Implement vertex instancing (#381)

This commit is contained in:
ReinUsesLisp 2018-08-25 01:16:58 -03:00 committed by gdkchan
parent da7e702751
commit a42ab2e40c
7 changed files with 82 additions and 20 deletions

View file

@ -7,6 +7,8 @@
public bool Enabled;
public int Stride;
public long VboKey;
public bool Instanced;
public int Divisor;
public GalVertexAttrib[] Attribs;
}
@ -22,6 +24,8 @@
public float FlipX;
public float FlipY;
public int Instance;
public GalFrontFace FrontFace;
public bool CullFaceEnabled;

View file

@ -126,9 +126,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
BindVertexLayout(New);
if (New.FlipX != Old.FlipX || New.FlipY != Old.FlipY)
if (New.FlipX != Old.FlipX || New.FlipY != Old.FlipY || New.Instance != Old.Instance)
{
Shader.SetFlip(New.FlipX, New.FlipY);
Shader.SetExtraData(New.FlipX, New.FlipY, New.Instance);
}
//Note: Uncomment SetFrontFace and SetCullFace when flipping issues are solved
@ -290,8 +290,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
private void BindConstBuffers(GalPipelineState New)
{
//Index 0 is reserved
int FreeBinding = 1;
int FreeBinding = OGLShader.ReservedCbufCount;
void BindIfNotNull(OGLShaderStage Stage)
{
@ -385,6 +384,15 @@ namespace Ryujinx.Graphics.Gal.OpenGL
{
GL.VertexAttribPointer(Attrib.Index, Size, Type, Normalize, Binding.Stride, Offset);
}
if (Binding.Instanced && Binding.Divisor != 0)
{
GL.VertexAttribDivisor(Attrib.Index, 1);
}
else
{
GL.VertexAttribDivisor(Attrib.Index, 0);
}
}
}
}

View file

@ -9,6 +9,10 @@ namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLShader : IGalShader
{
public const int ReservedCbufCount = 1;
private const int ExtraDataSize = 4;
public OGLShaderProgram Current;
private ConcurrentDictionary<long, OGLShaderStage> Stages;
@ -96,7 +100,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
return Enumerable.Empty<ShaderDeclInfo>();
}
public unsafe void SetFlip(float X, float Y)
public unsafe void SetExtraData(float FlipX, float FlipY, int Instance)
{
BindProgram();
@ -104,14 +108,15 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.BindBuffer(BufferTarget.UniformBuffer, ExtraUboHandle);
float* Data = stackalloc float[4];
Data[0] = X;
Data[1] = Y;
float* Data = stackalloc float[ExtraDataSize];
Data[0] = FlipX;
Data[1] = FlipY;
Data[2] = BitConverter.Int32BitsToSingle(Instance);
//Invalidate buffer
GL.BufferData(BufferTarget.UniformBuffer, 4 * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
GL.BufferData(BufferTarget.UniformBuffer, ExtraDataSize * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
GL.BufferSubData(BufferTarget.UniformBuffer, IntPtr.Zero, 4 * sizeof(float), (IntPtr)Data);
GL.BufferSubData(BufferTarget.UniformBuffer, IntPtr.Zero, ExtraDataSize * sizeof(float), (IntPtr)Data);
}
public void Bind(long Key)
@ -197,7 +202,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.BindBuffer(BufferTarget.UniformBuffer, ExtraUboHandle);
GL.BufferData(BufferTarget.UniformBuffer, 4 * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
GL.BufferData(BufferTarget.UniformBuffer, ExtraDataSize * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, ExtraUboHandle);
}
@ -219,8 +224,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.UniformBlockBinding(ProgramHandle, ExtraBlockindex, 0);
//First index is reserved
int FreeBinding = 1;
int FreeBinding = ReservedCbufCount;
void BindUniformBlocksIfNotNull(OGLShaderStage Stage)
{

View file

@ -41,6 +41,7 @@ namespace Ryujinx.Graphics.Gal.Shader
public const string ExtraUniformBlockName = "Extra";
public const string FlipUniformName = "flip";
public const string InstanceUniformName = "instance";
public const string ProgramName = "program";
public const string ProgramAName = ProgramName + "_a";

View file

@ -241,10 +241,15 @@ namespace Ryujinx.Graphics.Gal.Shader
{
if (Decl.ShaderType == GalShaderType.Vertex)
{
//Memory layout here is [flip_x, flip_y, instance, unused]
//It's using 4 bytes, not 8
SB.AppendLine("layout (std140) uniform " + GlslDecl.ExtraUniformBlockName + " {");
SB.AppendLine(IdentationStr + "vec2 " + GlslDecl.FlipUniformName + ";");
SB.AppendLine(IdentationStr + "int " + GlslDecl.InstanceUniformName + ";");
SB.AppendLine("};");
}
@ -816,7 +821,7 @@ namespace Ryujinx.Graphics.Gal.Shader
switch (Abuf.Offs)
{
case GlslDecl.VertexIdAttr: return "gl_VertexID";
case GlslDecl.InstanceIdAttr: return "gl_InstanceID";
case GlslDecl.InstanceIdAttr: return GlslDecl.InstanceUniformName;
}
}
else if (Decl.ShaderType == GalShaderType.TessEvaluation)

View file

@ -27,6 +27,8 @@ namespace Ryujinx.HLE.Gpu.Engines
private List<long>[] UploadedKeys;
private int CurrentInstance = 0;
public NvGpuEngine3d(NvGpu Gpu)
{
this.Gpu = Gpu;
@ -654,10 +656,25 @@ namespace Ryujinx.HLE.Gpu.Engines
long VertexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + Index * 4);
long VertexEndPos = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNEndAddr + Index * 2);
long VboKey = Vmm.GetPhysicalAddress(VertexPosition);
int VertexDivisor = ReadRegister(NvGpuEngine3dReg.VertexArrayNDivisor + Index * 4);
bool Instanced = (ReadRegister(NvGpuEngine3dReg.VertexArrayNInstance + Index) & 1) != 0;
int Stride = Control & 0xfff;
if (Instanced && VertexDivisor != 0)
{
VertexPosition += Stride * (CurrentInstance / VertexDivisor);
}
if (VertexPosition > VertexEndPos)
{
//Instance is invalid, ignore the draw call
continue;
}
long VboKey = Vmm.GetPhysicalAddress(VertexPosition);
long VbSize = (VertexEndPos - VertexPosition) + 1;
bool VboCached = Gpu.Renderer.Rasterizer.IsVboCached(VboKey, VbSize);
@ -672,6 +689,8 @@ namespace Ryujinx.HLE.Gpu.Engines
State.VertexBindings[Index].Enabled = true;
State.VertexBindings[Index].Stride = Stride;
State.VertexBindings[Index].VboKey = VboKey;
State.VertexBindings[Index].Instanced = Instanced;
State.VertexBindings[Index].Divisor = VertexDivisor;
State.VertexBindings[Index].Attribs = Attribs[Index].ToArray();
}
}
@ -683,6 +702,25 @@ namespace Ryujinx.HLE.Gpu.Engines
GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff);
bool InstanceNext = ((PrimCtrl >> 26) & 1) != 0;
bool InstanceCont = ((PrimCtrl >> 27) & 1) != 0;
if (InstanceNext && InstanceCont)
{
throw new InvalidOperationException("GPU tried to increase and reset instance count at the same time");
}
if (InstanceNext)
{
CurrentInstance++;
}
else if (!InstanceCont)
{
CurrentInstance = 0;
}
State.Instance = CurrentInstance;
Gpu.Renderer.Pipeline.Bind(State);
if (IndexCount != 0)

View file

@ -53,6 +53,7 @@ namespace Ryujinx.HLE.Gpu.Engines
StencilFrontFuncMask = 0x4e6,
StencilFrontMask = 0x4e7,
VertexArrayElemBase = 0x50d,
VertexArrayInstBase = 0x50e,
ZetaEnable = 0x54e,
TexHeaderPoolOffset = 0x55d,
TexSamplerPoolOffset = 0x557,
@ -70,6 +71,7 @@ namespace Ryujinx.HLE.Gpu.Engines
IndexArrayFormat = 0x5f6,
IndexBatchFirst = 0x5f7,
IndexBatchCount = 0x5f8,
VertexArrayNInstance = 0x620,
CullFaceEnable = 0x646,
FrontFace = 0x647,
CullFace = 0x648,