40b21cc3c4
* 3D engine now uses DeviceState too, plus new state modification tracking * Remove old methods code * Remove GpuState and friends * Optimize DeviceState, force inline some functions * This change was not supposed to go in * Proper channel initialization * Optimize state read/write methods even more * Fix debug build * Do not dirty state if the write is redundant * The YControl register should dirty either the viewport or front face state too, to update the host origin * Avoid redundant vertex buffer updates * Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace * Comments and nits * Fix rebase * PR feedback * Move changed = false to improve codegen * PR feedback * Carry RyuJIT a bit more
179 lines
7.8 KiB
C#
179 lines
7.8 KiB
C#
using Ryujinx.Graphics.Device;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Texture;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Graphics.Gpu.Engine.Twod
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{
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/// <summary>
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/// Represents a 2D engine class.
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/// </summary>
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class TwodClass : IDeviceState
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{
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private readonly GpuChannel _channel;
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private readonly DeviceState<TwodClassState> _state;
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/// <summary>
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/// Creates a new instance of the 2D engine class.
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/// </summary>
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/// <param name="channel">The channel that will make use of the engine</param>
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public TwodClass(GpuChannel channel)
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{
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_channel = channel;
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_state = new DeviceState<TwodClassState>(new Dictionary<string, RwCallback>
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{
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{ nameof(TwodClassState.PixelsFromMemorySrcY0Int), new RwCallback(PixelsFromMemorySrcY0Int, null) }
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});
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}
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/// <summary>
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/// Reads data from the class registers.
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/// </summary>
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/// <param name="offset">Register byte offset</param>
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/// <returns>Data at the specified offset</returns>
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public int Read(int offset) => _state.Read(offset);
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/// <summary>
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/// Writes data to the class registers.
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/// </summary>
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/// <param name="offset">Register byte offset</param>
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/// <param name="data">Data to be written</param>
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public void Write(int offset, int data) => _state.Write(offset, data);
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/// <summary>
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/// Performs the blit operation, triggered by the register write.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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private void PixelsFromMemorySrcY0Int(int argument)
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{
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var memoryManager = _channel.MemoryManager;
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var dstCopyTexture = Unsafe.As<uint, TwodTexture>(ref _state.State.SetDstFormat);
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var srcCopyTexture = Unsafe.As<uint, TwodTexture>(ref _state.State.SetSrcFormat);
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long srcX = ((long)_state.State.SetPixelsFromMemorySrcX0Int << 32) | (long)(ulong)_state.State.SetPixelsFromMemorySrcX0Frac;
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long srcY = ((long)_state.State.PixelsFromMemorySrcY0Int << 32) | (long)(ulong)_state.State.SetPixelsFromMemorySrcY0Frac;
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long duDx = ((long)_state.State.SetPixelsFromMemoryDuDxInt << 32) | (long)(ulong)_state.State.SetPixelsFromMemoryDuDxFrac;
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long dvDy = ((long)_state.State.SetPixelsFromMemoryDvDyInt << 32) | (long)(ulong)_state.State.SetPixelsFromMemoryDvDyFrac;
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bool originCorner = _state.State.SetPixelsFromMemorySampleModeOrigin == SetPixelsFromMemorySampleModeOrigin.Corner;
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if (originCorner)
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{
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// If the origin is corner, it is assumed that the guest API
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// is manually centering the origin by adding a offset to the
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// source region X/Y coordinates.
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// Here we attempt to remove such offset to ensure we have the correct region.
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// The offset is calculated as FactorXY / 2.0, where FactorXY = SrcXY / DstXY,
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// so we do the same here by dividing the fixed point value by 2, while
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// throwing away the fractional part to avoid rounding errors.
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srcX -= (duDx >> 33) << 32;
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srcY -= (dvDy >> 33) << 32;
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}
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int srcX1 = (int)(srcX >> 32);
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int srcY1 = (int)(srcY >> 32);
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int srcX2 = srcX1 + (int)((duDx * _state.State.SetPixelsFromMemoryDstWidth + uint.MaxValue) >> 32);
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int srcY2 = srcY1 + (int)((dvDy * _state.State.SetPixelsFromMemoryDstHeight + uint.MaxValue) >> 32);
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int dstX1 = (int)_state.State.SetPixelsFromMemoryDstX0;
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int dstY1 = (int)_state.State.SetPixelsFromMemoryDstY0;
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int dstX2 = dstX1 + (int)_state.State.SetPixelsFromMemoryDstWidth;
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int dstY2 = dstY1 + (int)_state.State.SetPixelsFromMemoryDstHeight;
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// The source and destination textures should at least be as big as the region being requested.
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// The hints will only resize within alignment constraints, so out of bound copies won't resize in most cases.
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var srcHint = new Size(srcX2, srcY2, 1);
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var dstHint = new Size(dstX2, dstY2, 1);
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var srcCopyTextureFormat = srcCopyTexture.Format.Convert();
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int srcWidthAligned = srcCopyTexture.Stride / srcCopyTextureFormat.BytesPerPixel;
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ulong offset = 0;
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// For an out of bounds copy, we must ensure that the copy wraps to the next line,
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// so for a copy from a 64x64 texture, in the region [32, 96[, there are 32 pixels that are
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// outside the bounds of the texture. We fill the destination with the first 32 pixels
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// of the next line on the source texture.
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// This can be done by simply adding an offset to the texture address, so that the initial
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// gap is skipped and the copy is inside bounds again.
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// This is required by the proprietary guest OpenGL driver.
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if (srcCopyTexture.LinearLayout && srcCopyTexture.Width == srcX2 && srcX2 > srcWidthAligned && srcX1 > 0)
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{
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offset = (ulong)(srcX1 * srcCopyTextureFormat.BytesPerPixel);
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srcCopyTexture.Width -= srcX1;
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srcX2 -= srcX1;
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srcX1 = 0;
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}
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var srcTexture = memoryManager.Physical.TextureCache.FindOrCreateTexture(
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memoryManager,
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srcCopyTexture,
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offset,
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srcCopyTextureFormat,
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true,
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srcHint);
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if (srcTexture == null)
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{
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return;
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}
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// When the source texture that was found has a depth format,
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// we must enforce the target texture also has a depth format,
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// as copies between depth and color formats are not allowed.
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FormatInfo dstCopyTextureFormat;
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if (srcTexture.Format.IsDepthOrStencil())
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{
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dstCopyTextureFormat = srcTexture.Info.FormatInfo;
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}
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else
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{
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dstCopyTextureFormat = dstCopyTexture.Format.Convert();
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}
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var dstTexture = memoryManager.Physical.TextureCache.FindOrCreateTexture(
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memoryManager,
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dstCopyTexture,
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0,
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dstCopyTextureFormat,
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srcTexture.ScaleMode == TextureScaleMode.Scaled,
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dstHint);
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if (dstTexture == null)
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{
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return;
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}
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float scale = srcTexture.ScaleFactor;
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float dstScale = dstTexture.ScaleFactor;
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Extents2D srcRegion = new Extents2D(
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(int)Math.Ceiling(scale * (srcX1 / srcTexture.Info.SamplesInX)),
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(int)Math.Ceiling(scale * (srcY1 / srcTexture.Info.SamplesInY)),
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(int)Math.Ceiling(scale * (srcX2 / srcTexture.Info.SamplesInX)),
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(int)Math.Ceiling(scale * (srcY2 / srcTexture.Info.SamplesInY)));
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Extents2D dstRegion = new Extents2D(
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(int)Math.Ceiling(dstScale * (dstX1 / dstTexture.Info.SamplesInX)),
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(int)Math.Ceiling(dstScale * (dstY1 / dstTexture.Info.SamplesInY)),
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(int)Math.Ceiling(dstScale * (dstX2 / dstTexture.Info.SamplesInX)),
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(int)Math.Ceiling(dstScale * (dstY2 / dstTexture.Info.SamplesInY)));
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bool linearFilter = _state.State.SetPixelsFromMemorySampleModeFilter == SetPixelsFromMemorySampleModeFilter.Bilinear;
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srcTexture.HostTexture.CopyTo(dstTexture.HostTexture, srcRegion, dstRegion, linearFilter);
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dstTexture.SignalModified();
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}
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}
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}
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