Fix for current framebuffer issues (#78)
[GPU] Fix some of the current framebuffer issues
This commit is contained in:
parent
262b5b8054
commit
c8c86a3854
23 changed files with 482 additions and 891 deletions
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@ -244,6 +244,8 @@ namespace Ryujinx.Core.OsHle.Services.Nv
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Context.Memory.WriteInt64(Position + 0x20, Offset);
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Map.GpuAddress = Offset;
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return 0;
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}
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@ -8,5 +8,6 @@ namespace Ryujinx.Core.OsHle.Services.Nv
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public int Align;
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public int Kind;
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public long CpuAddress;
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public long GpuAddress;
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}
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}
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@ -2,6 +2,7 @@ using ChocolArm64.Memory;
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using Ryujinx.Core.OsHle.Handles;
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using Ryujinx.Core.OsHle.Services.Nv;
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using Ryujinx.Graphics.Gal;
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using Ryujinx.Graphics.Gpu;
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using System;
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using System.Collections.Generic;
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using System.IO;
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@ -63,13 +64,7 @@ namespace Ryujinx.Core.OsHle.Services.Android
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private ManualResetEvent WaitBufferFree;
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private object RenderQueueLock;
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private int RenderQueueCount;
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private bool NvFlingerDisposed;
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private bool KeepRunning;
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private bool Disposed;
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public NvFlinger(IGalRenderer Renderer, KEvent ReleaseEvent)
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{
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@ -92,10 +87,6 @@ namespace Ryujinx.Core.OsHle.Services.Android
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BufferQueue = new BufferEntry[0x40];
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WaitBufferFree = new ManualResetEvent(false);
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RenderQueueLock = new object();
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KeepRunning = true;
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}
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public long ProcessParcelRequest(ServiceCtx Context, byte[] ParcelData, int Code)
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@ -285,35 +276,24 @@ namespace Ryujinx.Core.OsHle.Services.Android
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return 0;
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}
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private unsafe void SendFrameBuffer(ServiceCtx Context, int Slot)
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private void SendFrameBuffer(ServiceCtx Context, int Slot)
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{
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int FbWidth = BufferQueue[Slot].Data.Width;
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int FbHeight = BufferQueue[Slot].Data.Height;
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long FbSize = (uint)FbWidth * FbHeight * 4;
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int FbWidth = 1280;
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int FbHeight = 720;
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NvMap Map = GetNvMap(Context, Slot);
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NvMapFb MapFb = (NvMapFb)INvDrvServices.NvMapsFb.GetData(Context.Process, 0);
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long Address = Map.CpuAddress;
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long CpuAddr = Map.CpuAddress;
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long GpuAddr = Map.GpuAddress;
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if (MapFb.HasBufferOffset(Slot))
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{
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Address += MapFb.GetBufferOffset(Slot);
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}
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CpuAddr += MapFb.GetBufferOffset(Slot);
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if ((ulong)(Address + FbSize) > AMemoryMgr.AddrSize)
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{
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Logging.Error($"Frame buffer address {Address:x16} is invalid!");
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BufferQueue[Slot].State = BufferState.Free;
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ReleaseEvent.Handle.Set();
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WaitBufferFree.Set();
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return;
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//TODO: Enable once the frame buffers problems are fixed.
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//GpuAddr += MapFb.GetBufferOffset(Slot);
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}
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BufferQueue[Slot].State = BufferState.Acquired;
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@ -367,41 +347,28 @@ namespace Ryujinx.Core.OsHle.Services.Android
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Rotate = -MathF.PI * 0.5f;
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}
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lock (RenderQueueLock)
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{
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if (NvFlingerDisposed)
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{
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return;
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}
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Renderer.SetFrameBufferTransform(ScaleX, ScaleY, Rotate, OffsX, OffsY);
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Interlocked.Increment(ref RenderQueueCount);
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//TODO: Support double buffering here aswell, it is broken for GPU
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//frame buffers because it seems to be completely out of sync.
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if (Context.Ns.Gpu.Engine3d.IsFrameBufferPosition(GpuAddr))
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{
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//Frame buffer is rendered to by the GPU, we can just
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//bind the frame buffer texture, it's not necessary to read anything.
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Renderer.SetFrameBuffer(GpuAddr);
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}
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else
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{
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//Frame buffer is not set on the GPU registers, in this case
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//assume that the app is manually writing to it.
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Texture Texture = new Texture(CpuAddr, FbWidth, FbHeight);
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byte[] Data = TextureReader.Read(Context.Memory, Texture);
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Renderer.SetFrameBuffer(Data, FbWidth, FbHeight);
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}
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byte* Fb = (byte*)Context.Memory.Ram + Address;
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Context.Ns.Gpu.Renderer.QueueAction(delegate()
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{
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Context.Ns.Gpu.Renderer.SetFrameBuffer(
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Fb,
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FbWidth,
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FbHeight,
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ScaleX,
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ScaleY,
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OffsX,
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OffsY,
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Rotate);
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BufferQueue[Slot].State = BufferState.Free;
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Interlocked.Decrement(ref RenderQueueCount);
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ReleaseEvent.Handle.Set();
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lock (WaitBufferFree)
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{
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WaitBufferFree.Set();
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}
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});
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Context.Ns.Gpu.Renderer.QueueAction(() => ReleaseBuffer(Slot));
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}
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private NvMap GetNvMap(ServiceCtx Context, int Slot)
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@ -420,6 +387,18 @@ namespace Ryujinx.Core.OsHle.Services.Android
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return INvDrvServices.NvMaps.GetData<NvMap>(Context.Process, NvMapHandle);
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}
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private void ReleaseBuffer(int Slot)
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{
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BufferQueue[Slot].State = BufferState.Free;
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ReleaseEvent.Handle.Set();
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lock (WaitBufferFree)
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{
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WaitBufferFree.Set();
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}
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}
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private int GetFreeSlotBlocking(int Width, int Height)
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{
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int Slot;
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@ -435,7 +414,7 @@ namespace Ryujinx.Core.OsHle.Services.Android
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Logging.Debug("Waiting for a free BufferQueue slot...");
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if (!KeepRunning)
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if (Disposed)
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{
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break;
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}
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@ -445,7 +424,7 @@ namespace Ryujinx.Core.OsHle.Services.Android
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WaitBufferFree.WaitOne();
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}
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while (KeepRunning);
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while (!Disposed);
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Logging.Debug($"Found free BufferQueue slot {Slot}!");
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@ -485,26 +464,12 @@ namespace Ryujinx.Core.OsHle.Services.Android
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protected virtual void Dispose(bool Disposing)
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{
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if (Disposing && !NvFlingerDisposed)
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if (Disposing && !Disposed)
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{
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lock (RenderQueueLock)
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{
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NvFlingerDisposed = true;
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}
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//Ensure that all pending actions was sent before
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//we can safely assume that the class was disposed.
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while (RenderQueueCount > 0)
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{
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Thread.Yield();
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}
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Renderer.ResetFrameBuffer();
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Disposed = true;
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lock (WaitBufferFree)
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{
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KeepRunning = false;
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WaitBufferFree.Set();
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}
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@ -2,10 +2,10 @@ namespace Ryujinx.Graphics.Gal
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{
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public enum GalBlendEquation
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{
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FuncAdd = 0x8006,
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Min = 0x8007,
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Max = 0x8008,
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FuncSubtract = 0x800a,
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FuncReverseSubtract = 0x800b
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FuncAdd = 1,
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FuncSubtract = 2,
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FuncReverseSubtract = 3,
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Min = 4,
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Max = 5
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}
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}
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@ -2,24 +2,24 @@ namespace Ryujinx.Graphics.Gal
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{
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public enum GalBlendFactor
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{
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Zero = 0x4000,
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One = 0x4001,
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SrcColor = 0x4300,
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OneMinusSrcColor = 0x4301,
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SrcAlpha = 0x4302,
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OneMinusSrcAlpha = 0x4303,
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DstAlpha = 0x4304,
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OneMinusDstAlpha = 0x4305,
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DstColor = 0x4306,
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OneMinusDstColor = 0x4307,
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SrcAlphaSaturate = 0x4308,
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ConstantColor = 0xc001,
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OneMinusConstantColor = 0xc002,
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ConstantAlpha = 0xc003,
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OneMinusConstantAlpha = 0xc004,
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Src1Color = 0xc900,
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OneMinusSrc1Color = 0xc901,
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Src1Alpha = 0xc902,
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OneMinusSrc1Alpha = 0xc903
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Zero = 0x1,
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One = 0x2,
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SrcColor = 0x3,
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OneMinusSrcColor = 0x4,
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SrcAlpha = 0x5,
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OneMinusSrcAlpha = 0x6,
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DstAlpha = 0x7,
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OneMinusDstAlpha = 0x8,
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DstColor = 0x9,
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OneMinusDstColor = 0xa,
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SrcAlphaSaturate = 0xb,
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Src1Color = 0x10,
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OneMinusSrc1Color = 0x11,
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Src1Alpha = 0x12,
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OneMinusSrc1Alpha = 0x13,
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ConstantColor = 0x61,
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OneMinusConstantColor = 0x62,
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ConstantAlpha = 0x63,
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OneMinusConstantAlpha = 0x64
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}
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}
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@ -6,21 +6,12 @@ namespace Ryujinx.Graphics.Gal
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public unsafe interface IGalRenderer
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{
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void QueueAction(Action ActionMthd);
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void RunActions();
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void InitializeFrameBuffer();
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void ResetFrameBuffer();
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void Render();
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void SetWindowSize(int Width, int Height);
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void SetFrameBuffer(
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byte* Fb,
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int Width,
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int Height,
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float ScaleX,
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float ScaleY,
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float OffsX,
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float OffsY,
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float Rotate);
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//Blend
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void SetBlendEnable(bool Enable);
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GalBlendFactor FuncDstAlpha);
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//Frame Buffer
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void SetFb(int FbIndex, int Width, int Height);
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void CreateFrameBuffer(long Tag, int Width, int Height);
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void BindFrameBuffer(int FbIndex);
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void BindFrameBuffer(long Tag);
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void DrawFrameBuffer(int FbIndex);
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void BindFrameBufferTexture(long Tag, int Index, GalTextureSampler Sampler);
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void SetFrameBuffer(long Tag);
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void SetFrameBuffer(byte[] Data, int Width, int Height);
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void SetFrameBufferTransform(float SX, float SY, float Rotate, float TX, float TY);
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//Rasterizer
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void ClearBuffers(int RtIndex, GalClearBufferFlags Flags);
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void BindProgram();
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//Texture
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void SetTexture(int Index, GalTexture Tex);
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void SetTextureAndSampler(int Index, GalTexture Texture, GalTextureSampler Sampler);
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void SetSampler(int Index, GalTextureSampler Sampler);
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void BindTexture(int Index);
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}
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}
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@ -1,250 +0,0 @@
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using System;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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unsafe class FrameBuffer
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{
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public int WindowWidth { get; set; }
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public int WindowHeight { get; set; }
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private int VtxShaderHandle;
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private int FragShaderHandle;
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private int PrgShaderHandle;
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private int TexHandle;
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private int TexWidth;
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private int TexHeight;
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private int VaoHandle;
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private int VboHandle;
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private int[] Pixels;
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private byte* FbPtr;
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private object FbPtrLock;
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public FrameBuffer(int Width, int Height)
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{
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if (Width < 0)
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{
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throw new ArgumentOutOfRangeException(nameof(Width));
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}
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if (Height < 0)
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{
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throw new ArgumentOutOfRangeException(nameof(Height));
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}
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FbPtrLock = new object();
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TexWidth = Width;
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TexHeight = Height;
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WindowWidth = Width;
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WindowHeight = Height;
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SetupShaders();
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SetupTexture();
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SetupVertex();
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}
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private void SetupShaders()
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{
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VtxShaderHandle = GL.CreateShader(ShaderType.VertexShader);
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FragShaderHandle = GL.CreateShader(ShaderType.FragmentShader);
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string VtxShaderSource = EmbeddedResource.GetString("GlFbVtxShader");
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string FragShaderSource = EmbeddedResource.GetString("GlFbFragShader");
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GL.ShaderSource(VtxShaderHandle, VtxShaderSource);
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GL.ShaderSource(FragShaderHandle, FragShaderSource);
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GL.CompileShader(VtxShaderHandle);
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GL.CompileShader(FragShaderHandle);
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PrgShaderHandle = GL.CreateProgram();
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GL.AttachShader(PrgShaderHandle, VtxShaderHandle);
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GL.AttachShader(PrgShaderHandle, FragShaderHandle);
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GL.LinkProgram(PrgShaderHandle);
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GL.UseProgram(PrgShaderHandle);
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int TexUniformLocation = GL.GetUniformLocation(PrgShaderHandle, "tex");
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GL.Uniform1(TexUniformLocation, 0);
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int WindowSizeUniformLocation = GL.GetUniformLocation(PrgShaderHandle, "window_size");
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GL.Uniform2(WindowSizeUniformLocation, new Vector2(1280.0f, 720.0f));
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}
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private void SetupTexture()
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{
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Pixels = new int[TexWidth * TexHeight];
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if (TexHandle == 0)
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{
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TexHandle = GL.GenTexture();
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}
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GL.BindTexture(TextureTarget.Texture2D, TexHandle);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
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GL.TexImage2D(TextureTarget.Texture2D,
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0,
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PixelInternalFormat.Rgba,
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TexWidth,
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TexHeight,
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0,
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PixelFormat.Rgba,
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PixelType.UnsignedByte,
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IntPtr.Zero);
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}
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private void SetupVertex()
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{
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VaoHandle = GL.GenVertexArray();
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VboHandle = GL.GenBuffer();
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float[] Buffer = new float[]
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{
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-1, 1, 0, 0,
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1, 1, 1, 0,
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-1, -1, 0, 1,
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1, -1, 1, 1
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};
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IntPtr Length = new IntPtr(Buffer.Length * 4);
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GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
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GL.BufferData(BufferTarget.ArrayBuffer, Length, Buffer, BufferUsageHint.StreamDraw);
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GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
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GL.BindVertexArray(VaoHandle);
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GL.EnableVertexAttribArray(0);
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GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
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GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 16, 0);
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GL.EnableVertexAttribArray(1);
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GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
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GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 16, 8);
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GL.BindVertexArray(0);
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}
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public unsafe void Set(byte* Fb, int Width, int Height, Matrix2 Transform, Vector2 Offs)
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{
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if (Fb == null)
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{
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throw new ArgumentNullException(nameof(Fb));
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}
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if (Width < 0)
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{
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throw new ArgumentOutOfRangeException(nameof(Width));
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}
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if (Height < 0)
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{
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throw new ArgumentOutOfRangeException(nameof(Height));
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}
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lock (FbPtrLock)
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{
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FbPtr = Fb;
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}
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if (Width != TexWidth ||
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Height != TexHeight)
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{
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TexWidth = Width;
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TexHeight = Height;
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SetupTexture();
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}
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GL.UseProgram(PrgShaderHandle);
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int TransformUniformLocation = GL.GetUniformLocation(PrgShaderHandle, "transform");
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GL.UniformMatrix2(TransformUniformLocation, false, ref Transform);
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int WindowSizeUniformLocation = GL.GetUniformLocation(PrgShaderHandle, "window_size");
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GL.Uniform2(WindowSizeUniformLocation, new Vector2(WindowWidth, WindowHeight));
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int OffsetUniformLocation = GL.GetUniformLocation(PrgShaderHandle, "offset");
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GL.Uniform2(OffsetUniformLocation, Offs);
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}
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public void Reset()
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{
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lock (FbPtrLock)
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{
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FbPtr = null;
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}
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}
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|
||||
public void Render()
|
||||
{
|
||||
lock (FbPtrLock)
|
||||
{
|
||||
if (FbPtr == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (int Y = 0; Y < TexHeight; Y++)
|
||||
for (int X = 0; X < TexWidth; X++)
|
||||
{
|
||||
Pixels[X + Y * TexWidth] = *((int*)(FbPtr + GetSwizzleOffset(X, Y)));
|
||||
}
|
||||
}
|
||||
|
||||
GL.BindTexture(TextureTarget.Texture2D, TexHandle);
|
||||
GL.TexSubImage2D(TextureTarget.Texture2D,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
TexWidth,
|
||||
TexHeight,
|
||||
PixelFormat.Rgba,
|
||||
PixelType.UnsignedByte,
|
||||
Pixels);
|
||||
|
||||
GL.ActiveTexture(TextureUnit.Texture0);
|
||||
|
||||
GL.BindVertexArray(VaoHandle);
|
||||
|
||||
GL.UseProgram(PrgShaderHandle);
|
||||
|
||||
GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
|
||||
}
|
||||
|
||||
private int GetSwizzleOffset(int X, int Y)
|
||||
{
|
||||
int Pos;
|
||||
|
||||
Pos = (Y & 0x7f) >> 4;
|
||||
Pos += (X >> 4) << 3;
|
||||
Pos += (Y >> 7) * ((TexWidth >> 4) << 3);
|
||||
Pos *= 1024;
|
||||
Pos += ((Y & 0xf) >> 3) << 9;
|
||||
Pos += ((X & 0xf) >> 3) << 8;
|
||||
Pos += ((Y & 0x7) >> 1) << 6;
|
||||
Pos += ((X & 0x7) >> 2) << 5;
|
||||
Pos += ((Y & 0x1) >> 0) << 4;
|
||||
Pos += ((X & 0x3) >> 0) << 2;
|
||||
|
||||
return Pos;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -127,17 +127,72 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
|
||||
public static BlendEquationMode GetBlendEquation(GalBlendEquation BlendEquation)
|
||||
{
|
||||
return (BlendEquationMode)BlendEquation;
|
||||
switch (BlendEquation)
|
||||
{
|
||||
case GalBlendEquation.FuncAdd: return BlendEquationMode.FuncAdd;
|
||||
case GalBlendEquation.FuncSubtract: return BlendEquationMode.FuncSubtract;
|
||||
case GalBlendEquation.FuncReverseSubtract: return BlendEquationMode.FuncReverseSubtract;
|
||||
case GalBlendEquation.Min: return BlendEquationMode.Min;
|
||||
case GalBlendEquation.Max: return BlendEquationMode.Max;
|
||||
}
|
||||
|
||||
throw new ArgumentException(nameof(BlendEquation));
|
||||
}
|
||||
|
||||
public static BlendingFactorSrc GetBlendFactorSrc(GalBlendFactor BlendFactor)
|
||||
{
|
||||
return (BlendingFactorSrc)(BlendFactor - 0x4000);
|
||||
switch (BlendFactor)
|
||||
{
|
||||
case GalBlendFactor.Zero: return BlendingFactorSrc.Zero;
|
||||
case GalBlendFactor.One: return BlendingFactorSrc.One;
|
||||
case GalBlendFactor.SrcColor: return BlendingFactorSrc.SrcColor;
|
||||
case GalBlendFactor.OneMinusSrcColor: return BlendingFactorSrc.OneMinusSrcColor;
|
||||
case GalBlendFactor.DstColor: return BlendingFactorSrc.DstColor;
|
||||
case GalBlendFactor.OneMinusDstColor: return BlendingFactorSrc.OneMinusDstColor;
|
||||
case GalBlendFactor.SrcAlpha: return BlendingFactorSrc.SrcAlpha;
|
||||
case GalBlendFactor.OneMinusSrcAlpha: return BlendingFactorSrc.OneMinusSrcAlpha;
|
||||
case GalBlendFactor.DstAlpha: return BlendingFactorSrc.DstAlpha;
|
||||
case GalBlendFactor.OneMinusDstAlpha: return BlendingFactorSrc.OneMinusDstAlpha;
|
||||
case GalBlendFactor.ConstantColor: return BlendingFactorSrc.ConstantColor;
|
||||
case GalBlendFactor.OneMinusConstantColor: return BlendingFactorSrc.OneMinusConstantColor;
|
||||
case GalBlendFactor.ConstantAlpha: return BlendingFactorSrc.ConstantAlpha;
|
||||
case GalBlendFactor.OneMinusConstantAlpha: return BlendingFactorSrc.OneMinusConstantAlpha;
|
||||
case GalBlendFactor.SrcAlphaSaturate: return BlendingFactorSrc.SrcAlphaSaturate;
|
||||
case GalBlendFactor.Src1Color: return BlendingFactorSrc.Src1Color;
|
||||
case GalBlendFactor.OneMinusSrc1Color: return BlendingFactorSrc.OneMinusSrc1Color;
|
||||
case GalBlendFactor.Src1Alpha: return BlendingFactorSrc.Src1Alpha;
|
||||
case GalBlendFactor.OneMinusSrc1Alpha: return BlendingFactorSrc.OneMinusSrc1Alpha;
|
||||
}
|
||||
|
||||
throw new ArgumentException(nameof(BlendFactor));
|
||||
}
|
||||
|
||||
public static BlendingFactorDest GetBlendFactorDst(GalBlendFactor BlendFactor)
|
||||
{
|
||||
return (BlendingFactorDest)(BlendFactor - 0x4000);
|
||||
switch (BlendFactor)
|
||||
{
|
||||
case GalBlendFactor.Zero: return BlendingFactorDest.Zero;
|
||||
case GalBlendFactor.One: return BlendingFactorDest.One;
|
||||
case GalBlendFactor.SrcColor: return BlendingFactorDest.SrcColor;
|
||||
case GalBlendFactor.OneMinusSrcColor: return BlendingFactorDest.OneMinusSrcColor;
|
||||
case GalBlendFactor.DstColor: return BlendingFactorDest.DstColor;
|
||||
case GalBlendFactor.OneMinusDstColor: return BlendingFactorDest.OneMinusDstColor;
|
||||
case GalBlendFactor.SrcAlpha: return BlendingFactorDest.SrcAlpha;
|
||||
case GalBlendFactor.OneMinusSrcAlpha: return BlendingFactorDest.OneMinusSrcAlpha;
|
||||
case GalBlendFactor.DstAlpha: return BlendingFactorDest.DstAlpha;
|
||||
case GalBlendFactor.OneMinusDstAlpha: return BlendingFactorDest.OneMinusDstAlpha;
|
||||
case GalBlendFactor.ConstantColor: return BlendingFactorDest.ConstantColor;
|
||||
case GalBlendFactor.OneMinusConstantColor: return BlendingFactorDest.OneMinusConstantColor;
|
||||
case GalBlendFactor.ConstantAlpha: return BlendingFactorDest.ConstantAlpha;
|
||||
case GalBlendFactor.OneMinusConstantAlpha: return BlendingFactorDest.OneMinusConstantAlpha;
|
||||
case GalBlendFactor.SrcAlphaSaturate: return BlendingFactorDest.SrcAlphaSaturate;
|
||||
case GalBlendFactor.Src1Color: return BlendingFactorDest.Src1Color;
|
||||
case GalBlendFactor.OneMinusSrc1Color: return BlendingFactorDest.OneMinusSrc1Color;
|
||||
case GalBlendFactor.Src1Alpha: return BlendingFactorDest.Src1Alpha;
|
||||
case GalBlendFactor.OneMinusSrc1Alpha: return BlendingFactorDest.OneMinusSrc1Alpha;
|
||||
}
|
||||
|
||||
throw new ArgumentException(nameof(BlendFactor));
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,16 +1,30 @@
|
|||
using OpenTK;
|
||||
using OpenTK.Graphics.OpenGL;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Ryujinx.Graphics.Gal.OpenGL
|
||||
{
|
||||
class OGLFrameBuffer
|
||||
{
|
||||
private struct FrameBuffer
|
||||
private class FrameBuffer
|
||||
{
|
||||
public int FbHandle;
|
||||
public int RbHandle;
|
||||
public int TexHandle;
|
||||
public int Width { get; set; }
|
||||
public int Height { get; set; }
|
||||
|
||||
public int Handle { get; private set; }
|
||||
public int RbHandle { get; private set; }
|
||||
public int TexHandle { get; private set; }
|
||||
|
||||
public FrameBuffer(int Width, int Height)
|
||||
{
|
||||
this.Width = Width;
|
||||
this.Height = Height;
|
||||
|
||||
Handle = GL.GenFramebuffer();
|
||||
RbHandle = GL.GenRenderbuffer();
|
||||
TexHandle = GL.GenTexture();
|
||||
}
|
||||
}
|
||||
|
||||
private struct ShaderProgram
|
||||
|
@ -20,83 +34,175 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
public int FpHandle;
|
||||
}
|
||||
|
||||
private FrameBuffer[] Fbs;
|
||||
private Dictionary<long, FrameBuffer> Fbs;
|
||||
|
||||
private ShaderProgram Shader;
|
||||
|
||||
private bool IsInitialized;
|
||||
|
||||
private int RawFbTexWidth;
|
||||
private int RawFbTexHeight;
|
||||
private int RawFbTexHandle;
|
||||
|
||||
private int CurrFbHandle;
|
||||
private int CurrTexHandle;
|
||||
|
||||
private int VaoHandle;
|
||||
private int VboHandle;
|
||||
|
||||
public OGLFrameBuffer()
|
||||
{
|
||||
Fbs = new FrameBuffer[16];
|
||||
Fbs = new Dictionary<long, FrameBuffer>();
|
||||
|
||||
Shader = new ShaderProgram();
|
||||
}
|
||||
|
||||
public void Set(int Index, int Width, int Height)
|
||||
public void Create(long Tag, int Width, int Height)
|
||||
{
|
||||
if (Fbs[Index].FbHandle != 0)
|
||||
if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
|
||||
{
|
||||
if (Fb.Width != Width ||
|
||||
Fb.Height != Height)
|
||||
{
|
||||
SetupTexture(Fb.TexHandle, Width, Height);
|
||||
|
||||
Fb.Width = Width;
|
||||
Fb.Height = Height;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
Fbs[Index].FbHandle = GL.GenFramebuffer();
|
||||
Fbs[Index].RbHandle = GL.GenRenderbuffer();
|
||||
Fbs[Index].TexHandle = GL.GenTexture();
|
||||
Fb = new FrameBuffer(Width, Height);
|
||||
|
||||
GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fbs[Index].FbHandle);
|
||||
SetupTexture(Fb.TexHandle, Width, Height);
|
||||
|
||||
GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, Fbs[Index].RbHandle);
|
||||
GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fb.Handle);
|
||||
|
||||
GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferStorage.Depth24Stencil8, 1280, 720);
|
||||
GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, Fb.RbHandle);
|
||||
|
||||
GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthStencilAttachment, RenderbufferTarget.Renderbuffer, Fbs[Index].RbHandle);
|
||||
GL.RenderbufferStorage(
|
||||
RenderbufferTarget.Renderbuffer,
|
||||
RenderbufferStorage.Depth24Stencil8,
|
||||
Width,
|
||||
Height);
|
||||
|
||||
GL.BindTexture(TextureTarget.Texture2D, Fbs[Index].TexHandle);
|
||||
GL.FramebufferRenderbuffer(
|
||||
FramebufferTarget.Framebuffer,
|
||||
FramebufferAttachment.DepthStencilAttachment,
|
||||
RenderbufferTarget.Renderbuffer,
|
||||
Fb.RbHandle);
|
||||
|
||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
|
||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
|
||||
|
||||
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, 1280, 720, 0, PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);
|
||||
|
||||
GL.FramebufferTexture(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, Fbs[Index].TexHandle, 0);
|
||||
GL.FramebufferTexture(
|
||||
FramebufferTarget.Framebuffer,
|
||||
FramebufferAttachment.ColorAttachment0,
|
||||
Fb.TexHandle,
|
||||
0);
|
||||
|
||||
GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
|
||||
|
||||
Fbs.Add(Tag, Fb);
|
||||
}
|
||||
|
||||
public void Bind(int Index)
|
||||
public void Bind(long Tag)
|
||||
{
|
||||
if (Fbs[Index].FbHandle == 0)
|
||||
if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
|
||||
{
|
||||
return;
|
||||
}
|
||||
GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fb.Handle);
|
||||
|
||||
GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fbs[Index].FbHandle);
|
||||
CurrFbHandle = Fb.Handle;
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(int Index)
|
||||
public void BindTexture(long Tag, int Index)
|
||||
{
|
||||
if (Fbs[Index].FbHandle == 0)
|
||||
if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
|
||||
{
|
||||
return;
|
||||
GL.ActiveTexture(TextureUnit.Texture0 + Index);
|
||||
|
||||
GL.BindTexture(TextureTarget.Texture2D, Fb.TexHandle);
|
||||
}
|
||||
}
|
||||
|
||||
public void Set(long Tag)
|
||||
{
|
||||
if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
|
||||
{
|
||||
CurrTexHandle = Fb.TexHandle;
|
||||
}
|
||||
}
|
||||
|
||||
public void Set(byte[] Data, int Width, int Height)
|
||||
{
|
||||
if (RawFbTexHandle == 0)
|
||||
{
|
||||
RawFbTexHandle = GL.GenTexture();
|
||||
}
|
||||
|
||||
EnsureInitialized();
|
||||
if (RawFbTexWidth != Width ||
|
||||
RawFbTexHeight != Height)
|
||||
{
|
||||
SetupTexture(RawFbTexHandle, Width, Height);
|
||||
|
||||
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
|
||||
|
||||
GL.BindTexture(TextureTarget.Texture2D, Fbs[Index].TexHandle);
|
||||
RawFbTexWidth = Width;
|
||||
RawFbTexHeight = Height;
|
||||
}
|
||||
|
||||
GL.ActiveTexture(TextureUnit.Texture0);
|
||||
|
||||
GL.BindVertexArray(VaoHandle);
|
||||
GL.BindTexture(TextureTarget.Texture2D, RawFbTexHandle);
|
||||
|
||||
(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);
|
||||
|
||||
GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, Width, Height, Format, Type, Data);
|
||||
|
||||
CurrTexHandle = RawFbTexHandle;
|
||||
}
|
||||
|
||||
public void SetTransform(Matrix2 Transform, Vector2 Offs)
|
||||
{
|
||||
EnsureInitialized();
|
||||
|
||||
int CurrentProgram = GL.GetInteger(GetPName.CurrentProgram);
|
||||
|
||||
GL.UseProgram(Shader.Handle);
|
||||
|
||||
GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
|
||||
int TransformUniformLocation = GL.GetUniformLocation(Shader.Handle, "transform");
|
||||
|
||||
GL.UniformMatrix2(TransformUniformLocation, false, ref Transform);
|
||||
|
||||
int OffsetUniformLocation = GL.GetUniformLocation(Shader.Handle, "offset");
|
||||
|
||||
GL.Uniform2(OffsetUniformLocation, ref Offs);
|
||||
|
||||
GL.UseProgram(CurrentProgram);
|
||||
}
|
||||
|
||||
public void Render()
|
||||
{
|
||||
if (CurrTexHandle != 0)
|
||||
{
|
||||
EnsureInitialized();
|
||||
|
||||
GL.ActiveTexture(TextureUnit.Texture0);
|
||||
|
||||
GL.BindTexture(TextureTarget.Texture2D, CurrTexHandle);
|
||||
|
||||
int CurrentProgram = GL.GetInteger(GetPName.CurrentProgram);
|
||||
|
||||
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
|
||||
|
||||
GL.BindVertexArray(VaoHandle);
|
||||
|
||||
GL.UseProgram(Shader.Handle);
|
||||
|
||||
GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
|
||||
|
||||
//Restore the original state.
|
||||
GL.BindFramebuffer(FramebufferTarget.Framebuffer, CurrFbHandle);
|
||||
|
||||
GL.UseProgram(CurrentProgram);
|
||||
}
|
||||
}
|
||||
|
||||
private void EnsureInitialized()
|
||||
|
@ -130,7 +236,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
GL.LinkProgram(Shader.Handle);
|
||||
GL.UseProgram(Shader.Handle);
|
||||
|
||||
Matrix2 Transform = Matrix2.CreateScale(1, -1);
|
||||
Matrix2 Transform = Matrix2.Identity;
|
||||
|
||||
int TexUniformLocation = GL.GetUniformLocation(Shader.Handle, "tex");
|
||||
|
||||
|
@ -178,5 +284,32 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
|
||||
GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 16, 8);
|
||||
}
|
||||
|
||||
private void SetupTexture(int Handle, int Width, int Height)
|
||||
{
|
||||
GL.BindTexture(TextureTarget.Texture2D, Handle);
|
||||
|
||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
|
||||
|
||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
|
||||
|
||||
(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);
|
||||
|
||||
const PixelInternalFormat InternalFmt = PixelInternalFormat.Rgba;
|
||||
|
||||
const int Level = 0;
|
||||
const int Border = 0;
|
||||
|
||||
GL.TexImage2D(
|
||||
TextureTarget.Texture2D,
|
||||
Level,
|
||||
InternalFmt,
|
||||
Width,
|
||||
Height,
|
||||
Border,
|
||||
Format,
|
||||
Type,
|
||||
IntPtr.Zero);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -15,10 +15,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
{
|
||||
GL.ActiveTexture(TextureUnit.Texture0 + Index);
|
||||
|
||||
int Handle = EnsureTextureInitialized(Index);
|
||||
|
||||
GL.BindTexture(TextureTarget.Texture2D, Handle);
|
||||
Bind(Index);
|
||||
|
||||
const int Level = 0; //TODO: Support mipmap textures.
|
||||
const int Border = 0;
|
||||
|
||||
if (IsCompressedTextureFormat(Texture.Format))
|
||||
|
@ -27,7 +26,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
|
||||
GL.CompressedTexImage2D(
|
||||
TextureTarget.Texture2D,
|
||||
0,
|
||||
Level,
|
||||
InternalFmt,
|
||||
Texture.Width,
|
||||
Texture.Height,
|
||||
|
@ -39,27 +38,30 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
{
|
||||
const PixelInternalFormat InternalFmt = PixelInternalFormat.Rgba;
|
||||
|
||||
(PixelFormat, PixelType) Format = OGLEnumConverter.GetTextureFormat(Texture.Format);
|
||||
(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(Texture.Format);
|
||||
|
||||
GL.TexImage2D(
|
||||
TextureTarget.Texture2D,
|
||||
0,
|
||||
Level,
|
||||
InternalFmt,
|
||||
Texture.Width,
|
||||
Texture.Height,
|
||||
Border,
|
||||
Format.Item1,
|
||||
Format.Item2,
|
||||
Format,
|
||||
Type,
|
||||
Texture.Data);
|
||||
}
|
||||
}
|
||||
|
||||
public void Set(int Index, GalTextureSampler Sampler)
|
||||
public void Bind(int Index)
|
||||
{
|
||||
int Handle = EnsureTextureInitialized(Index);
|
||||
|
||||
GL.BindTexture(TextureTarget.Texture2D, Handle);
|
||||
}
|
||||
|
||||
public static void Set(GalTextureSampler Sampler)
|
||||
{
|
||||
int WrapS = (int)OGLEnumConverter.GetTextureWrapMode(Sampler.AddressU);
|
||||
int WrapT = (int)OGLEnumConverter.GetTextureWrapMode(Sampler.AddressV);
|
||||
|
||||
|
|
|
@ -19,8 +19,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
|
||||
private ConcurrentQueue<Action> ActionsQueue;
|
||||
|
||||
private FrameBuffer FbRenderer;
|
||||
|
||||
public OpenGLRenderer()
|
||||
{
|
||||
Blend = new OGLBlend();
|
||||
|
@ -36,16 +34,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
ActionsQueue = new ConcurrentQueue<Action>();
|
||||
}
|
||||
|
||||
public void InitializeFrameBuffer()
|
||||
{
|
||||
FbRenderer = new FrameBuffer(1280, 720);
|
||||
}
|
||||
|
||||
public void ResetFrameBuffer()
|
||||
{
|
||||
FbRenderer.Reset();
|
||||
}
|
||||
|
||||
public void QueueAction(Action ActionMthd)
|
||||
{
|
||||
ActionsQueue.Enqueue(ActionMthd);
|
||||
|
@ -63,33 +51,12 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
|
||||
public void Render()
|
||||
{
|
||||
FbRenderer.Render();
|
||||
FrameBuffer.Render();
|
||||
}
|
||||
|
||||
public void SetWindowSize(int Width, int Height)
|
||||
{
|
||||
FbRenderer.WindowWidth = Width;
|
||||
FbRenderer.WindowHeight = Height;
|
||||
}
|
||||
|
||||
public unsafe void SetFrameBuffer(
|
||||
byte* Fb,
|
||||
int Width,
|
||||
int Height,
|
||||
float ScaleX,
|
||||
float ScaleY,
|
||||
float OffsX,
|
||||
float OffsY,
|
||||
float Rotate)
|
||||
{
|
||||
Matrix2 Transform;
|
||||
|
||||
Transform = Matrix2.CreateScale(ScaleX, ScaleY);
|
||||
Transform *= Matrix2.CreateRotation(Rotate);
|
||||
|
||||
Vector2 Offs = new Vector2(OffsX, OffsY);
|
||||
|
||||
FbRenderer.Set(Fb, Width, Height, Transform, Offs);
|
||||
//TODO
|
||||
}
|
||||
|
||||
public void SetBlendEnable(bool Enable)
|
||||
|
@ -132,19 +99,46 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
});
|
||||
}
|
||||
|
||||
public void SetFb(int FbIndex, int Width, int Height)
|
||||
public void CreateFrameBuffer(long Tag, int Width, int Height)
|
||||
{
|
||||
ActionsQueue.Enqueue(() => FrameBuffer.Set(FbIndex, Width, Height));
|
||||
ActionsQueue.Enqueue(() => FrameBuffer.Create(Tag, Width, Height));
|
||||
}
|
||||
|
||||
public void BindFrameBuffer(int FbIndex)
|
||||
public void BindFrameBuffer(long Tag)
|
||||
{
|
||||
ActionsQueue.Enqueue(() => FrameBuffer.Bind(FbIndex));
|
||||
ActionsQueue.Enqueue(() => FrameBuffer.Bind(Tag));
|
||||
}
|
||||
|
||||
public void DrawFrameBuffer(int FbIndex)
|
||||
public void BindFrameBufferTexture(long Tag, int Index, GalTextureSampler Sampler)
|
||||
{
|
||||
ActionsQueue.Enqueue(() => FrameBuffer.Draw(FbIndex));
|
||||
ActionsQueue.Enqueue(() =>
|
||||
{
|
||||
FrameBuffer.BindTexture(Tag, Index);
|
||||
|
||||
OGLTexture.Set(Sampler);
|
||||
});
|
||||
}
|
||||
|
||||
public void SetFrameBuffer(long Tag)
|
||||
{
|
||||
ActionsQueue.Enqueue(() => FrameBuffer.Set(Tag));
|
||||
}
|
||||
|
||||
public void SetFrameBuffer(byte[] Data, int Width, int Height)
|
||||
{
|
||||
ActionsQueue.Enqueue(() => FrameBuffer.Set(Data, Width, Height));
|
||||
}
|
||||
|
||||
public void SetFrameBufferTransform(float SX, float SY, float Rotate, float TX, float TY)
|
||||
{
|
||||
Matrix2 Transform;
|
||||
|
||||
Transform = Matrix2.CreateScale(SX, SY);
|
||||
Transform *= Matrix2.CreateRotation(Rotate);
|
||||
|
||||
Vector2 Offs = new Vector2(TX, TY);
|
||||
|
||||
ActionsQueue.Enqueue(() => FrameBuffer.SetTransform(Transform, Offs));
|
||||
}
|
||||
|
||||
public void ClearBuffers(int RtIndex, GalClearBufferFlags Flags)
|
||||
|
@ -239,14 +233,19 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
ActionsQueue.Enqueue(() => Shader.BindProgram());
|
||||
}
|
||||
|
||||
public void SetTexture(int Index, GalTexture Tex)
|
||||
public void SetTextureAndSampler(int Index, GalTexture Texture, GalTextureSampler Sampler)
|
||||
{
|
||||
ActionsQueue.Enqueue(() => Texture.Set(Index, Tex));
|
||||
ActionsQueue.Enqueue(() =>
|
||||
{
|
||||
this.Texture.Set(Index, Texture);
|
||||
|
||||
OGLTexture.Set(Sampler);
|
||||
});
|
||||
}
|
||||
|
||||
public void SetSampler(int Index, GalTextureSampler Sampler)
|
||||
public void BindTexture(int Index)
|
||||
{
|
||||
ActionsQueue.Enqueue(() => Texture.Set(Index, Sampler));
|
||||
ActionsQueue.Enqueue(() => Texture.Bind(Index));
|
||||
}
|
||||
}
|
||||
}
|
|
@ -81,7 +81,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
public GlslProgram Decompile(int[] Code, GalShaderType ShaderType)
|
||||
{
|
||||
ShaderIrBlock Block = ShaderDecoder.DecodeBasicBlock(Code, 0, ShaderType);
|
||||
ShaderIrBlock Block = ShaderDecoder.DecodeBasicBlock(Code, 0);
|
||||
|
||||
ShaderIrNode[] Nodes = Block.GetNodes();
|
||||
|
||||
|
|
|
@ -74,11 +74,9 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
for (int Ch = 0; Ch < 4; Ch++)
|
||||
{
|
||||
ShaderIrOperGpr Dst = (Ch >> 1) != 0
|
||||
? GetOperGpr28(OpCode)
|
||||
: GetOperGpr0 (OpCode);
|
||||
|
||||
Dst.Index += Ch & 1;
|
||||
//Assign it to a temp because the destination registers
|
||||
//may be used as texture coord input aswell.
|
||||
ShaderIrOperGpr Dst = new ShaderIrOperGpr(0x100 + Ch);
|
||||
|
||||
ShaderIrMetaTex Meta = new ShaderIrMetaTex(Ch);
|
||||
|
||||
|
@ -86,6 +84,19 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Op), OpCode));
|
||||
}
|
||||
|
||||
for (int Ch = 0; Ch < 4; Ch++)
|
||||
{
|
||||
ShaderIrOperGpr Src = new ShaderIrOperGpr(0x100 + Ch);
|
||||
|
||||
ShaderIrOperGpr Dst = (Ch >> 1) != 0
|
||||
? GetOperGpr28(OpCode)
|
||||
: GetOperGpr0 (OpCode);
|
||||
|
||||
Dst.Index += Ch & 1;
|
||||
|
||||
Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Src), OpCode));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -2,7 +2,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
{
|
||||
static class ShaderDecoder
|
||||
{
|
||||
public static ShaderIrBlock DecodeBasicBlock(int[] Code, int Offset, GalShaderType ShaderType)
|
||||
public static ShaderIrBlock DecodeBasicBlock(int[] Code, int Offset)
|
||||
{
|
||||
ShaderIrBlock Block = new ShaderIrBlock();
|
||||
|
||||
|
@ -37,8 +37,6 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
}
|
||||
}
|
||||
|
||||
Block.RunOptimizationPasses(ShaderType);
|
||||
|
||||
return Block;
|
||||
}
|
||||
|
||||
|
|
|
@ -16,11 +16,6 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
Nodes.Add(Node);
|
||||
}
|
||||
|
||||
public void RunOptimizationPasses(GalShaderType ShaderType)
|
||||
{
|
||||
ShaderOptExprProp.Optimize(Nodes, ShaderType);
|
||||
}
|
||||
|
||||
public ShaderIrNode[] GetNodes()
|
||||
{
|
||||
return Nodes.ToArray();
|
||||
|
|
|
@ -1,366 +0,0 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
static class ShaderOptExprProp
|
||||
{
|
||||
private struct UseSite
|
||||
{
|
||||
public ShaderIrNode Parent { get; private set; }
|
||||
public ShaderIrCond Cond { get; private set; }
|
||||
|
||||
public int UseIndex { get; private set; }
|
||||
|
||||
public int OperIndex { get; private set; }
|
||||
|
||||
public UseSite(
|
||||
ShaderIrNode Parent,
|
||||
ShaderIrCond Cond,
|
||||
int UseIndex,
|
||||
int OperIndex)
|
||||
{
|
||||
this.Parent = Parent;
|
||||
this.Cond = Cond;
|
||||
this.UseIndex = UseIndex;
|
||||
this.OperIndex = OperIndex;
|
||||
}
|
||||
}
|
||||
|
||||
private class RegUse
|
||||
{
|
||||
public ShaderIrAsg Asg { get; private set; }
|
||||
|
||||
public int AsgIndex { get; private set; }
|
||||
|
||||
public int LastSiteIndex { get; private set; }
|
||||
|
||||
public ShaderIrCond Cond { get; private set; }
|
||||
|
||||
private List<UseSite> Sites;
|
||||
|
||||
public RegUse()
|
||||
{
|
||||
Sites = new List<UseSite>();
|
||||
}
|
||||
|
||||
public void AddUseSite(UseSite Site)
|
||||
{
|
||||
if (LastSiteIndex < Site.UseIndex)
|
||||
{
|
||||
LastSiteIndex = Site.UseIndex;
|
||||
}
|
||||
|
||||
Sites.Add(Site);
|
||||
}
|
||||
|
||||
public bool TryPropagate()
|
||||
{
|
||||
//This happens when a untiliazied register is used,
|
||||
//this usually indicates a decoding error, but may also
|
||||
//be caused by bogus programs (?). In any case, we just
|
||||
//keep the unitialized access and avoid trying to propagate
|
||||
//the expression (since we can't propagate what doesn't yet exist).
|
||||
if (Asg == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Cond != null)
|
||||
{
|
||||
//If the assignment is conditional, we can only propagate
|
||||
//to the use sites that shares the same condition of the assignment.
|
||||
foreach (UseSite Site in Sites)
|
||||
{
|
||||
if (!IsSameCondition(Cond, Site.Cond))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Sites.Count > 0)
|
||||
{
|
||||
foreach (UseSite Site in Sites)
|
||||
{
|
||||
if (Site.Parent is ShaderIrCond Cond)
|
||||
{
|
||||
switch (Site.OperIndex)
|
||||
{
|
||||
case 0: Cond.Pred = Asg.Src; break;
|
||||
case 1: Cond.Child = Asg.Src; break;
|
||||
|
||||
default: throw new InvalidOperationException();
|
||||
}
|
||||
}
|
||||
else if (Site.Parent is ShaderIrOp Op)
|
||||
{
|
||||
switch (Site.OperIndex)
|
||||
{
|
||||
case 0: Op.OperandA = Asg.Src; break;
|
||||
case 1: Op.OperandB = Asg.Src; break;
|
||||
case 2: Op.OperandC = Asg.Src; break;
|
||||
|
||||
default: throw new InvalidOperationException();
|
||||
}
|
||||
}
|
||||
else if (Site.Parent is ShaderIrAsg SiteAsg)
|
||||
{
|
||||
SiteAsg.Src = Asg.Src;
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new InvalidOperationException();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void SetNewAsg(ShaderIrAsg Asg, int AsgIndex, ShaderIrCond Cond)
|
||||
{
|
||||
this.Asg = Asg;
|
||||
this.AsgIndex = AsgIndex;
|
||||
this.Cond = Cond;
|
||||
|
||||
LastSiteIndex = 0;
|
||||
|
||||
Sites.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
public static void Optimize(List<ShaderIrNode> Nodes, GalShaderType ShaderType)
|
||||
{
|
||||
Dictionary<int, RegUse> Uses = new Dictionary<int, RegUse>();
|
||||
|
||||
RegUse GetUse(int Key)
|
||||
{
|
||||
RegUse Use;
|
||||
|
||||
if (!Uses.TryGetValue(Key, out Use))
|
||||
{
|
||||
Use = new RegUse();
|
||||
|
||||
Uses.Add(Key, Use);
|
||||
}
|
||||
|
||||
return Use;
|
||||
}
|
||||
|
||||
int GetGprKey(int GprIndex)
|
||||
{
|
||||
return GprIndex;
|
||||
}
|
||||
|
||||
int GetPredKey(int PredIndex)
|
||||
{
|
||||
return PredIndex | 0x10000000;
|
||||
}
|
||||
|
||||
RegUse GetGprUse(int GprIndex)
|
||||
{
|
||||
return GetUse(GetGprKey(GprIndex));
|
||||
}
|
||||
|
||||
RegUse GetPredUse(int PredIndex)
|
||||
{
|
||||
return GetUse(GetPredKey(PredIndex));
|
||||
}
|
||||
|
||||
void RemoveUse(RegUse Use)
|
||||
{
|
||||
if (!Nodes.Remove((ShaderIrNode)Use.Cond ?? Use.Asg))
|
||||
{
|
||||
throw new InvalidOperationException();
|
||||
}
|
||||
}
|
||||
|
||||
void FindRegUses(
|
||||
List<(int, UseSite)> UseList,
|
||||
ShaderIrNode Parent,
|
||||
ShaderIrNode Node,
|
||||
ShaderIrCond CondNode,
|
||||
int UseIndex,
|
||||
int OperIndex = 0)
|
||||
{
|
||||
if (Node is ShaderIrAsg Asg)
|
||||
{
|
||||
FindRegUses(UseList, Asg, Asg.Src, CondNode, UseIndex);
|
||||
}
|
||||
else if (Node is ShaderIrCond Cond)
|
||||
{
|
||||
FindRegUses(UseList, Cond, Cond.Pred, CondNode, UseIndex, 0);
|
||||
FindRegUses(UseList, Cond, Cond.Child, CondNode, UseIndex, 1);
|
||||
}
|
||||
else if (Node is ShaderIrOp Op)
|
||||
{
|
||||
FindRegUses(UseList, Op, Op.OperandA, CondNode, UseIndex, 0);
|
||||
FindRegUses(UseList, Op, Op.OperandB, CondNode, UseIndex, 1);
|
||||
FindRegUses(UseList, Op, Op.OperandC, CondNode, UseIndex, 2);
|
||||
}
|
||||
else if (Node is ShaderIrOperGpr Gpr && !Gpr.IsConst)
|
||||
{
|
||||
UseList.Add((GetGprKey(Gpr.Index), new UseSite(Parent, CondNode, UseIndex, OperIndex)));
|
||||
}
|
||||
else if (Node is ShaderIrOperPred Pred)
|
||||
{
|
||||
UseList.Add((GetPredKey(Pred.Index), new UseSite(Parent, CondNode, UseIndex, OperIndex)));
|
||||
}
|
||||
}
|
||||
|
||||
void TryAddRegUseSite(ShaderIrNode Node, ShaderIrCond CondNode, int UseIndex)
|
||||
{
|
||||
List<(int, UseSite)> UseList = new List<(int, UseSite)>();
|
||||
|
||||
FindRegUses(UseList, null, Node, CondNode, UseIndex);
|
||||
|
||||
foreach ((int Key, UseSite Site) in UseList)
|
||||
{
|
||||
GetUse(Key).AddUseSite(Site);
|
||||
}
|
||||
}
|
||||
|
||||
bool TryPropagate(RegUse Use)
|
||||
{
|
||||
//We can only propagate if the registers that the expression depends
|
||||
//on weren't assigned after the original expression assignment
|
||||
//to a register took place. We traverse the expression tree to find
|
||||
//all registers being used, if any of those registers was assigned
|
||||
//after the assignment to be propagated, then we can't propagate.
|
||||
if (Use?.Asg == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
List<(int, UseSite)> UseList = new List<(int, UseSite)>();
|
||||
|
||||
if (Use.Cond != null)
|
||||
{
|
||||
FindRegUses(UseList, null, Use.Cond, null, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
FindRegUses(UseList, Use.Asg, Use.Asg.Src, null, 0);
|
||||
}
|
||||
|
||||
foreach ((int Key, UseSite Site) in UseList)
|
||||
{
|
||||
//TODO: Build an assignment list inside RegUse,
|
||||
//and check if there is an assignment inside the
|
||||
//range of Use.AsgIndex and Use.LastSiteIndex,
|
||||
//and if that's the case, then we should return false.
|
||||
//The current method is too conservative.
|
||||
if (GetUse(Key).AsgIndex >= Use.AsgIndex)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return Use.TryPropagate();
|
||||
}
|
||||
|
||||
for (int Index = 0, IterCount = 0; Index < Nodes.Count; Index++, IterCount++)
|
||||
{
|
||||
ShaderIrNode Node = Nodes[Index];
|
||||
|
||||
ShaderIrCond CondNode = null;
|
||||
|
||||
if (Node is ShaderIrCond)
|
||||
{
|
||||
CondNode = (ShaderIrCond)Node;
|
||||
}
|
||||
|
||||
TryAddRegUseSite(Node, CondNode, IterCount);;
|
||||
|
||||
while (Node is ShaderIrCond Cond)
|
||||
{
|
||||
Node = Cond.Child;
|
||||
}
|
||||
|
||||
if (!(Node is ShaderIrAsg Asg))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
RegUse Use = null;
|
||||
|
||||
if (Asg.Dst is ShaderIrOperGpr Gpr && !Gpr.IsConst)
|
||||
{
|
||||
Use = GetGprUse(Gpr.Index);
|
||||
}
|
||||
else if (Asg.Dst is ShaderIrOperPred Pred)
|
||||
{
|
||||
Use = GetPredUse(Pred.Index);
|
||||
}
|
||||
|
||||
bool CanRemoveAsg = CondNode == null;
|
||||
|
||||
CanRemoveAsg |= IsSameCondition(CondNode, Use?.Cond);
|
||||
|
||||
if (CanRemoveAsg && TryPropagate(Use))
|
||||
{
|
||||
RemoveUse(Use);
|
||||
|
||||
//Note: Only decrement if the removal was successful.
|
||||
//RemoveUse throws when this is not the case so we should be good.
|
||||
Index--;
|
||||
}
|
||||
|
||||
//All nodes inside conditional nodes can't be propagated,
|
||||
//as we don't even know if they will be executed to begin with.
|
||||
Use?.SetNewAsg(Asg, IterCount, CondNode);
|
||||
}
|
||||
|
||||
foreach (RegUse Use in Uses.Values)
|
||||
{
|
||||
//Gprs 0-3 are the color output on fragment shaders,
|
||||
//so we can't remove the last assignments to those registers.
|
||||
if (ShaderType == GalShaderType.Fragment)
|
||||
{
|
||||
if (Use.Asg?.Dst is ShaderIrOperGpr Gpr && Gpr.Index < 4)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (TryPropagate(Use))
|
||||
{
|
||||
RemoveUse(Use);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static bool IsSameCondition(ShaderIrCond CondA, ShaderIrCond CondB)
|
||||
{
|
||||
if (CondA == null || CondB == null)
|
||||
{
|
||||
return CondA == CondB;
|
||||
}
|
||||
|
||||
if (CondA.Not != CondB.Not)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (CondA.Pred is ShaderIrOperPred PredA)
|
||||
{
|
||||
if (!(CondB.Pred is ShaderIrOperPred PredB))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (PredA.Index != PredB.Index)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else if (CondA.Pred != CondB.Pred)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -9,9 +9,9 @@ namespace Ryujinx.Graphics.Gpu
|
|||
|
||||
internal NsGpuMemoryMgr MemoryMgr { get; private set; }
|
||||
|
||||
public NvGpuFifo Fifo;
|
||||
public NvGpuFifo Fifo { get; private set; }
|
||||
|
||||
internal NvGpuEngine3d Engine3d;
|
||||
public NvGpuEngine3d Engine3d { get; private set; }
|
||||
|
||||
private Thread FifoProcessing;
|
||||
|
||||
|
@ -29,7 +29,7 @@ namespace Ryujinx.Graphics.Gpu
|
|||
|
||||
KeepRunning = true;
|
||||
|
||||
FifoProcessing = new Thread(ProcessFifo);
|
||||
FifoProcessing = new Thread(ProcessFifo);
|
||||
|
||||
FifoProcessing.Start();
|
||||
}
|
||||
|
|
|
@ -5,7 +5,7 @@ using System.Collections.Generic;
|
|||
|
||||
namespace Ryujinx.Graphics.Gpu
|
||||
{
|
||||
class NvGpuEngine3d : INvGpuEngine
|
||||
public class NvGpuEngine3d : INvGpuEngine
|
||||
{
|
||||
public int[] Registers { get; private set; }
|
||||
|
||||
|
@ -20,9 +20,9 @@ namespace Ryujinx.Graphics.Gpu
|
|||
public int Size;
|
||||
}
|
||||
|
||||
private ConstBuffer[] Cbs;
|
||||
private ConstBuffer[] ConstBuffers;
|
||||
|
||||
private bool HasDataToRender;
|
||||
private HashSet<long> FrameBuffers;
|
||||
|
||||
public NvGpuEngine3d(NsGpu Gpu)
|
||||
{
|
||||
|
@ -48,7 +48,9 @@ namespace Ryujinx.Graphics.Gpu
|
|||
AddMethod(0x8e4, 16, 1, CbData);
|
||||
AddMethod(0x904, 1, 1, CbBind);
|
||||
|
||||
Cbs = new ConstBuffer[18];
|
||||
ConstBuffers = new ConstBuffer[18];
|
||||
|
||||
FrameBuffers = new HashSet<long>();
|
||||
}
|
||||
|
||||
public void CallMethod(AMemory Memory, NsGpuPBEntry PBEntry)
|
||||
|
@ -76,19 +78,10 @@ namespace Ryujinx.Graphics.Gpu
|
|||
UploadTextures(Memory, Tags);
|
||||
UploadUniforms(Memory);
|
||||
UploadVertexArrays(Memory);
|
||||
|
||||
HasDataToRender = true;
|
||||
}
|
||||
|
||||
private void ClearBuffers(AMemory Memory, NsGpuPBEntry PBEntry)
|
||||
{
|
||||
if (HasDataToRender)
|
||||
{
|
||||
HasDataToRender = false;
|
||||
|
||||
Gpu.Renderer.DrawFrameBuffer(0);
|
||||
}
|
||||
|
||||
int Arg0 = PBEntry.Arguments[0];
|
||||
|
||||
int FbIndex = (Arg0 >> 6) & 0xf;
|
||||
|
@ -99,16 +92,23 @@ namespace Ryujinx.Graphics.Gpu
|
|||
|
||||
SetFrameBuffer(0);
|
||||
|
||||
Gpu.Renderer.ClearBuffers(Layer, Flags);
|
||||
//TODO: Enable this once the frame buffer problems are fixed.
|
||||
//Gpu.Renderer.ClearBuffers(Layer, Flags);
|
||||
}
|
||||
|
||||
private void SetFrameBuffer(int FbIndex)
|
||||
{
|
||||
int Width = ReadRegister(NvGpuEngine3dReg.FrameBufferNWidth + FbIndex * 0x10);
|
||||
int Height = ReadRegister(NvGpuEngine3dReg.FrameBufferNHeight + FbIndex * 0x10);
|
||||
long Address = MakeInt64From2xInt32(NvGpuEngine3dReg.FrameBufferNAddress + FbIndex * 0x10);
|
||||
|
||||
Gpu.Renderer.SetFb(FbIndex, Width, Height);
|
||||
Gpu.Renderer.BindFrameBuffer(FbIndex);
|
||||
FrameBuffers.Add(Address);
|
||||
|
||||
int Width = ReadRegister(NvGpuEngine3dReg.FrameBufferNWidth + FbIndex * 0x10);
|
||||
int Height = ReadRegister(NvGpuEngine3dReg.FrameBufferNHeight + FbIndex * 0x10);
|
||||
|
||||
//Note: Using the Width/Height results seems to give incorrect results.
|
||||
//Maybe the size of all frame buffers is hardcoded to screen size? This seems unlikely.
|
||||
Gpu.Renderer.CreateFrameBuffer(Address, 1280, 720);
|
||||
Gpu.Renderer.BindFrameBuffer(Address);
|
||||
}
|
||||
|
||||
private long[] UploadShaders(AMemory Memory)
|
||||
|
@ -167,23 +167,24 @@ namespace Ryujinx.Graphics.Gpu
|
|||
|
||||
private void SetAlphaBlending()
|
||||
{
|
||||
bool BlendEnableMaster = (ReadRegister(NvGpuEngine3dReg.BlendEnableMaster) & 1) != 0;
|
||||
//TODO: Support independent blend properly.
|
||||
bool Enable = (ReadRegister(NvGpuEngine3dReg.IBlendEnable) & 1) != 0;
|
||||
|
||||
Gpu.Renderer.SetBlendEnable(BlendEnableMaster);
|
||||
Gpu.Renderer.SetBlendEnable(Enable);
|
||||
|
||||
bool BlendSeparateAlpha = (ReadRegister(NvGpuEngine3dReg.BlendSeparateAlpha) & 1) != 0;
|
||||
bool BlendSeparateAlpha = (ReadRegister(NvGpuEngine3dReg.IBlendNSeparateAlpha) & 1) != 0;
|
||||
|
||||
GalBlendEquation EquationRgb = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.BlendEquationRgb);
|
||||
GalBlendEquation EquationRgb = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationRgb);
|
||||
|
||||
GalBlendFactor FuncSrcRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.BlendFuncSrcRgb);
|
||||
GalBlendFactor FuncDstRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.BlendFuncDstRgb);
|
||||
GalBlendFactor FuncSrcRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcRgb);
|
||||
GalBlendFactor FuncDstRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstRgb);
|
||||
|
||||
if (BlendSeparateAlpha)
|
||||
{
|
||||
GalBlendEquation EquationAlpha = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.BlendEquationAlpha);
|
||||
GalBlendEquation EquationAlpha = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationAlpha);
|
||||
|
||||
GalBlendFactor FuncSrcAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.BlendFuncSrcAlpha);
|
||||
GalBlendFactor FuncDstAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.BlendFuncDstAlpha);
|
||||
GalBlendFactor FuncSrcAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcAlpha);
|
||||
GalBlendFactor FuncDstAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstAlpha);
|
||||
|
||||
Gpu.Renderer.SetBlendSeparate(
|
||||
EquationRgb,
|
||||
|
@ -205,11 +206,13 @@ namespace Ryujinx.Graphics.Gpu
|
|||
|
||||
int TextureCbIndex = ReadRegister(NvGpuEngine3dReg.TextureCbIndex);
|
||||
|
||||
long BasePosition = Cbs[TextureCbIndex].Position;
|
||||
long BasePosition = ConstBuffers[TextureCbIndex].Position;
|
||||
|
||||
long Size = (uint)Cbs[TextureCbIndex].Size;
|
||||
long Size = (uint)ConstBuffers[TextureCbIndex].Size;
|
||||
|
||||
int TexIndex = 0;
|
||||
//Note: On the emulator renderer, Texture Unit 0 is
|
||||
//reserved for drawing the frame buffer.
|
||||
int TexIndex = 1;
|
||||
|
||||
for (int Index = 0; Index < Tags.Length; Index++)
|
||||
{
|
||||
|
@ -241,8 +244,25 @@ namespace Ryujinx.Graphics.Gpu
|
|||
TicPosition += TicIndex * 0x20;
|
||||
TscPosition += TscIndex * 0x20;
|
||||
|
||||
Gpu.Renderer.SetTexture(TexIndex, TextureFactory.MakeTexture(Gpu, Memory, TicPosition));
|
||||
Gpu.Renderer.SetSampler(TexIndex, TextureFactory.MakeSampler(Gpu, Memory, TscPosition));
|
||||
GalTextureSampler Sampler = TextureFactory.MakeSampler(Gpu, Memory, TscPosition);
|
||||
|
||||
long TextureAddress = Memory.ReadInt64(TicPosition + 4) & 0xffffffffffff;
|
||||
|
||||
if (FrameBuffers.Contains(TextureAddress))
|
||||
{
|
||||
//This texture is a frame buffer texture,
|
||||
//we shouldn't read anything from memory and bind
|
||||
//the frame buffer texture instead, since we're not
|
||||
//really writing anything to memory.
|
||||
Gpu.Renderer.BindFrameBufferTexture(TextureAddress, TexIndex, Sampler);
|
||||
}
|
||||
else
|
||||
{
|
||||
GalTexture Texture = TextureFactory.MakeTexture(Gpu, Memory, TicPosition);
|
||||
|
||||
Gpu.Renderer.SetTextureAndSampler(TexIndex, Texture, Sampler);
|
||||
Gpu.Renderer.BindTexture(TexIndex);
|
||||
}
|
||||
}
|
||||
|
||||
private void UploadUniforms(AMemory Memory)
|
||||
|
@ -262,9 +282,9 @@ namespace Ryujinx.Graphics.Gpu
|
|||
continue;
|
||||
}
|
||||
|
||||
for (int Cbuf = 0; Cbuf < Cbs.Length; Cbuf++)
|
||||
for (int Cbuf = 0; Cbuf < ConstBuffers.Length; Cbuf++)
|
||||
{
|
||||
ConstBuffer Cb = Cbs[Cbuf];
|
||||
ConstBuffer Cb = ConstBuffers[Cbuf];
|
||||
|
||||
if (Cb.Enabled)
|
||||
{
|
||||
|
@ -379,7 +399,7 @@ namespace Ryujinx.Graphics.Gpu
|
|||
|
||||
if (Mode == 0)
|
||||
{
|
||||
//Write.
|
||||
//Write mode.
|
||||
Memory.WriteInt32(Position, Seq);
|
||||
}
|
||||
}
|
||||
|
@ -414,16 +434,16 @@ namespace Ryujinx.Graphics.Gpu
|
|||
|
||||
if (TryGetCpuAddr(NvGpuEngine3dReg.ConstBufferNAddress, out long Position))
|
||||
{
|
||||
Cbs[Index].Position = Position;
|
||||
Cbs[Index].Enabled = Enabled;
|
||||
ConstBuffers[Index].Position = Position;
|
||||
ConstBuffers[Index].Enabled = Enabled;
|
||||
|
||||
Cbs[Index].Size = ReadRegister(NvGpuEngine3dReg.ConstBufferNSize);
|
||||
ConstBuffers[Index].Size = ReadRegister(NvGpuEngine3dReg.ConstBufferNSize);
|
||||
}
|
||||
}
|
||||
|
||||
private int ReadCb(AMemory Memory, int Cbuf, int Offset)
|
||||
{
|
||||
long Position = Cbs[Cbuf].Position;
|
||||
long Position = ConstBuffers[Cbuf].Position;
|
||||
|
||||
int Value = Memory.ReadInt32(Position + Offset);
|
||||
|
||||
|
@ -465,5 +485,10 @@ namespace Ryujinx.Graphics.Gpu
|
|||
{
|
||||
Registers[(int)Reg] = Value;
|
||||
}
|
||||
|
||||
public bool IsFrameBufferPosition(long Position)
|
||||
{
|
||||
return FrameBuffers.Contains(Position);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -7,6 +7,7 @@ namespace Ryujinx.Graphics.Gpu
|
|||
FrameBufferNHeight = 0x203,
|
||||
FrameBufferNFormat = 0x204,
|
||||
VertexAttribNFormat = 0x458,
|
||||
IBlendEnable = 0x4b9,
|
||||
BlendSeparateAlpha = 0x4cf,
|
||||
BlendEquationRgb = 0x4d0,
|
||||
BlendFuncSrcRgb = 0x4d1,
|
||||
|
@ -31,6 +32,13 @@ namespace Ryujinx.Graphics.Gpu
|
|||
VertexArrayNControl = 0x700,
|
||||
VertexArrayNAddress = 0x701,
|
||||
VertexArrayNDivisor = 0x703,
|
||||
IBlendNSeparateAlpha = 0x780,
|
||||
IBlendNEquationRgb = 0x781,
|
||||
IBlendNFuncSrcRgb = 0x782,
|
||||
IBlendNFuncDstRgb = 0x783,
|
||||
IBlendNEquationAlpha = 0x784,
|
||||
IBlendNFuncSrcAlpha = 0x785,
|
||||
IBlendNFuncDstAlpha = 0x786,
|
||||
VertexArrayNEndAddr = 0x7c0,
|
||||
ShaderNControl = 0x800,
|
||||
ShaderNOffset = 0x801,
|
||||
|
|
|
@ -2,7 +2,7 @@ using Ryujinx.Graphics.Gal;
|
|||
|
||||
namespace Ryujinx.Graphics.Gpu
|
||||
{
|
||||
struct Texture
|
||||
public struct Texture
|
||||
{
|
||||
public long Position { get; private set; }
|
||||
|
||||
|
@ -16,6 +16,24 @@ namespace Ryujinx.Graphics.Gpu
|
|||
|
||||
public GalTextureFormat Format { get; private set; }
|
||||
|
||||
public Texture(
|
||||
long Position,
|
||||
int Width,
|
||||
int Height)
|
||||
{
|
||||
this.Position = Position;
|
||||
this.Width = Width;
|
||||
this.Height = Height;
|
||||
|
||||
Pitch = 0;
|
||||
|
||||
BlockHeight = 16;
|
||||
|
||||
Swizzle = TextureSwizzle.BlockLinear;
|
||||
|
||||
Format = GalTextureFormat.A8B8G8R8;
|
||||
}
|
||||
|
||||
public Texture(
|
||||
long Position,
|
||||
int Width,
|
||||
|
|
|
@ -4,7 +4,7 @@ using System;
|
|||
|
||||
namespace Ryujinx.Graphics.Gpu
|
||||
{
|
||||
static class TextureReader
|
||||
public static class TextureReader
|
||||
{
|
||||
public static byte[] Read(AMemory Memory, Texture Texture)
|
||||
{
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
namespace Ryujinx.Graphics.Gpu
|
||||
{
|
||||
enum TextureSwizzle
|
||||
public enum TextureSwizzle
|
||||
{
|
||||
_1dBuffer = 0,
|
||||
PitchColorKey = 1,
|
||||
|
|
|
@ -38,8 +38,6 @@ namespace Ryujinx
|
|||
protected override void OnLoad(EventArgs e)
|
||||
{
|
||||
VSync = VSyncMode.On;
|
||||
|
||||
Renderer.InitializeFrameBuffer();
|
||||
}
|
||||
|
||||
protected override void OnUpdateFrame(FrameEventArgs e)
|
||||
|
|
Loading…
Reference in a new issue