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* Initial conditional rendering support * Properly reset state * Support conditional modes and skeleton a counter cache for future host conditional rendering * Address PR feedback
82 lines
3.1 KiB
C#
82 lines
3.1 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.Gpu.State;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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partial class Methods
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{
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/// <summary>
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/// Checks if draws and clears should be performed, according
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/// to currently set conditional rendering conditions.
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/// </summary>
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/// <param name="state">GPU state</param>
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/// <returns>True if rendering is enabled, false otherwise</returns>
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private bool GetRenderEnable(GpuState state)
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{
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ConditionState condState = state.Get<ConditionState>(MethodOffset.ConditionState);
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switch (condState.Condition)
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{
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case Condition.Always:
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return true;
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case Condition.Never:
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return false;
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case Condition.ResultNonZero:
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return CounterNonZero(condState.Address.Pack());
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case Condition.Equal:
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return CounterCompare(condState.Address.Pack(), true);
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case Condition.NotEqual:
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return CounterCompare(condState.Address.Pack(), false);
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}
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Logger.PrintWarning(LogClass.Gpu, $"Invalid conditional render condition \"{condState.Condition}\".");
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return true;
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}
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/// <summary>
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/// Checks if the counter value at a given GPU memory address is non-zero.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address of the counter value</param>
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/// <returns>True if the value is not zero, false otherwise</returns>
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private bool CounterNonZero(ulong gpuVa)
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{
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if (!FindAndFlush(gpuVa))
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{
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return false;
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}
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return _context.MemoryAccessor.ReadUInt64(gpuVa) != 0;
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}
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/// <summary>
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/// Checks if the counter at a given GPU memory address passes a specified equality comparison.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address</param>
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/// <param name="isEqual">True to check if the values are equal, false to check if they are not equal</param>
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/// <returns>True if the condition is met, false otherwise</returns>
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private bool CounterCompare(ulong gpuVa, bool isEqual)
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{
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if (!FindAndFlush(gpuVa) && !FindAndFlush(gpuVa + 16))
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{
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return false;
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}
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ulong x = _context.MemoryAccessor.ReadUInt64(gpuVa);
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ulong y = _context.MemoryAccessor.ReadUInt64(gpuVa + 16);
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return isEqual ? x == y : x != y;
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}
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/// <summary>
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/// Tries to find a counter that is supposed to be written at the specified address,
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/// flushing if necessary.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address where the counter is supposed to be written</param>
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/// <returns>True if a counter value is found at the specified address, false otherwise</returns>
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private bool FindAndFlush(ulong gpuVa)
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{
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return _counterCache.Contains(gpuVa);
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}
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}
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}
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