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* Implement HLE macro for DrawElementsIndirect * Shader cache version bump * Use GL_ARB_shader_draw_parameters extension on OpenGL * Fix DrawIndexedIndirectCount on Vulkan when extension is not supported * Implement DrawIndex * Alignment * Fix some validation errors * Rename BaseIds to DrawParameters * Fix incorrect index buffer and vertex buffer size in some cases * Add HLE macros for DrawArraysInstanced and DrawElementsInstanced * Perform a regular draw when indirect data is not modified * Use non-indirect draw methods if indirect buffer was not GPU modified * Only check if draw parameters match if the shader actually uses them * Expose Macro HLE setting on GUI * Reset FirstVertex and FirstInstance after draw * Update shader cache version again since some people already tested this * PR feedback Co-authored-by: riperiperi <rhy3756547@hotmail.com>
102 lines
3.5 KiB
C#
102 lines
3.5 KiB
C#
using Ryujinx.Graphics.Device;
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using Ryujinx.Graphics.Gpu.Engine.GPFifo;
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using System;
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namespace Ryujinx.Graphics.Gpu.Engine.MME
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{
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/// <summary>
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/// GPU macro program.
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/// </summary>
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struct Macro
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{
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/// <summary>
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/// Word offset of the code on the code memory.
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/// </summary>
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public int Position { get; }
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private IMacroEE _executionEngine;
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private bool _executionPending;
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private int _argument;
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private MacroHLEFunctionName _hleFunction;
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/// <summary>
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/// Creates a new instance of the GPU cached macro program.
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/// </summary>
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/// <param name="position">Macro code start position</param>
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public Macro(int position)
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{
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Position = position;
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_executionEngine = null;
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_executionPending = false;
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_argument = 0;
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_hleFunction = MacroHLEFunctionName.None;
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}
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/// <summary>
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/// Sets the first argument for the macro call.
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/// </summary>
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/// <param name="context">GPU context where the macro code is being executed</param>
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/// <param name="processor">GPU GP FIFO command processor</param>
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/// <param name="code">Code to be executed</param>
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/// <param name="argument">First argument</param>
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public void StartExecution(GpuContext context, GPFifoProcessor processor, ReadOnlySpan<int> code, int argument)
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{
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_argument = argument;
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_executionPending = true;
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if (_executionEngine == null)
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{
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if (GraphicsConfig.EnableMacroHLE && MacroHLETable.TryGetMacroHLEFunction(code.Slice(Position), context.Capabilities, out _hleFunction))
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{
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_executionEngine = new MacroHLE(processor, _hleFunction);
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}
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else if (GraphicsConfig.EnableMacroJit)
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{
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_executionEngine = new MacroJit();
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}
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else
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{
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_executionEngine = new MacroInterpreter();
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}
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}
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// We don't consume the parameter buffer value, so we don't need to flush it.
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// Doing so improves performance if the value was written by a GPU shader.
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if (_hleFunction == MacroHLEFunctionName.DrawElementsIndirect)
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{
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context.GPFifo.SetFlushSkips(1);
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}
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else if (_hleFunction == MacroHLEFunctionName.MultiDrawElementsIndirectCount)
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{
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context.GPFifo.SetFlushSkips(2);
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}
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}
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/// <summary>
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/// Starts executing the macro program code.
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/// </summary>
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/// <param name="code">Program code</param>
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/// <param name="state">Current GPU state</param>
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public void Execute(ReadOnlySpan<int> code, IDeviceState state)
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{
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if (_executionPending)
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{
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_executionPending = false;
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_executionEngine?.Execute(code.Slice(Position), state, _argument);
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}
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}
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/// <summary>
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/// Pushes an argument to the macro call argument FIFO.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address where the command word is located</param>
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/// <param name="argument">Argument to be pushed</param>
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public void PushArgument(ulong gpuVa, int argument)
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{
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_executionEngine?.Fifo.Enqueue(new FifoWord(gpuVa, argument));
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}
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}
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}
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