Implement HLE macros for render target clears (#3528)
* Implement HLE macros for render target clears * Add constants for the offsets
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16 changed files with 149 additions and 43 deletions
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@ -12,6 +12,10 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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/// </summary>
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class MacroHLE : IMacroEE
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{
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private const int ColorLayerCountOffset = 0x818;
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private const int ColorStructSize = 0x40;
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private const int ZetaLayerCountOffset = 0x1230;
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private readonly GPFifoProcessor _processor;
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private readonly MacroHLEFunctionName _functionName;
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@ -45,6 +49,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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{
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switch (_functionName)
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{
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case MacroHLEFunctionName.ClearColor:
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ClearColor(state, arg0);
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break;
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case MacroHLEFunctionName.ClearDepthStencil:
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ClearDepthStencil(state, arg0);
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break;
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case MacroHLEFunctionName.MultiDrawElementsIndirectCount:
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MultiDrawElementsIndirectCount(state, arg0);
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break;
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@ -53,6 +63,31 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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}
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}
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/// <summary>
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/// Clears one bound color target.
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/// </summary>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">First argument of the call</param>
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private void ClearColor(IDeviceState state, int arg0)
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{
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int index = (arg0 >> 6) & 0xf;
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int layerCount = state.Read(ColorLayerCountOffset + index * ColorStructSize);
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_processor.ThreedClass.Clear(arg0, layerCount);
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}
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/// <summary>
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/// Clears the current depth-stencil target.
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/// </summary>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">First argument of the call</param>
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private void ClearDepthStencil(IDeviceState state, int arg0)
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{
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int layerCount = state.Read(ZetaLayerCountOffset);
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_processor.ThreedClass.Clear(arg0, layerCount);
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}
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/// <summary>
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/// Performs a indirect multi-draw, with parameters from a GPU buffer.
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/// </summary>
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@ -6,6 +6,8 @@
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enum MacroHLEFunctionName
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{
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None,
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ClearColor,
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ClearDepthStencil,
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MultiDrawElementsIndirectCount
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}
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}
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@ -46,12 +46,19 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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private static readonly TableEntry[] Table = new TableEntry[]
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{
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new TableEntry(MacroHLEFunctionName.ClearColor, new Hash128(0xA9FB28D1DC43645A, 0xB177E5D2EAE67FB0), 0x28),
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new TableEntry(MacroHLEFunctionName.ClearDepthStencil, new Hash128(0x1B96CB77D4879F4F, 0x8557032FE0C965FB), 0x24),
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new TableEntry(MacroHLEFunctionName.MultiDrawElementsIndirectCount, new Hash128(0x890AF57ED3FB1C37, 0x35D0C95C61F5386F), 0x19C)
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};
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private static bool IsMacroHLESupported(Capabilities caps, MacroHLEFunctionName name)
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{
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if (name == MacroHLEFunctionName.MultiDrawElementsIndirectCount)
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if (name == MacroHLEFunctionName.ClearColor ||
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name == MacroHLEFunctionName.ClearDepthStencil)
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{
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return true;
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}
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else if (name == MacroHLEFunctionName.MultiDrawElementsIndirectCount)
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{
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return caps.SupportsIndirectParameters;
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}
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@ -487,11 +487,23 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// <summary>
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/// Clears the current color and depth-stencil buffers.
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/// Which buffers should be cleared is also specified on the argument.
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/// Which buffers should be cleared can also be specified with the argument.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="argument">Method call argument</param>
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public void Clear(ThreedClass engine, int argument)
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{
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Clear(engine, argument, 1);
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}
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/// <summary>
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/// Clears the current color and depth-stencil buffers.
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/// Which buffers should be cleared can also specified with the arguments.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="argument">Method call argument</param>
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/// <param name="layerCount">For array and 3D textures, indicates how many layers should be cleared</param>
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public void Clear(ThreedClass engine, int argument, int layerCount)
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{
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ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
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_context,
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@ -507,7 +519,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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int index = (argument >> 6) & 0xf;
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int layer = (argument >> 10) & 0x3ff;
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engine.UpdateRenderTargetState(useControl: false, layered: layer != 0, singleUse: index);
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engine.UpdateRenderTargetState(useControl: false, layered: layer != 0 || layerCount > 1, singleUse: index);
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// If there is a mismatch on the host clip region and the one explicitly defined by the guest
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// on the screen scissor state, then we need to force only one texture to be bound to avoid
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@ -578,7 +590,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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bool clearDepth = (argument & 1) != 0;
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bool clearStencil = (argument & 2) != 0;
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uint componentMask = (uint)((argument >> 2) & 0xf);
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if (componentMask != 0)
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@ -587,7 +598,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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ColorF color = new ColorF(clearColor.Red, clearColor.Green, clearColor.Blue, clearColor.Alpha);
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_context.Renderer.Pipeline.ClearRenderTargetColor(index, layer, componentMask, color);
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_context.Renderer.Pipeline.ClearRenderTargetColor(index, layer, layerCount, componentMask, color);
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}
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if (clearDepth || clearStencil)
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@ -609,6 +620,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
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layer,
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layerCount,
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depthValue,
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clearDepth,
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stencilValue,
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@ -497,6 +497,17 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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return 0;
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}
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/// <summary>
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/// Clears the current color and depth-stencil buffers.
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/// Which buffers should be cleared can also specified with the arguments.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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/// <param name="layerCount">For array and 3D textures, indicates how many layers should be cleared</param>
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public void Clear(int argument, int layerCount)
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{
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_drawManager.Clear(this, argument, layerCount);
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}
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/// <summary>
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/// Performs a indirect multi-draw, with parameters from a GPU buffer.
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/// </summary>
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