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* Add blend microcode registers * Add advanced blend support using host extension * Remove debug message * Use pre-generated table for blend functions * XML docs * Rename AdvancedBlendMode to AdvancedBlendOp for consistency * Remove redundant code * Fix some advanced blend related issues on Vulkan * Formatting
115 lines
3.8 KiB
C#
115 lines
3.8 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed.Blender
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{
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/// <summary>
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/// Advanced blend manager.
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/// </summary>
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class AdvancedBlendManager
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{
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private const int InstructionRamSize = 128;
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private const int InstructionRamSizeMask = InstructionRamSize - 1;
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private readonly DeviceStateWithShadow<ThreedClassState> _state;
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private readonly uint[] _code;
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private int _ip;
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/// <summary>
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/// Creates a new instance of the advanced blend manager.
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/// </summary>
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/// <param name="state">GPU state of the channel owning this manager</param>
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public AdvancedBlendManager(DeviceStateWithShadow<ThreedClassState> state)
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{
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_state = state;
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_code = new uint[InstructionRamSize];
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}
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/// <summary>
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/// Sets the start offset of the blend microcode in memory.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void LoadBlendUcodeStart(int argument)
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{
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_ip = argument;
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}
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/// <summary>
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/// Pushes one word of blend microcode.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void LoadBlendUcodeInstruction(int argument)
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{
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_code[_ip++ & InstructionRamSizeMask] = (uint)argument;
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}
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/// <summary>
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/// Tries to identify the current advanced blend function being used,
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/// given the current state and microcode that was uploaded.
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/// </summary>
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/// <param name="descriptor">Advanced blend descriptor</param>
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/// <returns>True if the function was found, false otherwise</returns>
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public bool TryGetAdvancedBlend(out AdvancedBlendDescriptor descriptor)
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{
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Span<uint> currentCode = new Span<uint>(_code);
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byte codeLength = (byte)_state.State.BlendUcodeSize;
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if (currentCode.Length > codeLength)
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{
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currentCode = currentCode.Slice(0, codeLength);
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}
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Hash128 hash = XXHash128.ComputeHash(MemoryMarshal.Cast<uint, byte>(currentCode));
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descriptor = default;
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if (!AdvancedBlendPreGenTable.Entries.TryGetValue(hash, out var entry))
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{
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return false;
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}
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if (entry.Constants != null)
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{
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bool constantsMatch = true;
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for (int i = 0; i < entry.Constants.Length; i++)
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{
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RgbFloat constant = entry.Constants[i];
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RgbHalf constant2 = _state.State.BlendUcodeConstants[i];
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if ((Half)constant.R != constant2.UnpackR() ||
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(Half)constant.G != constant2.UnpackG() ||
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(Half)constant.B != constant2.UnpackB())
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{
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constantsMatch = false;
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break;
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}
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}
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if (!constantsMatch)
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{
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return false;
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}
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}
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if (entry.Alpha.Enable != _state.State.BlendUcodeEnable)
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{
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return false;
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}
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if (entry.Alpha.Enable == BlendUcodeEnable.EnableRGBA &&
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(entry.Alpha.AlphaOp != _state.State.BlendStateCommon.AlphaOp ||
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entry.Alpha.AlphaSrcFactor != _state.State.BlendStateCommon.AlphaSrcFactor ||
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entry.Alpha.AlphaDstFactor != _state.State.BlendStateCommon.AlphaDstFactor))
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{
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return false;
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}
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descriptor = new AdvancedBlendDescriptor(entry.Op, entry.Overlap, entry.SrcPreMultiplied);
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return true;
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}
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}
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} |