Call OpenGL functions directly, remove the pfifo thread, some refactoring

This commit is contained in:
gdkchan 2018-06-21 13:50:36 -03:00
parent 69697957e6
commit 88a38e9754
27 changed files with 262 additions and 403 deletions

View file

@ -1,6 +1,5 @@
using ChocolArm64.Translation;
using System;
using System.Numerics;
namespace ChocolArm64.Instruction
{

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@ -0,0 +1,22 @@
namespace Ryujinx.Graphics.Gal
{
public interface IGalBlend
{
void Enable();
void Disable();
void Set(
GalBlendEquation Equation,
GalBlendFactor FuncSrc,
GalBlendFactor FuncDst);
void SetSeparate(
GalBlendEquation EquationRgb,
GalBlendEquation EquationAlpha,
GalBlendFactor FuncSrcRgb,
GalBlendFactor FuncDstRgb,
GalBlendFactor FuncSrcAlpha,
GalBlendFactor FuncDstAlpha);
}
}

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@ -0,0 +1,27 @@
using System;
namespace Ryujinx.Graphics.Gal
{
public interface IGalFrameBuffer
{
void Create(long Tag, int Width, int Height);
void Bind(long Tag);
void BindTexture(long Tag, int Index);
void Set(long Tag);
void Set(byte[] Data, int Width, int Height);
void SetTransform(float SX, float SY, float Rotate, float TX, float TY);
void SetWindowSize(int Width, int Height);
void SetViewport(int X, int Y, int Width, int Height);
void Render();
void GetBufferData(long Tag, Action<byte[]> Callback);
}
}

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@ -0,0 +1,23 @@
namespace Ryujinx.Graphics.Gal
{
public interface IGalRasterizer
{
void ClearBuffers(int RtIndex, GalClearBufferFlags Flags);
bool IsVboCached(long Tag, long DataSize);
bool IsIboCached(long Tag, long DataSize);
void CreateVbo(long Tag, byte[] Buffer);
void CreateIbo(long Tag, byte[] Buffer);
void SetVertexArray(int VbIndex, int Stride, long VboTag, GalVertexAttrib[] Attribs);
void SetIndexArray(long Tag, int Size, GalIndexFormat Format);
void DrawArrays(int First, int PrimCount, GalPrimitiveType PrimType);
void DrawElements(long IboTag, int First, GalPrimitiveType PrimType);
}
}

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@ -1,90 +1,21 @@
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal
{
public unsafe interface IGalRenderer
public interface IGalRenderer
{
void QueueAction(Action ActionMthd);
void RunActions();
void Render();
IGalBlend Blend { get; }
void SetWindowSize(int Width, int Height);
IGalFrameBuffer FrameBuffer { get; }
//Blend
void SetBlendEnable(bool Enable);
IGalRasterizer Rasterizer { get; }
void SetBlend(
GalBlendEquation Equation,
GalBlendFactor FuncSrc,
GalBlendFactor FuncDst);
IGalShader Shader { get; }
void SetBlendSeparate(
GalBlendEquation EquationRgb,
GalBlendEquation EquationAlpha,
GalBlendFactor FuncSrcRgb,
GalBlendFactor FuncDstRgb,
GalBlendFactor FuncSrcAlpha,
GalBlendFactor FuncDstAlpha);
//Frame Buffer
void CreateFrameBuffer(long Tag, int Width, int Height);
void BindFrameBuffer(long Tag);
void BindFrameBufferTexture(long Tag, int Index, GalTextureSampler Sampler);
void SetFrameBuffer(long Tag);
void SetFrameBuffer(byte[] Data, int Width, int Height);
void SetFrameBufferTransform(float SX, float SY, float Rotate, float TX, float TY);
void SetViewport(int X, int Y, int Width, int Height);
void GetFrameBufferData(long Tag, Action<byte[]> Callback);
//Rasterizer
void ClearBuffers(int RtIndex, GalClearBufferFlags Flags);
bool IsVboCached(long Tag, long DataSize);
bool IsIboCached(long Tag, long DataSize);
void CreateVbo(long Tag, byte[] Buffer);
void CreateIbo(long Tag, byte[] Buffer);
void SetVertexArray(int VbIndex, int Stride, long VboTag, GalVertexAttrib[] Attribs);
void SetIndexArray(long Tag, int Size, GalIndexFormat Format);
void DrawArrays(int First, int PrimCount, GalPrimitiveType PrimType);
void DrawElements(long IboTag, int First, GalPrimitiveType PrimType);
//Shader
void CreateShader(IGalMemory Memory, long Tag, GalShaderType Type);
IEnumerable<ShaderDeclInfo> GetTextureUsage(long Tag);
void SetConstBuffer(long Tag, int Cbuf, byte[] Data);
void SetUniform1(string UniformName, int Value);
void SetUniform2F(string UniformName, float X, float Y);
void BindShader(long Tag);
void BindProgram();
//Texture
void SetTextureAndSampler(long Tag, byte[] Data, GalTexture Texture, GalTextureSampler Sampler);
bool TryGetCachedTexture(long Tag, long DataSize, out GalTexture Texture);
void BindTexture(long Tag, int Index);
IGalTexture Texture { get; }
}
}

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@ -0,0 +1,21 @@
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal
{
public interface IGalShader
{
void Create(IGalMemory Memory, long Tag, GalShaderType Type);
IEnumerable<ShaderDeclInfo> GetTextureUsage(long Tag);
void SetConstBuffer(long Tag, int Cbuf, byte[] Data);
void SetUniform1(string UniformName, int Value);
void SetUniform2F(string UniformName, float X, float Y);
void Bind(long Tag);
void BindProgram();
}
}

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@ -0,0 +1,13 @@
namespace Ryujinx.Graphics.Gal
{
public interface IGalTexture
{
void Create(long Tag, byte[] Data, GalTexture Texture);
bool TryGetCachedTexture(long Tag, long DataSize, out GalTexture Texture);
void Bind(long Tag, int Index);
void SetSampler(GalTextureSampler Sampler);
}
}

View file

@ -2,7 +2,7 @@ using OpenTK.Graphics.OpenGL;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLBlend
public class OGLBlend : IGalBlend
{
public void Enable()
{

View file

@ -5,7 +5,7 @@ using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLFrameBuffer
public class OGLFrameBuffer : IGalFrameBuffer
{
private struct Rect
{
@ -16,9 +16,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
public Rect(int X, int Y, int Width, int Height)
{
this.X = X;
this.Y = Y;
this.Width = Width;
this.X = X;
this.Y = Y;
this.Width = Width;
this.Height = Height;
}
}
@ -185,10 +185,17 @@ namespace Ryujinx.Graphics.Gal.OpenGL
CurrTexHandle = RawFbTexHandle;
}
public void SetTransform(Matrix2 Transform, Vector2 Offs)
public void SetTransform(float SX, float SY, float Rotate, float TX, float TY)
{
EnsureInitialized();
Matrix2 Transform;
Transform = Matrix2.CreateScale(SX, SY);
Transform *= Matrix2.CreateRotation(Rotate);
Vector2 Offs = new Vector2(TX, TY);
int CurrentProgram = GL.GetInteger(GetPName.CurrentProgram);
GL.UseProgram(Shader.Handle);

View file

@ -4,7 +4,7 @@ using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLRasterizer
public class OGLRasterizer : IGalRasterizer
{
private static Dictionary<GalVertexAttribSize, int> AttribElements =
new Dictionary<GalVertexAttribSize, int>()

View file

@ -7,7 +7,7 @@ using System.Linq;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLShader
public class OGLShader : IGalShader
{
private class ShaderStage : IDisposable
{

View file

@ -4,7 +4,7 @@ using System;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLTexture
public class OGLTexture : IGalTexture
{
private class TCE
{
@ -173,7 +173,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
}
}
public static void Set(GalTextureSampler Sampler)
public void SetSampler(GalTextureSampler Sampler)
{
int WrapS = (int)OGLEnumConverter.GetTextureWrapMode(Sampler.AddressU);
int WrapT = (int)OGLEnumConverter.GetTextureWrapMode(Sampler.AddressV);

View file

@ -1,21 +1,19 @@
using OpenTK;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal.OpenGL
{
public class OpenGLRenderer : IGalRenderer
{
private OGLBlend Blend;
public IGalBlend Blend { get; private set; }
private OGLFrameBuffer FrameBuffer;
public IGalFrameBuffer FrameBuffer { get; private set; }
private OGLRasterizer Rasterizer;
public IGalRasterizer Rasterizer { get; private set; }
private OGLShader Shader;
public IGalShader Shader { get; private set; }
private OGLTexture Texture;
public IGalTexture Texture { get; private set; }
private ConcurrentQueue<Action> ActionsQueue;
@ -48,237 +46,5 @@ namespace Ryujinx.Graphics.Gal.OpenGL
RenderAction();
}
}
public void Render()
{
FrameBuffer.Render();
}
public void SetWindowSize(int Width, int Height)
{
FrameBuffer.SetWindowSize(Width, Height);
}
public void SetBlendEnable(bool Enable)
{
if (Enable)
{
ActionsQueue.Enqueue(() => Blend.Enable());
}
else
{
ActionsQueue.Enqueue(() => Blend.Disable());
}
}
public void SetBlend(
GalBlendEquation Equation,
GalBlendFactor FuncSrc,
GalBlendFactor FuncDst)
{
ActionsQueue.Enqueue(() => Blend.Set(Equation, FuncSrc, FuncDst));
}
public void SetBlendSeparate(
GalBlendEquation EquationRgb,
GalBlendEquation EquationAlpha,
GalBlendFactor FuncSrcRgb,
GalBlendFactor FuncDstRgb,
GalBlendFactor FuncSrcAlpha,
GalBlendFactor FuncDstAlpha)
{
ActionsQueue.Enqueue(() =>
{
Blend.SetSeparate(
EquationRgb,
EquationAlpha,
FuncSrcRgb,
FuncDstRgb,
FuncSrcAlpha,
FuncDstAlpha);
});
}
public void CreateFrameBuffer(long Tag, int Width, int Height)
{
ActionsQueue.Enqueue(() => FrameBuffer.Create(Tag, Width, Height));
}
public void BindFrameBuffer(long Tag)
{
ActionsQueue.Enqueue(() => FrameBuffer.Bind(Tag));
}
public void BindFrameBufferTexture(long Tag, int Index, GalTextureSampler Sampler)
{
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 SetViewport(int X, int Y, int Width, int Height)
{
ActionsQueue.Enqueue(() => FrameBuffer.SetViewport(X, Y, Width, Height));
}
public void GetFrameBufferData(long Tag, Action<byte[]> Callback)
{
ActionsQueue.Enqueue(() => FrameBuffer.GetBufferData(Tag, Callback));
}
public void ClearBuffers(int RtIndex, GalClearBufferFlags Flags)
{
ActionsQueue.Enqueue(() => Rasterizer.ClearBuffers(RtIndex, Flags));
}
public bool IsVboCached(long Tag, long DataSize)
{
return Rasterizer.IsVboCached(Tag, DataSize);
}
public bool IsIboCached(long Tag, long DataSize)
{
return Rasterizer.IsIboCached(Tag, DataSize);
}
public void CreateVbo(long Tag, byte[] Buffer)
{
ActionsQueue.Enqueue(() => Rasterizer.CreateVbo(Tag, Buffer));
}
public void CreateIbo(long Tag, byte[] Buffer)
{
ActionsQueue.Enqueue(() => Rasterizer.CreateIbo(Tag, Buffer));
}
public void SetVertexArray(int VbIndex, int Stride, long VboTag, GalVertexAttrib[] Attribs)
{
if ((uint)VbIndex > 31)
{
throw new ArgumentOutOfRangeException(nameof(VbIndex));
}
if (Attribs == null)
{
throw new ArgumentNullException(nameof(Attribs));
}
ActionsQueue.Enqueue(() => Rasterizer.SetVertexArray(VbIndex, Stride, VboTag, Attribs));
}
public void SetIndexArray(long Tag, int Size, GalIndexFormat Format)
{
ActionsQueue.Enqueue(() => Rasterizer.SetIndexArray(Tag, Size, Format));
}
public void DrawArrays(int First, int PrimCount, GalPrimitiveType PrimType)
{
ActionsQueue.Enqueue(() => Rasterizer.DrawArrays(First, PrimCount, PrimType));
}
public void DrawElements(long IboTag, int First, GalPrimitiveType PrimType)
{
ActionsQueue.Enqueue(() => Rasterizer.DrawElements(IboTag, First, PrimType));
}
public void CreateShader(IGalMemory Memory, long Tag, GalShaderType Type)
{
if (Memory == null)
{
throw new ArgumentNullException(nameof(Memory));
}
Shader.Create(Memory, Tag, Type);
}
public void SetConstBuffer(long Tag, int Cbuf, byte[] Data)
{
if (Data == null)
{
throw new ArgumentNullException(nameof(Data));
}
ActionsQueue.Enqueue(() => Shader.SetConstBuffer(Tag, Cbuf, Data));
}
public void SetUniform1(string UniformName, int Value)
{
if (UniformName == null)
{
throw new ArgumentNullException(nameof(UniformName));
}
ActionsQueue.Enqueue(() => Shader.SetUniform1(UniformName, Value));
}
public void SetUniform2F(string UniformName, float X, float Y)
{
if (UniformName == null)
{
throw new ArgumentNullException(nameof(UniformName));
}
ActionsQueue.Enqueue(() => Shader.SetUniform2F(UniformName, X, Y));
}
public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Tag)
{
return Shader.GetTextureUsage(Tag);
}
public void BindShader(long Tag)
{
ActionsQueue.Enqueue(() => Shader.Bind(Tag));
}
public void BindProgram()
{
ActionsQueue.Enqueue(() => Shader.BindProgram());
}
public void SetTextureAndSampler(long Tag, byte[] Data, GalTexture Texture, GalTextureSampler Sampler)
{
ActionsQueue.Enqueue(() =>
{
this.Texture.Create(Tag, Data, Texture);
OGLTexture.Set(Sampler);
});
}
public bool TryGetCachedTexture(long Tag, long DataSize, out GalTexture Texture)
{
return this.Texture.TryGetCachedTexture(Tag, DataSize, out Texture);
}
public void BindTexture(long Tag, int Index)
{
ActionsQueue.Enqueue(() => Texture.Bind(Tag, Index));
}
}
}

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@ -0,0 +1,11 @@
using System;
namespace Ryujinx.HLE.Gpu
{
class GpuMacroException : Exception
{
public GpuMacroException() : base() { }
public GpuMacroException(string ExMsg) : base(ExMsg) { }
}
}

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@ -0,0 +1,7 @@
namespace Ryujinx.HLE.Gpu
{
static class GpuMacroExceptionMsgs
{
public const string CallCountExceeded = "Method call count exceeded the limit allowed per run!";
}
}

View file

@ -5,6 +5,10 @@ namespace Ryujinx.HLE.Gpu
{
class MacroInterpreter
{
private const int MaxCallCountPerRun = 500;
private int CallCount;
private enum AssignmentOperation
{
IgnoreAndFetch = 0,
@ -96,6 +100,8 @@ namespace Ryujinx.HLE.Gpu
MethIncr = 0;
Carry = false;
CallCount = 0;
}
private bool Step(NvGpuVmm Vmm, int[] Mme)
@ -407,6 +413,15 @@ namespace Ryujinx.HLE.Gpu
private void Send(NvGpuVmm Vmm, int Value)
{
//This is an artificial limit that prevents excessive calls
//to VertexEndGl since that triggers rendering, and in the
//case that something is bugged and causes an absurd amount of
//draw calls, this prevents the system from freezing (and throws instead).
if (MethAddr == 0x585 && ++CallCount > MaxCallCountPerRun)
{
throw new GpuMacroException(GpuMacroExceptionMsgs.CallCountExceeded);
}
NvGpuPBEntry PBEntry = new NvGpuPBEntry(MethAddr, 0, Value);
Engine.CallMethod(Vmm, PBEntry);

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@ -13,10 +13,6 @@ namespace Ryujinx.HLE.Gpu
public NvGpuEngine3d Engine3d { get; private set; }
public NvGpuEngineDma EngineDma { get; private set; }
private Thread FifoProcessing;
private bool KeepRunning;
public NvGpu(IGalRenderer Renderer)
{
this.Renderer = Renderer;
@ -26,22 +22,6 @@ namespace Ryujinx.HLE.Gpu
Engine2d = new NvGpuEngine2d(this);
Engine3d = new NvGpuEngine3d(this);
EngineDma = new NvGpuEngineDma(this);
KeepRunning = true;
FifoProcessing = new Thread(ProcessFifo);
FifoProcessing.Start();
}
private void ProcessFifo()
{
while (KeepRunning)
{
Fifo.DispatchCalls();
Thread.Yield();
}
}
}
}

View file

@ -103,7 +103,7 @@ namespace Ryujinx.HLE.Gpu
SrcWidth = 1280;
SrcHeight = 720;
Gpu.Renderer.GetFrameBufferData(Tag, (byte[] Buffer) =>
Gpu.Renderer.FrameBuffer.GetBufferData(Tag, (byte[] Buffer) =>
{
CopyTexture(
Vmm,

View file

@ -75,7 +75,7 @@ namespace Ryujinx.HLE.Gpu
long[] Tags = UploadShaders(Vmm);
Gpu.Renderer.BindProgram();
Gpu.Renderer.Shader.BindProgram();
SetAlphaBlending();
@ -113,8 +113,8 @@ namespace Ryujinx.HLE.Gpu
//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(PA, 1280, 720);
Gpu.Renderer.BindFrameBuffer(PA);
Gpu.Renderer.FrameBuffer.Create(PA, 1280, 720);
Gpu.Renderer.FrameBuffer.Bind(PA);
}
private long[] UploadShaders(NvGpuVmm Vmm)
@ -142,8 +142,8 @@ namespace Ryujinx.HLE.Gpu
Tags[(int)ShaderType] = Tag;
Gpu.Renderer.CreateShader(Vmm, Tag, ShaderType);
Gpu.Renderer.BindShader(Tag);
Gpu.Renderer.Shader.Create(Vmm, Tag, ShaderType);
Gpu.Renderer.Shader.Bind(Tag);
}
int RawSX = ReadRegister(NvGpuEngine3dReg.ViewportScaleX);
@ -155,7 +155,7 @@ namespace Ryujinx.HLE.Gpu
float SignX = MathF.Sign(SX);
float SignY = MathF.Sign(SY);
Gpu.Renderer.SetUniform2F(GalConsts.FlipUniformName, SignX, SignY);
Gpu.Renderer.Shader.SetUniform2F(GalConsts.FlipUniformName, SignX, SignY);
return Tags;
}
@ -180,7 +180,14 @@ namespace Ryujinx.HLE.Gpu
//TODO: Support independent blend properly.
bool Enable = (ReadRegister(NvGpuEngine3dReg.IBlendNEnable) & 1) != 0;
Gpu.Renderer.SetBlendEnable(Enable);
if (Enable)
{
Gpu.Renderer.Blend.Enable();
}
else
{
Gpu.Renderer.Blend.Disable();
}
if (!Enable)
{
@ -203,7 +210,7 @@ namespace Ryujinx.HLE.Gpu
GalBlendFactor FuncSrcAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcAlpha);
GalBlendFactor FuncDstAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstAlpha);
Gpu.Renderer.SetBlendSeparate(
Gpu.Renderer.Blend.SetSeparate(
EquationRgb,
EquationAlpha,
FuncSrcRgb,
@ -213,7 +220,7 @@ namespace Ryujinx.HLE.Gpu
}
else
{
Gpu.Renderer.SetBlend(EquationRgb, FuncSrcRgb, FuncDstRgb);
Gpu.Renderer.Blend.Set(EquationRgb, FuncSrcRgb, FuncDstRgb);
}
}
@ -229,13 +236,13 @@ namespace Ryujinx.HLE.Gpu
for (int Index = 0; Index < Tags.Length; Index++)
{
foreach (ShaderDeclInfo DeclInfo in Gpu.Renderer.GetTextureUsage(Tags[Index]))
foreach (ShaderDeclInfo DeclInfo in Gpu.Renderer.Shader.GetTextureUsage(Tags[Index]))
{
long Position = ConstBuffers[Index][TextureCbIndex].Position;
UploadTexture(Vmm, Position, TexIndex, DeclInfo.Index);
Gpu.Renderer.SetUniform1(DeclInfo.Name, TexIndex);
Gpu.Renderer.Shader.SetUniform1(DeclInfo.Name, TexIndex);
TexIndex++;
}
@ -280,7 +287,7 @@ namespace Ryujinx.HLE.Gpu
//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);
Gpu.Renderer.FrameBuffer.BindTexture(TextureAddress, TexIndex);
}
else
{
@ -288,22 +295,29 @@ namespace Ryujinx.HLE.Gpu
long Size = (uint)TextureHelper.GetTextureSize(NewTexture);
if (Gpu.Renderer.TryGetCachedTexture(Tag, Size, out GalTexture Texture))
bool HasCachedTexture = false;
if (Gpu.Renderer.Texture.TryGetCachedTexture(Tag, Size, out GalTexture Texture))
{
if (NewTexture.Equals(Texture) && !Vmm.IsRegionModified(Tag, Size, NvGpuBufferType.Texture))
{
Gpu.Renderer.BindTexture(Tag, TexIndex);
Gpu.Renderer.Texture.Bind(Tag, TexIndex);
return;
HasCachedTexture = true;
}
}
byte[] Data = TextureFactory.GetTextureData(Vmm, TicPosition);
if (!HasCachedTexture)
{
byte[] Data = TextureFactory.GetTextureData(Vmm, TicPosition);
Gpu.Renderer.SetTextureAndSampler(Tag, Data, NewTexture, Sampler);
Gpu.Renderer.Texture.Create(Tag, Data, NewTexture);
}
Gpu.Renderer.BindTexture(Tag, TexIndex);
Gpu.Renderer.Texture.Bind(Tag, TexIndex);
}
Gpu.Renderer.Texture.SetSampler(Sampler);
}
private void UploadUniforms(NvGpuVmm Vmm)
@ -331,7 +345,7 @@ namespace Ryujinx.HLE.Gpu
{
byte[] Data = Vmm.ReadBytes(Cb.Position, (uint)Cb.Size);
Gpu.Renderer.SetConstBuffer(BasePosition + (uint)Offset, Cbuf, Data);
Gpu.Renderer.Shader.SetConstBuffer(BasePosition + (uint)Offset, Cbuf, Data);
}
}
}
@ -341,33 +355,33 @@ namespace Ryujinx.HLE.Gpu
{
long IndexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);
int IndexSize = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
int IndexFirst = ReadRegister(NvGpuEngine3dReg.IndexBatchFirst);
int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);
int IndexEntryFmt = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
int IndexFirst = ReadRegister(NvGpuEngine3dReg.IndexBatchFirst);
int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);
GalIndexFormat IndexFormat = (GalIndexFormat)IndexSize;
GalIndexFormat IndexFormat = (GalIndexFormat)IndexEntryFmt;
IndexSize = 1 << IndexSize;
int IndexEntrySize = 1 << IndexEntryFmt;
if (IndexSize > 4)
if (IndexEntrySize > 4)
{
throw new InvalidOperationException();
}
if (IndexCount != 0)
{
int IbSize = IndexCount * IndexSize;
int IbSize = IndexCount * IndexEntrySize;
bool IboCached = Gpu.Renderer.IsIboCached(IndexPosition, (uint)IbSize);
bool IboCached = Gpu.Renderer.Rasterizer.IsIboCached(IndexPosition, (uint)IbSize);
if (!IboCached || Vmm.IsRegionModified(IndexPosition, (uint)IbSize, NvGpuBufferType.Index))
{
byte[] Data = Vmm.ReadBytes(IndexPosition, (uint)IbSize);
Gpu.Renderer.CreateIbo(IndexPosition, Data);
Gpu.Renderer.Rasterizer.CreateIbo(IndexPosition, Data);
}
Gpu.Renderer.SetIndexArray(IndexPosition, IbSize, IndexFormat);
Gpu.Renderer.Rasterizer.SetIndexArray(IndexPosition, IbSize, IndexFormat);
}
List<GalVertexAttrib>[] Attribs = new List<GalVertexAttrib>[32];
@ -429,27 +443,27 @@ namespace Ryujinx.HLE.Gpu
VbSize = VertexCount * Stride;
}
bool VboCached = Gpu.Renderer.IsVboCached(VertexPosition, VbSize);
bool VboCached = Gpu.Renderer.Rasterizer.IsVboCached(VertexPosition, VbSize);
if (!VboCached || Vmm.IsRegionModified(VertexPosition, VbSize, NvGpuBufferType.Vertex))
{
byte[] Data = Vmm.ReadBytes(VertexPosition, VbSize);
Gpu.Renderer.CreateVbo(VertexPosition, Data);
Gpu.Renderer.Rasterizer.CreateVbo(VertexPosition, Data);
}
Gpu.Renderer.SetVertexArray(Index, Stride, VertexPosition, Attribs[Index].ToArray());
Gpu.Renderer.Rasterizer.SetVertexArray(Index, Stride, VertexPosition, Attribs[Index].ToArray());
}
GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff);
if (IndexCount != 0)
{
Gpu.Renderer.DrawElements(IndexPosition, IndexFirst, PrimType);
Gpu.Renderer.Rasterizer.DrawElements(IndexPosition, IndexFirst, PrimType);
}
else
{
Gpu.Renderer.DrawArrays(VertexFirst, VertexCount, PrimType);
Gpu.Renderer.Rasterizer.DrawArrays(VertexFirst, VertexCount, PrimType);
}
}

View file

@ -1,4 +1,5 @@
using System.Collections.Concurrent;
using System.Threading;
namespace Ryujinx.HLE.Gpu
{
@ -11,6 +12,10 @@ namespace Ryujinx.HLE.Gpu
//a guess here and use 256kb as the size. Increase if needed.
private const int MmeWords = 256 * 256;
//This is used to prevent an unbounded growth of the FIFO queue.
//The game shouldn't send more commands than we are capable to process.
private const int FifoCapacity = 10000;
private NvGpu Gpu;
private ConcurrentQueue<(NvGpuVmm, NvGpuPBEntry)> BufferQueue;
@ -48,6 +53,8 @@ namespace Ryujinx.HLE.Gpu
private int[] Mme;
private ManualResetEvent FifoWait;
public NvGpuFifo(NvGpu Gpu)
{
this.Gpu = Gpu;
@ -59,10 +66,19 @@ namespace Ryujinx.HLE.Gpu
Macros = new CachedMacro[MacrosCount];
Mme = new int[MmeWords];
FifoWait = new ManualResetEvent(true);
}
public void PushBuffer(NvGpuVmm Vmm, NvGpuPBEntry[] Buffer)
{
if (BufferQueue.Count + Buffer.Length > FifoCapacity)
{
FifoWait.Reset();
}
FifoWait.WaitOne();
foreach (NvGpuPBEntry PBEntry in Buffer)
{
BufferQueue.Enqueue((Vmm, PBEntry));
@ -72,6 +88,8 @@ namespace Ryujinx.HLE.Gpu
public void DispatchCalls()
{
while (Step());
FifoWait.Set();
}
public bool Step()

View file

@ -1,4 +1,3 @@
using Ryujinx.HLE.OsHle.Utilities;
using System;
using System.IO;
@ -20,7 +19,7 @@ namespace Ryujinx.HLE.Loaders.Npdm
public KernelAccessControl KernelAccessControl;
public const long ACI0Magic = 'A' << 0 | 'C' << 8 | 'I' << 16 | '0' << 24;
public ACI0(Stream ACI0Stream, int Offset)
{
ACI0Stream.Seek(Offset, SeekOrigin.Begin);

View file

@ -1,4 +1,3 @@
using Ryujinx.HLE.OsHle.Utilities;
using System;
using System.IO;
@ -24,7 +23,7 @@ namespace Ryujinx.HLE.Loaders.Npdm
public FSAccessControl FSAccessControl;
public ServiceAccessControl ServiceAccessControl;
public KernelAccessControl KernelAccessControl;
public const long ACIDMagic = 'A' << 0 | 'C' << 8 | 'I' << 16 | 'D' << 24;
public ACID(Stream ACIDStream, int Offset)

View file

@ -1,6 +1,4 @@
using Ryujinx.HLE.OsHle.Utilities;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
@ -29,7 +27,7 @@ namespace Ryujinx.HLE.Loaders.Npdm
public ACI0 ACI0;
public ACID ACID;
public const long NpdmMagic = 'M' << 0 | 'E' << 8 | 'T' << 16 | 'A' << 24;
public Npdm(Stream NPDMStream)
@ -61,7 +59,7 @@ namespace Ryujinx.HLE.Loaders.Npdm
// ProcessCategory (0: regular title, 1: kernel built-in). Should be 0 here.
ProcessCategory = EndianSwap.Swap32(Reader.ReadInt32());
// Main entrypoint stack size
// Main entrypoint stack size
// (Should(?) be page-aligned. In non-nspwn scenarios, values of 0 can also rarely break in Horizon.
// This might be something auto-adapting or a security feature of some sort ?)
MainEntrypointStackSize = Reader.ReadInt32();

View file

@ -1,5 +1,4 @@
using System;
using System.Collections.Generic;
using System.Collections.Generic;
using System.IO;
using System.Text;
@ -25,7 +24,7 @@ namespace Ryujinx.HLE.Loaders.Npdm
int Length = ((ControlByte & 0x07)) + 1;
bool RegisterAllowed = ((ControlByte & 0x80) != 0);
Services.Add((Encoding.ASCII.GetString(Reader.ReadBytes(Length), 0, Length), RegisterAllowed));
ByteReaded += Length + 1;

View file

@ -339,7 +339,7 @@ namespace Ryujinx.HLE.OsHle.Services.Android
Rotate = -MathF.PI * 0.5f;
}
Renderer.SetFrameBufferTransform(ScaleX, ScaleY, Rotate, OffsX, OffsY);
Renderer.QueueAction(() => Renderer.FrameBuffer.SetTransform(ScaleX, ScaleY, Rotate, OffsX, OffsY));
//TODO: Support double buffering here aswell, it is broken for GPU
//frame buffers because it seems to be completely out of sync.
@ -347,7 +347,7 @@ namespace Ryujinx.HLE.OsHle.Services.Android
{
//Frame buffer is rendered to by the GPU, we can just
//bind the frame buffer texture, it's not necessary to read anything.
Renderer.SetFrameBuffer(FbAddr);
Renderer.QueueAction(() => Renderer.FrameBuffer.Set(FbAddr));
}
else
{
@ -357,7 +357,7 @@ namespace Ryujinx.HLE.OsHle.Services.Android
byte[] Data = TextureReader.Read(Context.Memory, Texture);
Renderer.SetFrameBuffer(Data, FbWidth, FbHeight);
Renderer.QueueAction(() => Renderer.FrameBuffer.Set(Data, FbWidth, FbHeight));
}
Context.Ns.Gpu.Renderer.QueueAction(() => ReleaseBuffer(Slot));

View file

@ -71,6 +71,11 @@ namespace Ryujinx.HLE
Os.LoadProgram(FileName);
}
public void ProcessFrame()
{
Gpu.Fifo.DispatchCalls();
}
internal virtual void OnFinish(EventArgs e)
{
Finish?.Invoke(this, e);

View file

@ -42,7 +42,7 @@ namespace Ryujinx
{
VSync = VSyncMode.On;
Renderer.SetWindowSize(Width, Height);
Renderer.FrameBuffer.SetWindowSize(Width, Height);
}
protected override void OnUpdateFrame(FrameEventArgs e)
@ -183,24 +183,29 @@ namespace Ryujinx
protected override void OnRenderFrame(FrameEventArgs e)
{
Ns.Statistics.StartSystemFrame();
Title = $"Ryujinx Screen - (Vsync: {VSync} - FPS: {Ns.Statistics.SystemFrameRate:0} - Guest FPS: " +
$"{Ns.Statistics.GameFrameRate:0})";
Renderer.RunActions();
Renderer.Render();
Renderer.FrameBuffer.Render();
Ns.Statistics.EndSystemFrame();
double HostFps = Ns.Statistics.SystemFrameRate;
double GameFps = Ns.Statistics.GameFrameRate;
Title = $"Ryujinx | Host FPS: {HostFps:0.0} | Game FPS: {GameFps:0.0}";
SwapBuffers();
Ns.Statistics.EndSystemFrame();
Ns.Statistics.StartSystemFrame();
Ns.ProcessFrame();
Ns.Os.SignalVsync();
}
protected override void OnResize(EventArgs e)
{
Renderer.SetWindowSize(Width, Height);
Renderer.FrameBuffer.SetWindowSize(Width, Height);
}
protected override void OnKeyDown(KeyboardKeyEventArgs e)