render target state.
///
public void UpdateScissorState()
{
_stateUpdater.UpdateScissorState();
}
///
/// Marks the entire state as dirty, forcing a full host state update before the next draw.
///
public void ForceStateDirty()
{
_drawManager.ForceStateDirty();
_stateUpdater.SetAllDirty();
}
///
/// Marks the specified register offset as dirty, forcing the associated state to update on the next draw.
///
/// Register offset
public void ForceStateDirty(int offset)
{
_stateUpdater.SetDirty(offset);
}
///
/// Forces the shaders to be rebound on the next draw.
///
public void ForceShaderUpdate()
{
_stateUpdater.ForceShaderUpdate();
}
///
/// Flushes any queued UBO updates.
///
public void FlushUboDirty()
{
_cbUpdater.FlushUboDirty();
}
///
/// Perform any deferred draws.
///
public void PerformDeferredDraws()
{
_drawManager.PerformDeferredDraws();
}
///
/// Updates the currently bound constant buffer.
///
/// Data to be written to the buffer
public void ConstantBufferUpdate(ReadOnlySpan data)
{
_cbUpdater.Update(data);
}
///
/// Launches the Inline-to-Memory DMA copy operation.
///
/// Method call argument
private void LaunchDma(int argument)
{
_i2mClass.LaunchDma(ref Unsafe.As(ref _state.State), argument);
}
///
/// Pushes a block of data to the Inline-to-Memory engine.
///
/// Data to push
public void LoadInlineData(ReadOnlySpan data)
{
_i2mClass.LoadInlineData(data);
}
///
/// Pushes a word of data to the Inline-to-Memory engine.
///
/// Method call argument
private void LoadInlineData(int argument)
{
_i2mClass.LoadInlineData(argument);
}
///
/// Performs an incrementation on a syncpoint.
///
/// Method call argument
public void IncrementSyncpoint(int argument)
{
uint syncpointId = (uint)argument & 0xFFFF;
_context.AdvanceSequence();
_context.CreateHostSyncIfNeeded(true);
_context.Renderer.UpdateCounters(); // Poll the query counters, the game may want an updated result.
_context.Synchronization.IncrementSyncpoint(syncpointId);
}
///
/// Invalidates the cache with the sampler descriptors from the sampler pool.
///
/// Method call argument (unused)
private void InvalidateSamplerCacheNoWfi(int argument)
{
_context.AdvanceSequence();
}
///
/// Invalidates the cache with the texture descriptors from the texture pool.
///
/// Method call argument (unused)
private void InvalidateTextureHeaderCacheNoWfi(int argument)
{
_context.AdvanceSequence();
}
///
/// Issues a texture barrier.
/// This waits until previous texture writes from the GPU to finish, before
/// performing new operations with said textures.
///
/// Method call argument (unused)
private void TextureBarrier(int argument)
{
_context.Renderer.Pipeline.TextureBarrier();
}
///
/// Issues a texture barrier.
/// This waits until previous texture writes from the GPU to finish, before
/// performing new operations with said textures.
/// This performs a per-tile wait, it is only valid if both the previous write
/// and current access has the same access patterns.
/// This may be faster than the regular barrier on tile-based rasterizers.
///
/// Method call argument (unused)
private void TextureBarrierTiled(int argument)
{
_context.Renderer.Pipeline.TextureBarrierTiled();
}
///
/// Draws a texture, without needing to specify shader programs.
///
/// Method call argument
private void DrawTexture(int argument)
{
_drawManager.DrawTexture(this, argument);
}
///
/// Pushes four 8-bit index buffer elements.
///
/// Method call argument
private void VbElementU8(int argument)
{
_drawManager.VbElementU8(argument);
}
///
/// Pushes two 16-bit index buffer elements.
///
/// Method call argument
private void VbElementU16(int argument)
{
_drawManager.VbElementU16(argument);
}
///
/// Pushes one 32-bit index buffer element.
///
/// Method call argument
private void VbElementU32(int argument)
{
_drawManager.VbElementU32(argument);
}
///
/// Resets the value of an internal GPU counter back to zero.
///
/// Method call argument
private void ResetCounter(int argument)
{
_semaphoreUpdater.ResetCounter(argument);
}
///
/// Finishes the draw call.
/// This draws geometry on the bound buffers based on the current GPU state.
///
/// Method call argument
private void DrawEnd(int argument)
{
_drawManager.DrawEnd(this, argument);
}
///
/// Starts draw.
/// This sets primitive type and instanced draw parameters.
///
/// Method call argument
private void DrawBegin(int argument)
{
_drawManager.DrawBegin(argument);
}
///
/// Sets the index buffer count.
/// This also sets internal state that indicates that the next draw is an indexed draw.
///
/// Method call argument
private void SetIndexBufferCount(int argument)
{
_drawManager.SetIndexBufferCount(argument);
}
///
/// Performs a indexed draw with a low number of index buffer elements.
///
/// Method call argument
private void DrawIndexedSmall(int argument)
{
_drawManager.DrawIndexedSmall(this, argument);
}
///
/// Performs a indexed draw with a low number of index buffer elements.
///
/// Method call argument
private void DrawIndexedSmall2(int argument)
{
_drawManager.DrawIndexedSmall2(this, argument);
}
///
/// Performs a indexed draw with a low number of index buffer elements,
/// while also pre-incrementing the current instance value.
///
/// Method call argument
private void DrawIndexedSmallIncInstance(int argument)
{
_drawManager.DrawIndexedSmallIncInstance(this, argument);
}
///
/// Performs a indexed draw with a low number of index buffer elements,
/// while also pre-incrementing the current instance value.
///
/// Method call argument
private void DrawIndexedSmallIncInstance2(int argument)
{
_drawManager.DrawIndexedSmallIncInstance2(this, argument);
}
///
/// Clears the current color and depth-stencil buffers.
/// Which buffers should be cleared is also specified on the argument.
///
/// Method call argument
private void Clear(int argument)
{
_drawManager.Clear(this, argument);
}
///
/// Writes a GPU counter to guest memory.
///
/// Method call argument
private void Report(int argument)
{
_semaphoreUpdater.Report(argument);
}
///
/// Performs high-level emulation of Falcon microcode function number "4".
///
/// Method call argument
private void SetFalcon04(int argument)
{
_state.State.SetMmeShadowScratch[0] = 1;
}
///
/// Updates the uniform buffer data with inline data.
///
/// New uniform buffer data word
private void ConstantBufferUpdate(int argument)
{
_cbUpdater.Update(argument);
}
///
/// Binds a uniform buffer for the vertex shader stage.
///
/// Method call argument
private void ConstantBufferBindVertex(int argument)
{
_cbUpdater.BindVertex(argument);
}
///
/// Binds a uniform buffer for the tessellation control shader stage.
///
/// Method call argument
private void ConstantBufferBindTessControl(int argument)
{
_cbUpdater.BindTessControl(argument);
}
///
/// Binds a uniform buffer for the tessellation evaluation shader stage.
///
/// Method call argument
private void ConstantBufferBindTessEvaluation(int argument)
{
_cbUpdater.BindTessEvaluation(argument);
}
///
/// Binds a uniform buffer for the geometry shader stage.
///
/// Method call argument
private void ConstantBufferBindGeometry(int argument)
{
_cbUpdater.BindGeometry(argument);
}
///
/// Binds a uniform buffer for the fragment shader stage.
///
/// Method call argument
private void ConstantBufferBindFragment(int argument)
{
_cbUpdater.BindFragment(argument);
}
///
/// Generic register read function that just returns 0.
///
/// Zero
private static int Zero()
{
return 0;
}
///
/// Performs a indirect multi-draw, with parameters from a GPU buffer.
///
/// Index Buffer Count
/// Primitive topology
/// GPU buffer with the draw parameters, such as count, first index, etc
/// GPU buffer with the draw count
/// Maximum number of draws that can be made
/// Distance in bytes between each element on the array
public void MultiDrawIndirectCount(
int indexCount,
PrimitiveTopology topology,
BufferRange indirectBuffer,
BufferRange parameterBuffer,
int maxDrawCount,
int stride)
{
_drawManager.MultiDrawIndirectCount(this, indexCount, topology, indirectBuffer, parameterBuffer, maxDrawCount, stride);
}
}
}