Ryujinx/Ryujinx.HLE/Gpu/Engines/NvGpuEngine2d.cs
gdkchan e7559f128f
Small OpenGL Renderer refactoring (#177)
* Call OpenGL functions directly, remove the pfifo thread, some refactoring

* Fix PerformanceStatistics calculating the wrong host fps, remove wait event on PFIFO as this wasn't exactly was causing the freezes (may replace with an exception later)

* Organized the Gpu folder a bit more, renamed a few things, address PR feedback

* Make PerformanceStatistics thread safe

* Remove unused constant

* Use unlimited update rate for better pref
2018-06-23 21:39:25 -03:00

170 lines
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4.9 KiB
C#

using Ryujinx.Graphics.Gal;
using Ryujinx.HLE.Gpu.Memory;
using Ryujinx.HLE.Gpu.Texture;
using System.Collections.Generic;
namespace Ryujinx.HLE.Gpu.Engines
{
class NvGpuEngine2d : INvGpuEngine
{
private enum CopyOperation
{
SrcCopyAnd,
RopAnd,
Blend,
SrcCopy,
Rop,
SrcCopyPremult,
BlendPremult
}
public int[] Registers { get; private set; }
private NvGpu Gpu;
private Dictionary<int, NvGpuMethod> Methods;
public NvGpuEngine2d(NvGpu Gpu)
{
this.Gpu = Gpu;
Registers = new int[0xe00];
Methods = new Dictionary<int, NvGpuMethod>();
void AddMethod(int Meth, int Count, int Stride, NvGpuMethod Method)
{
while (Count-- > 0)
{
Methods.Add(Meth, Method);
Meth += Stride;
}
}
AddMethod(0xb5, 1, 1, TextureCopy);
}
public void CallMethod(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
{
if (Methods.TryGetValue(PBEntry.Method, out NvGpuMethod Method))
{
Method(Vmm, PBEntry);
}
else
{
WriteRegister(PBEntry);
}
}
private void TextureCopy(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
{
CopyOperation Operation = (CopyOperation)ReadRegister(NvGpuEngine2dReg.CopyOperation);
bool SrcLinear = ReadRegister(NvGpuEngine2dReg.SrcLinear) != 0;
int SrcWidth = ReadRegister(NvGpuEngine2dReg.SrcWidth);
int SrcHeight = ReadRegister(NvGpuEngine2dReg.SrcHeight);
bool DstLinear = ReadRegister(NvGpuEngine2dReg.DstLinear) != 0;
int DstWidth = ReadRegister(NvGpuEngine2dReg.DstWidth);
int DstHeight = ReadRegister(NvGpuEngine2dReg.DstHeight);
int DstPitch = ReadRegister(NvGpuEngine2dReg.DstPitch);
int DstBlkDim = ReadRegister(NvGpuEngine2dReg.DstBlockDimensions);
TextureSwizzle DstSwizzle = DstLinear
? TextureSwizzle.Pitch
: TextureSwizzle.BlockLinear;
int DstBlockHeight = 1 << ((DstBlkDim >> 4) & 0xf);
long Key = Vmm.GetPhysicalAddress(MakeInt64From2xInt32(NvGpuEngine2dReg.SrcAddress));
long SrcAddress = MakeInt64From2xInt32(NvGpuEngine2dReg.SrcAddress);
long DstAddress = MakeInt64From2xInt32(NvGpuEngine2dReg.DstAddress);
bool IsFbTexture = Gpu.Engine3d.IsFrameBufferPosition(Key);
if (IsFbTexture && DstLinear)
{
DstSwizzle = TextureSwizzle.BlockLinear;
}
TextureInfo DstTexture = new TextureInfo(
DstAddress,
DstWidth,
DstHeight,
DstBlockHeight,
DstBlockHeight,
DstSwizzle,
GalTextureFormat.A8B8G8R8);
if (IsFbTexture)
{
//TODO: Change this when the correct frame buffer resolution is used.
//Currently, the frame buffer size is hardcoded to 1280x720.
SrcWidth = 1280;
SrcHeight = 720;
Gpu.Renderer.FrameBuffer.GetBufferData(Key, (byte[] Buffer) =>
{
CopyTexture(
Vmm,
DstTexture,
Buffer,
SrcWidth,
SrcHeight);
});
}
else
{
long Size = SrcWidth * SrcHeight * 4;
byte[] Buffer = Vmm.ReadBytes(SrcAddress, Size);
CopyTexture(
Vmm,
DstTexture,
Buffer,
SrcWidth,
SrcHeight);
}
}
private void CopyTexture(
NvGpuVmm Vmm,
TextureInfo Texture,
byte[] Buffer,
int Width,
int Height)
{
TextureWriter.Write(Vmm, Texture, Buffer, Width, Height);
}
private long MakeInt64From2xInt32(NvGpuEngine2dReg Reg)
{
return
(long)Registers[(int)Reg + 0] << 32 |
(uint)Registers[(int)Reg + 1];
}
private void WriteRegister(NvGpuPBEntry PBEntry)
{
int ArgsCount = PBEntry.Arguments.Count;
if (ArgsCount > 0)
{
Registers[PBEntry.Method] = PBEntry.Arguments[ArgsCount - 1];
}
}
private int ReadRegister(NvGpuEngine2dReg Reg)
{
return Registers[(int)Reg];
}
private void WriteRegister(NvGpuEngine2dReg Reg, int Value)
{
Registers[(int)Reg] = Value;
}
}
}