Implement DrawTexture functionality (#2747)
* Implement DrawTexture functionality * Non-NVIDIA support * Disable some features that should not affect draw texture (slow path) * Remove space from shader source * Match 2D engine names * Fix resolution scale and add missing XML docs * Disable transform feedback for draw texture fallback
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14 changed files with 421 additions and 14 deletions
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@ -319,6 +319,65 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_drawState.DrawIndexed = oldDrawIndexed;
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}
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/// <summary>
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/// Performs a texture draw with a source texture and sampler ID, along with source
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/// and destination coordinates and sizes.
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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 DrawTexture(ThreedClass engine, int argument)
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{
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static float FixedToFloat(int fixedValue)
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{
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return fixedValue * (1f / 4096);
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}
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float dstX0 = FixedToFloat(_state.State.DrawTextureDstX);
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float dstY0 = FixedToFloat(_state.State.DrawTextureDstY);
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float dstWidth = FixedToFloat(_state.State.DrawTextureDstWidth);
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float dstHeight = FixedToFloat(_state.State.DrawTextureDstHeight);
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// TODO: Confirm behaviour on hardware.
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// When this is active, the origin appears to be on the bottom.
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if (_state.State.YControl.HasFlag(YControl.NegateY))
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{
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dstY0 -= dstHeight;
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}
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float dstX1 = dstX0 + dstWidth;
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float dstY1 = dstY0 + dstHeight;
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float srcX0 = FixedToFloat(_state.State.DrawTextureSrcX);
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float srcY0 = FixedToFloat(_state.State.DrawTextureSrcY);
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float srcX1 = ((float)_state.State.DrawTextureDuDx / (1UL << 32)) * dstWidth + srcX0;
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float srcY1 = ((float)_state.State.DrawTextureDvDy / (1UL << 32)) * dstHeight + srcY0;
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engine.UpdateState();
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int textureId = _state.State.DrawTextureTextureId;
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int samplerId = _state.State.DrawTextureSamplerId;
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(var texture, var sampler) = _channel.TextureManager.GetGraphicsTextureAndSampler(textureId, samplerId);
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srcX0 *= texture.ScaleFactor;
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srcY0 *= texture.ScaleFactor;
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srcX1 *= texture.ScaleFactor;
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srcY1 *= texture.ScaleFactor;
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float dstScale = _channel.TextureManager.RenderTargetScale;
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dstX0 *= dstScale;
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dstY0 *= dstScale;
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dstX1 *= dstScale;
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dstY1 *= dstScale;
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_context.Renderer.Pipeline.DrawTexture(
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texture?.HostTexture,
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sampler?.HostSampler,
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new Extents2DF(srcX0, srcY0, srcX1, srcY1),
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new Extents2DF(dstX0, dstY0, dstX1, dstY1));
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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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@ -36,6 +36,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{ nameof(ThreedClassState.SyncpointAction), new RwCallback(IncrementSyncpoint, null) },
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{ nameof(ThreedClassState.TextureBarrier), new RwCallback(TextureBarrier, null) },
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{ nameof(ThreedClassState.TextureBarrierTiled), new RwCallback(TextureBarrierTiled, null) },
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{ nameof(ThreedClassState.DrawTextureSrcY), new RwCallback(DrawTexture, null) },
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{ nameof(ThreedClassState.VbElementU8), new RwCallback(VbElementU8, null) },
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{ nameof(ThreedClassState.VbElementU16), new RwCallback(VbElementU16, null) },
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{ nameof(ThreedClassState.VbElementU32), new RwCallback(VbElementU32, null) },
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@ -251,6 +252,15 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_context.Renderer.Pipeline.TextureBarrierTiled();
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}
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/// <summary>
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/// Draws a texture, without needing to specify shader programs.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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private void DrawTexture(int argument)
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{
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_drawManager.DrawTexture(this, argument);
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}
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/// <summary>
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/// Pushes four 8-bit index buffer elements.
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/// </summary>
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@ -743,7 +743,18 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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public fixed uint ReservedF94[19];
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public RtDepthStencilState RtDepthStencilState;
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public ScreenScissorState ScreenScissorState;
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public fixed uint ReservedFFC[89];
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public fixed uint ReservedFFC[33];
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public int DrawTextureDstX;
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public int DrawTextureDstY;
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public int DrawTextureDstWidth;
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public int DrawTextureDstHeight;
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public long DrawTextureDuDx;
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public long DrawTextureDvDy;
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public int DrawTextureSamplerId;
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public int DrawTextureTextureId;
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public int DrawTextureSrcX;
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public int DrawTextureSrcY;
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public fixed uint Reserved10B0[44];
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public Array16<VertexAttribState> VertexAttribState;
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public fixed uint Reserved11A0[31];
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public RtControl RtControl;
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