Implement HLE macros for render target clears (#3528)

* Implement HLE macros for render target clears

* Add constants for the offsets
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gdkchan 2022-08-04 18:30:08 -03:00 committed by GitHub
parent c48a75979f
commit 1080f64df9
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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
/// </summary>
class MacroHLE : IMacroEE
{
private const int ColorLayerCountOffset = 0x818;
private const int ColorStructSize = 0x40;
private const int ZetaLayerCountOffset = 0x1230;
private readonly GPFifoProcessor _processor;
private readonly MacroHLEFunctionName _functionName;
@ -45,6 +49,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
{
switch (_functionName)
{
case MacroHLEFunctionName.ClearColor:
ClearColor(state, arg0);
break;
case MacroHLEFunctionName.ClearDepthStencil:
ClearDepthStencil(state, arg0);
break;
case MacroHLEFunctionName.MultiDrawElementsIndirectCount:
MultiDrawElementsIndirectCount(state, arg0);
break;
@ -53,6 +63,31 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
}
}
/// <summary>
/// Clears one bound color target.
/// </summary>
/// <param name="state">GPU state at the time of the call</param>
/// <param name="arg0">First argument of the call</param>
private void ClearColor(IDeviceState state, int arg0)
{
int index = (arg0 >> 6) & 0xf;
int layerCount = state.Read(ColorLayerCountOffset + index * ColorStructSize);
_processor.ThreedClass.Clear(arg0, layerCount);
}
/// <summary>
/// Clears the current depth-stencil target.
/// </summary>
/// <param name="state">GPU state at the time of the call</param>
/// <param name="arg0">First argument of the call</param>
private void ClearDepthStencil(IDeviceState state, int arg0)
{
int layerCount = state.Read(ZetaLayerCountOffset);
_processor.ThreedClass.Clear(arg0, layerCount);
}
/// <summary>
/// Performs a indirect multi-draw, with parameters from a GPU buffer.
/// </summary>

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@ -6,6 +6,8 @@
enum MacroHLEFunctionName
{
None,
ClearColor,
ClearDepthStencil,
MultiDrawElementsIndirectCount
}
}

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@ -46,12 +46,19 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
private static readonly TableEntry[] Table = new TableEntry[]
{
new TableEntry(MacroHLEFunctionName.ClearColor, new Hash128(0xA9FB28D1DC43645A, 0xB177E5D2EAE67FB0), 0x28),
new TableEntry(MacroHLEFunctionName.ClearDepthStencil, new Hash128(0x1B96CB77D4879F4F, 0x8557032FE0C965FB), 0x24),
new TableEntry(MacroHLEFunctionName.MultiDrawElementsIndirectCount, new Hash128(0x890AF57ED3FB1C37, 0x35D0C95C61F5386F), 0x19C)
};
private static bool IsMacroHLESupported(Capabilities caps, MacroHLEFunctionName name)
{
if (name == MacroHLEFunctionName.MultiDrawElementsIndirectCount)
if (name == MacroHLEFunctionName.ClearColor ||
name == MacroHLEFunctionName.ClearDepthStencil)
{
return true;
}
else if (name == MacroHLEFunctionName.MultiDrawElementsIndirectCount)
{
return caps.SupportsIndirectParameters;
}

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@ -487,11 +487,23 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// <summary>
/// Clears the current color and depth-stencil buffers.
/// Which buffers should be cleared is also specified on the argument.
/// Which buffers should be cleared can also be specified with the argument.
/// </summary>
/// <param name="engine">3D engine where this method is being called</param>
/// <param name="argument">Method call argument</param>
public void Clear(ThreedClass engine, int argument)
{
Clear(engine, argument, 1);
}
/// <summary>
/// Clears the current color and depth-stencil buffers.
/// Which buffers should be cleared can also specified with the arguments.
/// </summary>
/// <param name="engine">3D engine where this method is being called</param>
/// <param name="argument">Method call argument</param>
/// <param name="layerCount">For array and 3D textures, indicates how many layers should be cleared</param>
public void Clear(ThreedClass engine, int argument, int layerCount)
{
ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
_context,
@ -507,7 +519,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
int index = (argument >> 6) & 0xf;
int layer = (argument >> 10) & 0x3ff;
engine.UpdateRenderTargetState(useControl: false, layered: layer != 0, singleUse: index);
engine.UpdateRenderTargetState(useControl: false, layered: layer != 0 || layerCount > 1, singleUse: index);
// If there is a mismatch on the host clip region and the one explicitly defined by the guest
// on the screen scissor state, then we need to force only one texture to be bound to avoid
@ -578,7 +590,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
bool clearDepth = (argument & 1) != 0;
bool clearStencil = (argument & 2) != 0;
uint componentMask = (uint)((argument >> 2) & 0xf);
if (componentMask != 0)
@ -587,7 +598,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
ColorF color = new ColorF(clearColor.Red, clearColor.Green, clearColor.Blue, clearColor.Alpha);
_context.Renderer.Pipeline.ClearRenderTargetColor(index, layer, componentMask, color);
_context.Renderer.Pipeline.ClearRenderTargetColor(index, layer, layerCount, componentMask, color);
}
if (clearDepth || clearStencil)
@ -609,6 +620,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
layer,
layerCount,
depthValue,
clearDepth,
stencilValue,

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@ -497,6 +497,17 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
return 0;
}
/// <summary>
/// Clears the current color and depth-stencil buffers.
/// Which buffers should be cleared can also specified with the arguments.
/// </summary>
/// <param name="argument">Method call argument</param>
/// <param name="layerCount">For array and 3D textures, indicates how many layers should be cleared</param>
public void Clear(int argument, int layerCount)
{
_drawManager.Clear(this, argument, layerCount);
}
/// <summary>
/// Performs a indirect multi-draw, with parameters from a GPU buffer.
/// </summary>