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

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

View file

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

View file

@ -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);
}
}

View file

@ -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);
}
}

View file

@ -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);
}
}

View file

@ -1,90 +1,21 @@
using System; using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal namespace Ryujinx.Graphics.Gal
{ {
public unsafe interface IGalRenderer public interface IGalRenderer
{ {
void QueueAction(Action ActionMthd); void QueueAction(Action ActionMthd);
void RunActions(); void RunActions();
void Render(); IGalBlend Blend { get; }
void SetWindowSize(int Width, int Height); IGalFrameBuffer FrameBuffer { get; }
//Blend IGalRasterizer Rasterizer { get; }
void SetBlendEnable(bool Enable);
void SetBlend( IGalShader Shader { get; }
GalBlendEquation Equation,
GalBlendFactor FuncSrc,
GalBlendFactor FuncDst);
void SetBlendSeparate( IGalTexture Texture { get; }
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);
} }
} }

View file

@ -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();
}
}

View file

@ -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 namespace Ryujinx.Graphics.Gal.OpenGL
{ {
class OGLBlend public class OGLBlend : IGalBlend
{ {
public void Enable() public void Enable()
{ {

View file

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

View file

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

View file

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

View file

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

View file

@ -1,21 +1,19 @@
using OpenTK;
using System; using System;
using System.Collections.Concurrent; using System.Collections.Concurrent;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal.OpenGL namespace Ryujinx.Graphics.Gal.OpenGL
{ {
public class OpenGLRenderer : IGalRenderer 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; private ConcurrentQueue<Action> ActionsQueue;
@ -48,237 +46,5 @@ namespace Ryujinx.Graphics.Gal.OpenGL
RenderAction(); 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));
}
} }
} }

View file

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

View file

@ -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 class MacroInterpreter
{ {
private const int MaxCallCountPerRun = 500;
private int CallCount;
private enum AssignmentOperation private enum AssignmentOperation
{ {
IgnoreAndFetch = 0, IgnoreAndFetch = 0,
@ -96,6 +100,8 @@ namespace Ryujinx.HLE.Gpu
MethIncr = 0; MethIncr = 0;
Carry = false; Carry = false;
CallCount = 0;
} }
private bool Step(NvGpuVmm Vmm, int[] Mme) private bool Step(NvGpuVmm Vmm, int[] Mme)
@ -407,6 +413,15 @@ namespace Ryujinx.HLE.Gpu
private void Send(NvGpuVmm Vmm, int Value) 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); NvGpuPBEntry PBEntry = new NvGpuPBEntry(MethAddr, 0, Value);
Engine.CallMethod(Vmm, PBEntry); Engine.CallMethod(Vmm, PBEntry);

View file

@ -13,10 +13,6 @@ namespace Ryujinx.HLE.Gpu
public NvGpuEngine3d Engine3d { get; private set; } public NvGpuEngine3d Engine3d { get; private set; }
public NvGpuEngineDma EngineDma { get; private set; } public NvGpuEngineDma EngineDma { get; private set; }
private Thread FifoProcessing;
private bool KeepRunning;
public NvGpu(IGalRenderer Renderer) public NvGpu(IGalRenderer Renderer)
{ {
this.Renderer = Renderer; this.Renderer = Renderer;
@ -26,22 +22,6 @@ namespace Ryujinx.HLE.Gpu
Engine2d = new NvGpuEngine2d(this); Engine2d = new NvGpuEngine2d(this);
Engine3d = new NvGpuEngine3d(this); Engine3d = new NvGpuEngine3d(this);
EngineDma = new NvGpuEngineDma(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; SrcWidth = 1280;
SrcHeight = 720; SrcHeight = 720;
Gpu.Renderer.GetFrameBufferData(Tag, (byte[] Buffer) => Gpu.Renderer.FrameBuffer.GetBufferData(Tag, (byte[] Buffer) =>
{ {
CopyTexture( CopyTexture(
Vmm, Vmm,

View file

@ -75,7 +75,7 @@ namespace Ryujinx.HLE.Gpu
long[] Tags = UploadShaders(Vmm); long[] Tags = UploadShaders(Vmm);
Gpu.Renderer.BindProgram(); Gpu.Renderer.Shader.BindProgram();
SetAlphaBlending(); SetAlphaBlending();
@ -113,8 +113,8 @@ namespace Ryujinx.HLE.Gpu
//Note: Using the Width/Height results seems to give incorrect results. //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. //Maybe the size of all frame buffers is hardcoded to screen size? This seems unlikely.
Gpu.Renderer.CreateFrameBuffer(PA, 1280, 720); Gpu.Renderer.FrameBuffer.Create(PA, 1280, 720);
Gpu.Renderer.BindFrameBuffer(PA); Gpu.Renderer.FrameBuffer.Bind(PA);
} }
private long[] UploadShaders(NvGpuVmm Vmm) private long[] UploadShaders(NvGpuVmm Vmm)
@ -142,8 +142,8 @@ namespace Ryujinx.HLE.Gpu
Tags[(int)ShaderType] = Tag; Tags[(int)ShaderType] = Tag;
Gpu.Renderer.CreateShader(Vmm, Tag, ShaderType); Gpu.Renderer.Shader.Create(Vmm, Tag, ShaderType);
Gpu.Renderer.BindShader(Tag); Gpu.Renderer.Shader.Bind(Tag);
} }
int RawSX = ReadRegister(NvGpuEngine3dReg.ViewportScaleX); int RawSX = ReadRegister(NvGpuEngine3dReg.ViewportScaleX);
@ -155,7 +155,7 @@ namespace Ryujinx.HLE.Gpu
float SignX = MathF.Sign(SX); float SignX = MathF.Sign(SX);
float SignY = MathF.Sign(SY); float SignY = MathF.Sign(SY);
Gpu.Renderer.SetUniform2F(GalConsts.FlipUniformName, SignX, SignY); Gpu.Renderer.Shader.SetUniform2F(GalConsts.FlipUniformName, SignX, SignY);
return Tags; return Tags;
} }
@ -180,7 +180,14 @@ namespace Ryujinx.HLE.Gpu
//TODO: Support independent blend properly. //TODO: Support independent blend properly.
bool Enable = (ReadRegister(NvGpuEngine3dReg.IBlendNEnable) & 1) != 0; bool Enable = (ReadRegister(NvGpuEngine3dReg.IBlendNEnable) & 1) != 0;
Gpu.Renderer.SetBlendEnable(Enable); if (Enable)
{
Gpu.Renderer.Blend.Enable();
}
else
{
Gpu.Renderer.Blend.Disable();
}
if (!Enable) if (!Enable)
{ {
@ -203,7 +210,7 @@ namespace Ryujinx.HLE.Gpu
GalBlendFactor FuncSrcAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcAlpha); GalBlendFactor FuncSrcAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcAlpha);
GalBlendFactor FuncDstAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstAlpha); GalBlendFactor FuncDstAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstAlpha);
Gpu.Renderer.SetBlendSeparate( Gpu.Renderer.Blend.SetSeparate(
EquationRgb, EquationRgb,
EquationAlpha, EquationAlpha,
FuncSrcRgb, FuncSrcRgb,
@ -213,7 +220,7 @@ namespace Ryujinx.HLE.Gpu
} }
else 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++) 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; long Position = ConstBuffers[Index][TextureCbIndex].Position;
UploadTexture(Vmm, Position, TexIndex, DeclInfo.Index); UploadTexture(Vmm, Position, TexIndex, DeclInfo.Index);
Gpu.Renderer.SetUniform1(DeclInfo.Name, TexIndex); Gpu.Renderer.Shader.SetUniform1(DeclInfo.Name, TexIndex);
TexIndex++; TexIndex++;
} }
@ -280,7 +287,7 @@ namespace Ryujinx.HLE.Gpu
//we shouldn't read anything from memory and bind //we shouldn't read anything from memory and bind
//the frame buffer texture instead, since we're not //the frame buffer texture instead, since we're not
//really writing anything to memory. //really writing anything to memory.
Gpu.Renderer.BindFrameBufferTexture(TextureAddress, TexIndex, Sampler); Gpu.Renderer.FrameBuffer.BindTexture(TextureAddress, TexIndex);
} }
else else
{ {
@ -288,22 +295,29 @@ namespace Ryujinx.HLE.Gpu
long Size = (uint)TextureHelper.GetTextureSize(NewTexture); 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)) 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) private void UploadUniforms(NvGpuVmm Vmm)
@ -331,7 +345,7 @@ namespace Ryujinx.HLE.Gpu
{ {
byte[] Data = Vmm.ReadBytes(Cb.Position, (uint)Cb.Size); 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); long IndexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);
int IndexSize = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat); int IndexEntryFmt = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
int IndexFirst = ReadRegister(NvGpuEngine3dReg.IndexBatchFirst); int IndexFirst = ReadRegister(NvGpuEngine3dReg.IndexBatchFirst);
int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount); 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(); throw new InvalidOperationException();
} }
if (IndexCount != 0) 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)) if (!IboCached || Vmm.IsRegionModified(IndexPosition, (uint)IbSize, NvGpuBufferType.Index))
{ {
byte[] Data = Vmm.ReadBytes(IndexPosition, (uint)IbSize); 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]; List<GalVertexAttrib>[] Attribs = new List<GalVertexAttrib>[32];
@ -429,27 +443,27 @@ namespace Ryujinx.HLE.Gpu
VbSize = VertexCount * Stride; 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)) if (!VboCached || Vmm.IsRegionModified(VertexPosition, VbSize, NvGpuBufferType.Vertex))
{ {
byte[] Data = Vmm.ReadBytes(VertexPosition, VbSize); 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); GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff);
if (IndexCount != 0) if (IndexCount != 0)
{ {
Gpu.Renderer.DrawElements(IndexPosition, IndexFirst, PrimType); Gpu.Renderer.Rasterizer.DrawElements(IndexPosition, IndexFirst, PrimType);
} }
else 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.Collections.Concurrent;
using System.Threading;
namespace Ryujinx.HLE.Gpu namespace Ryujinx.HLE.Gpu
{ {
@ -11,6 +12,10 @@ namespace Ryujinx.HLE.Gpu
//a guess here and use 256kb as the size. Increase if needed. //a guess here and use 256kb as the size. Increase if needed.
private const int MmeWords = 256 * 256; 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 NvGpu Gpu;
private ConcurrentQueue<(NvGpuVmm, NvGpuPBEntry)> BufferQueue; private ConcurrentQueue<(NvGpuVmm, NvGpuPBEntry)> BufferQueue;
@ -48,6 +53,8 @@ namespace Ryujinx.HLE.Gpu
private int[] Mme; private int[] Mme;
private ManualResetEvent FifoWait;
public NvGpuFifo(NvGpu Gpu) public NvGpuFifo(NvGpu Gpu)
{ {
this.Gpu = Gpu; this.Gpu = Gpu;
@ -59,10 +66,19 @@ namespace Ryujinx.HLE.Gpu
Macros = new CachedMacro[MacrosCount]; Macros = new CachedMacro[MacrosCount];
Mme = new int[MmeWords]; Mme = new int[MmeWords];
FifoWait = new ManualResetEvent(true);
} }
public void PushBuffer(NvGpuVmm Vmm, NvGpuPBEntry[] Buffer) public void PushBuffer(NvGpuVmm Vmm, NvGpuPBEntry[] Buffer)
{ {
if (BufferQueue.Count + Buffer.Length > FifoCapacity)
{
FifoWait.Reset();
}
FifoWait.WaitOne();
foreach (NvGpuPBEntry PBEntry in Buffer) foreach (NvGpuPBEntry PBEntry in Buffer)
{ {
BufferQueue.Enqueue((Vmm, PBEntry)); BufferQueue.Enqueue((Vmm, PBEntry));
@ -72,6 +88,8 @@ namespace Ryujinx.HLE.Gpu
public void DispatchCalls() public void DispatchCalls()
{ {
while (Step()); while (Step());
FifoWait.Set();
} }
public bool Step() public bool Step()

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

@ -42,7 +42,7 @@ namespace Ryujinx
{ {
VSync = VSyncMode.On; VSync = VSyncMode.On;
Renderer.SetWindowSize(Width, Height); Renderer.FrameBuffer.SetWindowSize(Width, Height);
} }
protected override void OnUpdateFrame(FrameEventArgs e) protected override void OnUpdateFrame(FrameEventArgs e)
@ -183,24 +183,29 @@ namespace Ryujinx
protected override void OnRenderFrame(FrameEventArgs e) 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.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(); SwapBuffers();
Ns.Statistics.EndSystemFrame(); Ns.Statistics.StartSystemFrame();
Ns.ProcessFrame();
Ns.Os.SignalVsync(); Ns.Os.SignalVsync();
} }
protected override void OnResize(EventArgs e) protected override void OnResize(EventArgs e)
{ {
Renderer.SetWindowSize(Width, Height); Renderer.FrameBuffer.SetWindowSize(Width, Height);
} }
protected override void OnKeyDown(KeyboardKeyEventArgs e) protected override void OnKeyDown(KeyboardKeyEventArgs e)