mirror of
https://github.com/Ryujinx/Ryujinx.git
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890 lines
No EOL
33 KiB
C#
890 lines
No EOL
33 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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using Texture = Image.Texture;
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/// <summary>
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/// GPU method implementations.
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/// </summary>
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partial class Methods
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{
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private readonly GpuContext _context;
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private readonly ShaderProgramInfo[] _currentProgramInfo;
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/// <summary>
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/// In-memory shader cache.
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/// </summary>
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public ShaderCache ShaderCache { get; }
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/// <summary>
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/// GPU buffer manager.
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/// </summary>
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public BufferManager BufferManager { get; }
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/// <summary>
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/// GPU texture manager.
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/// </summary>
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public TextureManager TextureManager { get; }
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private bool _isAnyVbInstanced;
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private bool _vsUsesInstanceId;
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/// <summary>
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/// Creates a new instance of the GPU methods class.
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/// </summary>
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/// <param name="context">GPU context</param>
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public Methods(GpuContext context)
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{
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_context = context;
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ShaderCache = new ShaderCache(_context);
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_currentProgramInfo = new ShaderProgramInfo[Constants.ShaderStages];
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BufferManager = new BufferManager(context);
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TextureManager = new TextureManager(context);
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}
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/// <summary>
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/// Register callback for GPU method calls that triggers an action on the GPU.
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/// </summary>
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/// <param name="state">GPU state where the triggers will be registered</param>
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public void RegisterCallbacks(GpuState state)
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{
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state.RegisterCallback(MethodOffset.LaunchDma, LaunchDma);
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state.RegisterCallback(MethodOffset.LoadInlineData, LoadInlineData);
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state.RegisterCallback(MethodOffset.Dispatch, Dispatch);
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state.RegisterCallback(MethodOffset.CopyBuffer, CopyBuffer);
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state.RegisterCallback(MethodOffset.CopyTexture, CopyTexture);
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state.RegisterCallback(MethodOffset.TextureBarrier, TextureBarrier);
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state.RegisterCallback(MethodOffset.InvalidateTextures, InvalidateTextures);
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state.RegisterCallback(MethodOffset.TextureBarrierTiled, TextureBarrierTiled);
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state.RegisterCallback(MethodOffset.ResetCounter, ResetCounter);
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state.RegisterCallback(MethodOffset.DrawEnd, DrawEnd);
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state.RegisterCallback(MethodOffset.DrawBegin, DrawBegin);
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state.RegisterCallback(MethodOffset.IndexBufferCount, SetIndexBufferCount);
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state.RegisterCallback(MethodOffset.Clear, Clear);
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state.RegisterCallback(MethodOffset.Report, Report);
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state.RegisterCallback(MethodOffset.UniformBufferUpdateData, 16, UniformBufferUpdate);
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state.RegisterCallback(MethodOffset.UniformBufferBindVertex, UniformBufferBindVertex);
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state.RegisterCallback(MethodOffset.UniformBufferBindTessControl, UniformBufferBindTessControl);
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state.RegisterCallback(MethodOffset.UniformBufferBindTessEvaluation, UniformBufferBindTessEvaluation);
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state.RegisterCallback(MethodOffset.UniformBufferBindGeometry, UniformBufferBindGeometry);
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state.RegisterCallback(MethodOffset.UniformBufferBindFragment, UniformBufferBindFragment);
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}
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/// <summary>
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/// Updates host state based on the current guest GPU state.
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/// </summary>
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/// <param name="state">Guest GPU state</param>
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private void UpdateState(GpuState state)
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{
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// Shaders must be the first one to be updated if modified, because
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// some of the other state depends on information from the currently
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// bound shaders.
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if (state.QueryModified(MethodOffset.ShaderBaseAddress, MethodOffset.ShaderState))
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{
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UpdateShaderState(state);
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}
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if (state.QueryModified(MethodOffset.RtColorState,
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MethodOffset.RtDepthStencilState,
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MethodOffset.RtControl,
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MethodOffset.RtDepthStencilSize,
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MethodOffset.RtDepthStencilEnable))
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{
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UpdateRenderTargetState(state, useControl: true);
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}
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if (state.QueryModified(MethodOffset.DepthTestEnable,
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MethodOffset.DepthWriteEnable,
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MethodOffset.DepthTestFunc))
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{
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UpdateDepthTestState(state);
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}
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if (state.QueryModified(MethodOffset.DepthMode, MethodOffset.ViewportTransform, MethodOffset.ViewportExtents))
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{
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UpdateViewportTransform(state);
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}
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if (state.QueryModified(MethodOffset.DepthBiasState,
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MethodOffset.DepthBiasFactor,
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MethodOffset.DepthBiasUnits,
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MethodOffset.DepthBiasClamp))
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{
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UpdateDepthBiasState(state);
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}
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if (state.QueryModified(MethodOffset.StencilBackMasks,
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MethodOffset.StencilTestState,
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MethodOffset.StencilBackTestState))
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{
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UpdateStencilTestState(state);
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}
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// Pools.
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if (state.QueryModified(MethodOffset.SamplerPoolState, MethodOffset.SamplerIndex))
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{
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UpdateSamplerPoolState(state);
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}
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if (state.QueryModified(MethodOffset.TexturePoolState))
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{
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UpdateTexturePoolState(state);
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}
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// Input assembler state.
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if (state.QueryModified(MethodOffset.VertexAttribState))
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{
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UpdateVertexAttribState(state);
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}
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if (state.QueryModified(MethodOffset.PrimitiveRestartState))
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{
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UpdatePrimitiveRestartState(state);
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}
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if (state.QueryModified(MethodOffset.IndexBufferState))
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{
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UpdateIndexBufferState(state);
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}
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if (state.QueryModified(MethodOffset.VertexBufferDrawState,
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MethodOffset.VertexBufferInstanced,
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MethodOffset.VertexBufferState,
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MethodOffset.VertexBufferEndAddress))
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{
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UpdateVertexBufferState(state);
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}
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if (state.QueryModified(MethodOffset.FaceState))
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{
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UpdateFaceState(state);
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}
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if (state.QueryModified(MethodOffset.RtColorMaskShared, MethodOffset.RtColorMask))
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{
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UpdateRtColorMask(state);
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}
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if (state.QueryModified(MethodOffset.BlendIndependent,
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MethodOffset.BlendStateCommon,
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MethodOffset.BlendEnableCommon,
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MethodOffset.BlendEnable,
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MethodOffset.BlendState))
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{
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UpdateBlendState(state);
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}
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CommitBindings();
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}
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/// <summary>
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/// Ensures that the bindings are visible to the host GPU.
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/// Note: this actually performs the binding using the host graphics API.
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/// </summary>
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private void CommitBindings()
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{
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UpdateStorageBuffers();
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BufferManager.CommitBindings();
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TextureManager.CommitGraphicsBindings();
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}
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/// <summary>
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/// Updates storage buffer bindings.
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/// </summary>
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private void UpdateStorageBuffers()
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{
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for (int stage = 0; stage < _currentProgramInfo.Length; stage++)
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{
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ShaderProgramInfo info = _currentProgramInfo[stage];
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if (info == null)
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{
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continue;
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}
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for (int index = 0; index < info.SBuffers.Count; index++)
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{
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BufferDescriptor sb = info.SBuffers[index];
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ulong sbDescAddress = BufferManager.GetGraphicsUniformBufferAddress(stage, 0);
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int sbDescOffset = 0x110 + stage * 0x100 + sb.Slot * 0x10;
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sbDescAddress += (ulong)sbDescOffset;
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ReadOnlySpan<byte> sbDescriptorData = _context.PhysicalMemory.GetSpan(sbDescAddress, 0x10);
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SbDescriptor sbDescriptor = MemoryMarshal.Cast<byte, SbDescriptor>(sbDescriptorData)[0];
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BufferManager.SetGraphicsStorageBuffer(stage, sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size);
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}
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}
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}
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/// <summary>
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/// Updates render targets (color and depth-stencil buffers) based on current render target state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="useControl">Use draw buffers information from render target control register</param>
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private void UpdateRenderTargetState(GpuState state, bool useControl)
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{
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var rtControl = state.Get<RtControl>(MethodOffset.RtControl);
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int count = useControl ? rtControl.UnpackCount() : Constants.TotalRenderTargets;
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var msaaMode = state.Get<TextureMsaaMode>(MethodOffset.RtMsaaMode);
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int samplesInX = msaaMode.SamplesInX();
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int samplesInY = msaaMode.SamplesInY();
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for (int index = 0; index < Constants.TotalRenderTargets; index++)
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{
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int rtIndex = useControl ? rtControl.UnpackPermutationIndex(index) : index;
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var colorState = state.Get<RtColorState>(MethodOffset.RtColorState, rtIndex);
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if (index >= count || !IsRtEnabled(colorState))
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{
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TextureManager.SetRenderTargetColor(index, null);
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continue;
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}
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Texture color = TextureManager.FindOrCreateTexture(colorState, samplesInX, samplesInY);
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TextureManager.SetRenderTargetColor(index, color);
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if (color != null)
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{
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color.Modified = true;
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}
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}
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bool dsEnable = state.Get<Boolean32>(MethodOffset.RtDepthStencilEnable);
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Texture depthStencil = null;
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if (dsEnable)
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{
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var dsState = state.Get<RtDepthStencilState>(MethodOffset.RtDepthStencilState);
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var dsSize = state.Get<Size3D> (MethodOffset.RtDepthStencilSize);
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depthStencil = TextureManager.FindOrCreateTexture(dsState, dsSize, samplesInX, samplesInY);
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}
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TextureManager.SetRenderTargetDepthStencil(depthStencil);
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if (depthStencil != null)
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{
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depthStencil.Modified = true;
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}
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}
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/// <summary>
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/// Checks if a render target color buffer is used.
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/// </summary>
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/// <param name="colorState">Color buffer information</param>
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/// <returns>True if the specified buffer is enabled/used, false otherwise</returns>
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private static bool IsRtEnabled(RtColorState colorState)
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{
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// Colors are disabled by writing 0 to the format.
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return colorState.Format != 0 && colorState.WidthOrStride != 0;
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}
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/// <summary>
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/// Updates host depth test state based on current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateDepthTestState(GpuState state)
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{
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_context.Renderer.Pipeline.SetDepthTest(new DepthTestDescriptor(
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state.Get<Boolean32>(MethodOffset.DepthTestEnable),
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state.Get<Boolean32>(MethodOffset.DepthWriteEnable),
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state.Get<CompareOp>(MethodOffset.DepthTestFunc)));
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}
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/// <summary>
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/// Updates host viewport transform and clipping state based on current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateViewportTransform(GpuState state)
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{
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DepthMode depthMode = state.Get<DepthMode>(MethodOffset.DepthMode);
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_context.Renderer.Pipeline.SetDepthMode(depthMode);
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bool flipY = (state.Get<int>(MethodOffset.YControl) & 1) != 0;
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float yFlip = flipY ? -1 : 1;
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Viewport[] viewports = new Viewport[Constants.TotalViewports];
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for (int index = 0; index < Constants.TotalViewports; index++)
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{
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var transform = state.Get<ViewportTransform>(MethodOffset.ViewportTransform, index);
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var extents = state.Get<ViewportExtents> (MethodOffset.ViewportExtents, index);
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float x = transform.TranslateX - MathF.Abs(transform.ScaleX);
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float y = transform.TranslateY - MathF.Abs(transform.ScaleY);
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float width = transform.ScaleX * 2;
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float height = transform.ScaleY * 2 * yFlip;
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RectangleF region = new RectangleF(x, y, width, height);
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viewports[index] = new Viewport(
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region,
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transform.UnpackSwizzleX(),
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transform.UnpackSwizzleY(),
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transform.UnpackSwizzleZ(),
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transform.UnpackSwizzleW(),
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extents.DepthNear,
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extents.DepthFar);
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}
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_context.Renderer.Pipeline.SetViewports(0, viewports);
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}
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/// <summary>
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/// Updates host depth bias (also called polygon offset) state based on current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateDepthBiasState(GpuState state)
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{
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var depthBias = state.Get<DepthBiasState>(MethodOffset.DepthBiasState);
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float factor = state.Get<float>(MethodOffset.DepthBiasFactor);
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float units = state.Get<float>(MethodOffset.DepthBiasUnits);
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float clamp = state.Get<float>(MethodOffset.DepthBiasClamp);
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PolygonModeMask enables;
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enables = (depthBias.PointEnable ? PolygonModeMask.Point : 0);
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enables |= (depthBias.LineEnable ? PolygonModeMask.Line : 0);
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enables |= (depthBias.FillEnable ? PolygonModeMask.Fill : 0);
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_context.Renderer.Pipeline.SetDepthBias(enables, factor, units, clamp);
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}
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/// <summary>
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/// Updates host stencil test state based on current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateStencilTestState(GpuState state)
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{
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var backMasks = state.Get<StencilBackMasks> (MethodOffset.StencilBackMasks);
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var test = state.Get<StencilTestState> (MethodOffset.StencilTestState);
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var backTest = state.Get<StencilBackTestState>(MethodOffset.StencilBackTestState);
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CompareOp backFunc;
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StencilOp backSFail;
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StencilOp backDpPass;
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StencilOp backDpFail;
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int backFuncRef;
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int backFuncMask;
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int backMask;
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if (backTest.TwoSided)
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{
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backFunc = backTest.BackFunc;
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backSFail = backTest.BackSFail;
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backDpPass = backTest.BackDpPass;
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backDpFail = backTest.BackDpFail;
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backFuncRef = backMasks.FuncRef;
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backFuncMask = backMasks.FuncMask;
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backMask = backMasks.Mask;
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}
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else
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{
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backFunc = test.FrontFunc;
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backSFail = test.FrontSFail;
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backDpPass = test.FrontDpPass;
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backDpFail = test.FrontDpFail;
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backFuncRef = test.FrontFuncRef;
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backFuncMask = test.FrontFuncMask;
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backMask = test.FrontMask;
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}
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_context.Renderer.Pipeline.SetStencilTest(new StencilTestDescriptor(
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test.Enable,
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test.FrontFunc,
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test.FrontSFail,
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test.FrontDpPass,
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test.FrontDpFail,
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test.FrontFuncRef,
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test.FrontFuncMask,
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test.FrontMask,
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backFunc,
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backSFail,
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backDpPass,
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backDpFail,
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backFuncRef,
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backFuncMask,
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backMask));
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}
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/// <summary>
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/// Updates current sampler pool address and size based on guest GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateSamplerPoolState(GpuState state)
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{
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var texturePool = state.Get<PoolState>(MethodOffset.TexturePoolState);
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var samplerPool = state.Get<PoolState>(MethodOffset.SamplerPoolState);
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var samplerIndex = state.Get<SamplerIndex>(MethodOffset.SamplerIndex);
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int maximumId = samplerIndex == SamplerIndex.ViaHeaderIndex
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? texturePool.MaximumId
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: samplerPool.MaximumId;
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TextureManager.SetGraphicsSamplerPool(samplerPool.Address.Pack(), maximumId, samplerIndex);
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}
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/// <summary>
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/// Updates current texture pool address and size based on guest GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateTexturePoolState(GpuState state)
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{
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var texturePool = state.Get<PoolState>(MethodOffset.TexturePoolState);
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TextureManager.SetGraphicsTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
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TextureManager.SetGraphicsTextureBufferIndex(state.Get<int>(MethodOffset.TextureBufferIndex));
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}
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/// <summary>
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/// Updates host vertex attributes based on guest GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateVertexAttribState(GpuState state)
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{
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VertexAttribDescriptor[] vertexAttribs = new VertexAttribDescriptor[16];
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for (int index = 0; index < 16; index++)
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{
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var vertexAttrib = state.Get<VertexAttribState>(MethodOffset.VertexAttribState, index);
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if (!FormatTable.TryGetAttribFormat(vertexAttrib.UnpackFormat(), out Format format))
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{
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Logger.PrintDebug(LogClass.Gpu, $"Invalid attribute format 0x{vertexAttrib.UnpackFormat():X}.");
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format = Format.R32G32B32A32Float;
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}
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vertexAttribs[index] = new VertexAttribDescriptor(
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vertexAttrib.UnpackBufferIndex(),
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vertexAttrib.UnpackOffset(),
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format);
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}
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_context.Renderer.Pipeline.SetVertexAttribs(vertexAttribs);
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}
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/// <summary>
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/// Updates host primitive restart based on guest GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdatePrimitiveRestartState(GpuState state)
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{
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PrimitiveRestartState primitiveRestart = state.Get<PrimitiveRestartState>(MethodOffset.PrimitiveRestartState);
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_context.Renderer.Pipeline.SetPrimitiveRestart(
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primitiveRestart.Enable,
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primitiveRestart.Index);
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}
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/// <summary>
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/// Updates host index buffer binding based on guest GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateIndexBufferState(GpuState state)
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{
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var indexBuffer = state.Get<IndexBufferState>(MethodOffset.IndexBufferState);
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_firstIndex = indexBuffer.First;
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_indexCount = indexBuffer.Count;
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if (_indexCount == 0)
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{
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return;
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}
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ulong gpuVa = indexBuffer.Address.Pack();
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|
|
// Do not use the end address to calculate the size, because
|
|
// the result may be much larger than the real size of the index buffer.
|
|
ulong size = (ulong)(_firstIndex + _indexCount);
|
|
|
|
switch (indexBuffer.Type)
|
|
{
|
|
case IndexType.UShort: size *= 2; break;
|
|
case IndexType.UInt: size *= 4; break;
|
|
}
|
|
|
|
BufferManager.SetIndexBuffer(gpuVa, size, indexBuffer.Type);
|
|
|
|
// The index buffer affects the vertex buffer size calculation, we
|
|
// need to ensure that they are updated.
|
|
UpdateVertexBufferState(state);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host vertex buffer bindings based on guest GPU state.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
private void UpdateVertexBufferState(GpuState state)
|
|
{
|
|
_isAnyVbInstanced = false;
|
|
|
|
for (int index = 0; index < 16; index++)
|
|
{
|
|
var vertexBuffer = state.Get<VertexBufferState>(MethodOffset.VertexBufferState, index);
|
|
|
|
if (!vertexBuffer.UnpackEnable())
|
|
{
|
|
BufferManager.SetVertexBuffer(index, 0, 0, 0, 0);
|
|
|
|
continue;
|
|
}
|
|
|
|
GpuVa endAddress = state.Get<GpuVa>(MethodOffset.VertexBufferEndAddress, index);
|
|
|
|
ulong address = vertexBuffer.Address.Pack();
|
|
|
|
int stride = vertexBuffer.UnpackStride();
|
|
|
|
bool instanced = state.Get<Boolean32>(MethodOffset.VertexBufferInstanced + index);
|
|
|
|
int divisor = instanced ? vertexBuffer.Divisor : 0;
|
|
|
|
_isAnyVbInstanced |= divisor != 0;
|
|
|
|
ulong size;
|
|
|
|
if (_drawIndexed || stride == 0 || instanced)
|
|
{
|
|
// This size may be (much) larger than the real vertex buffer size.
|
|
// Avoid calculating it this way, unless we don't have any other option.
|
|
size = endAddress.Pack() - address + 1;
|
|
}
|
|
else
|
|
{
|
|
// For non-indexed draws, we can guess the size from the vertex count
|
|
// and stride.
|
|
int firstInstance = state.Get<int>(MethodOffset.FirstInstance);
|
|
|
|
var drawState = state.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);
|
|
|
|
size = (ulong)((firstInstance + drawState.First + drawState.Count) * stride);
|
|
}
|
|
|
|
BufferManager.SetVertexBuffer(index, address, size, stride, divisor);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host face culling and orientation based on guest GPU state.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
private void UpdateFaceState(GpuState state)
|
|
{
|
|
var face = state.Get<FaceState>(MethodOffset.FaceState);
|
|
|
|
_context.Renderer.Pipeline.SetFaceCulling(face.CullEnable, face.CullFace);
|
|
|
|
_context.Renderer.Pipeline.SetFrontFace(face.FrontFace);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host render target color masks, based on guest GPU state.
|
|
/// This defines which color channels are written to each color buffer.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
private void UpdateRtColorMask(GpuState state)
|
|
{
|
|
bool rtColorMaskShared = state.Get<Boolean32>(MethodOffset.RtColorMaskShared);
|
|
|
|
uint[] componentMasks = new uint[Constants.TotalRenderTargets];
|
|
|
|
for (int index = 0; index < Constants.TotalRenderTargets; index++)
|
|
{
|
|
var colorMask = state.Get<RtColorMask>(MethodOffset.RtColorMask, rtColorMaskShared ? 0 : index);
|
|
|
|
uint componentMask;
|
|
|
|
componentMask = (colorMask.UnpackRed() ? 1u : 0u);
|
|
componentMask |= (colorMask.UnpackGreen() ? 2u : 0u);
|
|
componentMask |= (colorMask.UnpackBlue() ? 4u : 0u);
|
|
componentMask |= (colorMask.UnpackAlpha() ? 8u : 0u);
|
|
|
|
componentMasks[index] = componentMask;
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetRenderTargetColorMasks(componentMasks);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host render target color buffer blending state, based on guest state.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
private void UpdateBlendState(GpuState state)
|
|
{
|
|
bool blendIndependent = state.Get<Boolean32>(MethodOffset.BlendIndependent);
|
|
|
|
for (int index = 0; index < 8; index++)
|
|
{
|
|
BlendDescriptor descriptor;
|
|
|
|
if (blendIndependent)
|
|
{
|
|
bool enable = state.Get<Boolean32> (MethodOffset.BlendEnable, index);
|
|
var blend = state.Get<BlendState>(MethodOffset.BlendState, index);
|
|
|
|
descriptor = new BlendDescriptor(
|
|
enable,
|
|
blend.ColorOp,
|
|
blend.ColorSrcFactor,
|
|
blend.ColorDstFactor,
|
|
blend.AlphaOp,
|
|
blend.AlphaSrcFactor,
|
|
blend.AlphaDstFactor);
|
|
}
|
|
else
|
|
{
|
|
bool enable = state.Get<Boolean32> (MethodOffset.BlendEnable, 0);
|
|
var blend = state.Get<BlendStateCommon>(MethodOffset.BlendStateCommon);
|
|
|
|
descriptor = new BlendDescriptor(
|
|
enable,
|
|
blend.ColorOp,
|
|
blend.ColorSrcFactor,
|
|
blend.ColorDstFactor,
|
|
blend.AlphaOp,
|
|
blend.AlphaSrcFactor,
|
|
blend.AlphaDstFactor);
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetBlendState(index, descriptor);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Storage buffer address and size information.
|
|
/// </summary>
|
|
private struct SbDescriptor
|
|
{
|
|
public uint AddressLow;
|
|
public uint AddressHigh;
|
|
public int Size;
|
|
public int Padding;
|
|
|
|
public ulong PackAddress()
|
|
{
|
|
return AddressLow | ((ulong)AddressHigh << 32);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates host shaders based on the guest GPU state.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
private void UpdateShaderState(GpuState state)
|
|
{
|
|
ShaderAddresses addresses = new ShaderAddresses();
|
|
|
|
Span<ShaderAddresses> addressesSpan = MemoryMarshal.CreateSpan(ref addresses, 1);
|
|
|
|
Span<ulong> addressesArray = MemoryMarshal.Cast<ShaderAddresses, ulong>(addressesSpan);
|
|
|
|
ulong baseAddress = state.Get<GpuVa>(MethodOffset.ShaderBaseAddress).Pack();
|
|
|
|
for (int index = 0; index < 6; index++)
|
|
{
|
|
var shader = state.Get<ShaderState>(MethodOffset.ShaderState, index);
|
|
|
|
if (!shader.UnpackEnable() && index != 1)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
addressesArray[index] = baseAddress + shader.Offset;
|
|
}
|
|
|
|
GraphicsShader gs = ShaderCache.GetGraphicsShader(state, addresses);
|
|
|
|
_vsUsesInstanceId = gs.Shaders[0]?.Program.Info.UsesInstanceId ?? false;
|
|
|
|
for (int stage = 0; stage < Constants.ShaderStages; stage++)
|
|
{
|
|
ShaderProgramInfo info = gs.Shaders[stage]?.Program.Info;
|
|
|
|
_currentProgramInfo[stage] = info;
|
|
|
|
if (info == null)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var textureBindings = new TextureBindingInfo[info.Textures.Count];
|
|
|
|
for (int index = 0; index < info.Textures.Count; index++)
|
|
{
|
|
var descriptor = info.Textures[index];
|
|
|
|
Target target = GetTarget(descriptor.Type);
|
|
|
|
if (descriptor.IsBindless)
|
|
{
|
|
textureBindings[index] = new TextureBindingInfo(target, descriptor.CbufSlot, descriptor.CbufOffset);
|
|
}
|
|
else
|
|
{
|
|
textureBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex);
|
|
}
|
|
}
|
|
|
|
TextureManager.SetGraphicsTextures(stage, textureBindings);
|
|
|
|
var imageBindings = new TextureBindingInfo[info.Images.Count];
|
|
|
|
for (int index = 0; index < info.Images.Count; index++)
|
|
{
|
|
var descriptor = info.Images[index];
|
|
|
|
Target target = GetTarget(descriptor.Type);
|
|
|
|
imageBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex);
|
|
}
|
|
|
|
TextureManager.SetGraphicsImages(stage, imageBindings);
|
|
|
|
uint sbEnableMask = 0;
|
|
uint ubEnableMask = 0;
|
|
|
|
for (int index = 0; index < info.SBuffers.Count; index++)
|
|
{
|
|
sbEnableMask |= 1u << info.SBuffers[index].Slot;
|
|
}
|
|
|
|
for (int index = 0; index < info.CBuffers.Count; index++)
|
|
{
|
|
ubEnableMask |= 1u << info.CBuffers[index].Slot;
|
|
}
|
|
|
|
BufferManager.SetGraphicsStorageBufferEnableMask(stage, sbEnableMask);
|
|
BufferManager.SetGraphicsUniformBufferEnableMask(stage, ubEnableMask);
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetProgram(gs.HostProgram);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets texture target from a sampler type.
|
|
/// </summary>
|
|
/// <param name="type">Sampler type</param>
|
|
/// <returns>Texture target value</returns>
|
|
private static Target GetTarget(SamplerType type)
|
|
{
|
|
type &= ~(SamplerType.Indexed | SamplerType.Shadow);
|
|
|
|
switch (type)
|
|
{
|
|
case SamplerType.Texture1D:
|
|
return Target.Texture1D;
|
|
|
|
case SamplerType.TextureBuffer:
|
|
return Target.TextureBuffer;
|
|
|
|
case SamplerType.Texture1D | SamplerType.Array:
|
|
return Target.Texture1DArray;
|
|
|
|
case SamplerType.Texture2D:
|
|
return Target.Texture2D;
|
|
|
|
case SamplerType.Texture2D | SamplerType.Array:
|
|
return Target.Texture2DArray;
|
|
|
|
case SamplerType.Texture2D | SamplerType.Multisample:
|
|
return Target.Texture2DMultisample;
|
|
|
|
case SamplerType.Texture2D | SamplerType.Multisample | SamplerType.Array:
|
|
return Target.Texture2DMultisampleArray;
|
|
|
|
case SamplerType.Texture3D:
|
|
return Target.Texture3D;
|
|
|
|
case SamplerType.TextureCube:
|
|
return Target.Cubemap;
|
|
|
|
case SamplerType.TextureCube | SamplerType.Array:
|
|
return Target.CubemapArray;
|
|
}
|
|
|
|
Logger.PrintWarning(LogClass.Gpu, $"Invalid sampler type \"{type}\".");
|
|
|
|
return Target.Texture2D;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Issues a texture barrier.
|
|
/// This waits until previous texture writes from the GPU to finish, before
|
|
/// performing new operations with said textures.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state (unused)</param>
|
|
/// <param name="argument">Method call argument (unused)</param>
|
|
private void TextureBarrier(GpuState state, int argument)
|
|
{
|
|
_context.Renderer.Pipeline.TextureBarrier();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invalidates all modified textures on the cache.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state (unused)</param>
|
|
/// <param name="argument">Method call argument (unused)</param>
|
|
private void InvalidateTextures(GpuState state, int argument)
|
|
{
|
|
TextureManager.Flush();
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state (unused)</param>
|
|
/// <param name="argument">Method call argument (unused)</param>
|
|
private void TextureBarrierTiled(GpuState state, int argument)
|
|
{
|
|
_context.Renderer.Pipeline.TextureBarrierTiled();
|
|
}
|
|
}
|
|
} |