cd48576f58
* Implementation of query queue and host conditional rendering * Resolve some comments. * Use overloads instead of passing object. * Wake the consumer threads when incrementing syncpoints. Also, do a busy loop when awaiting the counter for a blocking flush, rather than potentially sleeping the thread. * Ensure there's a command between begin and end query.
191 lines
No EOL
6.1 KiB
C#
191 lines
No EOL
6.1 KiB
C#
using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Gpu.Image;
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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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private bool _drawIndexed;
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private int _firstIndex;
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private int _indexCount;
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private bool _instancedDrawPending;
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private bool _instancedIndexed;
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private int _instancedFirstIndex;
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private int _instancedFirstVertex;
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private int _instancedFirstInstance;
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private int _instancedIndexCount;
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private int _instancedDrawStateFirst;
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private int _instancedDrawStateCount;
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private int _instanceIndex;
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/// <summary>
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/// Primitive type of the current draw.
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/// </summary>
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public PrimitiveType PrimitiveType { get; private set; }
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/// <summary>
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/// Finishes draw call.
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/// This draws geometry on the bound buffers based on the current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void DrawEnd(GpuState state, int argument)
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{
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ConditionalRenderEnabled renderEnable = GetRenderEnable(state);
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if (renderEnable == ConditionalRenderEnabled.False || _instancedDrawPending)
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{
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if (renderEnable == ConditionalRenderEnabled.False)
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{
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PerformDeferredDraws();
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}
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_drawIndexed = false;
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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_context.Renderer.Pipeline.EndHostConditionalRendering();
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}
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return;
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}
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UpdateState(state);
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bool instanced = _vsUsesInstanceId || _isAnyVbInstanced;
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if (instanced)
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{
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_instancedDrawPending = true;
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_instancedIndexed = _drawIndexed;
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_instancedFirstIndex = _firstIndex;
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_instancedFirstVertex = state.Get<int>(MethodOffset.FirstVertex);
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_instancedFirstInstance = state.Get<int>(MethodOffset.FirstInstance);
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_instancedIndexCount = _indexCount;
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var drawState = state.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);
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_instancedDrawStateFirst = drawState.First;
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_instancedDrawStateCount = drawState.Count;
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_drawIndexed = false;
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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_context.Renderer.Pipeline.EndHostConditionalRendering();
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}
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return;
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}
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int firstInstance = state.Get<int>(MethodOffset.FirstInstance);
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if (_drawIndexed)
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{
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_drawIndexed = false;
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int firstVertex = state.Get<int>(MethodOffset.FirstVertex);
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_context.Renderer.Pipeline.DrawIndexed(
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_indexCount,
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1,
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_firstIndex,
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firstVertex,
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firstInstance);
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}
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else
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{
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var drawState = state.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);
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_context.Renderer.Pipeline.Draw(
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drawState.Count,
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1,
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drawState.First,
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firstInstance);
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}
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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_context.Renderer.Pipeline.EndHostConditionalRendering();
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}
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}
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/// <summary>
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/// Starts draw.
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/// This sets primitive type and instanced draw parameters.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void DrawBegin(GpuState state, int argument)
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{
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if ((argument & (1 << 26)) != 0)
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{
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_instanceIndex++;
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}
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else if ((argument & (1 << 27)) == 0)
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{
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PerformDeferredDraws();
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_instanceIndex = 0;
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}
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PrimitiveType type = (PrimitiveType)(argument & 0xffff);
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_context.Renderer.Pipeline.SetPrimitiveTopology(type.Convert());
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PrimitiveType = type;
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}
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/// <summary>
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/// Sets the index buffer count.
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/// This also sets internal state that indicates that the next draw is an indexed draw.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void SetIndexBufferCount(GpuState state, int argument)
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{
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_drawIndexed = true;
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}
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/// <summary>
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/// Perform any deferred draws.
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/// This is used for instanced draws.
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/// Since each instance is a separate draw, we defer the draw and accumulate the instance count.
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/// Once we detect the last instanced draw, then we perform the host instanced draw,
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/// with the accumulated instance count.
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/// </summary>
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public void PerformDeferredDraws()
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{
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// Perform any pending instanced draw.
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if (_instancedDrawPending)
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{
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_instancedDrawPending = false;
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if (_instancedIndexed)
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{
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_context.Renderer.Pipeline.DrawIndexed(
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_instancedIndexCount,
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_instanceIndex + 1,
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_instancedFirstIndex,
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_instancedFirstVertex,
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_instancedFirstInstance);
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}
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else
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{
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_context.Renderer.Pipeline.Draw(
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_instancedDrawStateCount,
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_instanceIndex + 1,
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_instancedDrawStateFirst,
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_instancedFirstInstance);
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}
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}
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}
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}
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} |