Some small sync primitive fixes, logging fixes, started to implement the 2D engine on the GPU, fixed DrawArrays, implemented a few more shader instructions, made a start on nvdrv refactor, etc...
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parent
211f7f69db
commit
a38a72b062
27 changed files with 816 additions and 199 deletions
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@ -270,6 +270,31 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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}
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}
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public void GetBufferData(long Tag, Action<byte[]> Callback)
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{
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if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
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{
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, Fb.Handle);
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byte[] Data = new byte[Fb.Width * Fb.Height * 4];
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(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);
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GL.ReadPixels(
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0,
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0,
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Fb.Width,
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Fb.Height,
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Format,
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Type,
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Data);
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Callback(Data);
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, CurrFbHandle);
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}
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}
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private void SetViewport(Rect Viewport)
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{
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GL.Viewport(
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@ -48,8 +48,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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public int VaoHandle;
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public int VboHandle;
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public int PrimCount;
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}
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private struct IbInfo
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@ -102,8 +100,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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EnsureVbInitialized(VbIndex);
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VertexBuffers[VbIndex].PrimCount = Buffer.Length / Stride;
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VbInfo Vb = VertexBuffers[VbIndex];
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IntPtr Length = new IntPtr(Buffer.Length);
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@ -171,29 +167,24 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
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}
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public void DrawArrays(int VbIndex, GalPrimitiveType PrimType)
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public void DrawArrays(int VbIndex, int First, int PrimCount, GalPrimitiveType PrimType)
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{
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VbInfo Vb = VertexBuffers[VbIndex];
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if (Vb.PrimCount == 0)
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if (PrimCount == 0)
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{
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return;
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}
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VbInfo Vb = VertexBuffers[VbIndex];
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GL.BindVertexArray(Vb.VaoHandle);
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GL.DrawArrays(OGLEnumConverter.GetPrimitiveType(PrimType), 0, Vb.PrimCount);
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GL.DrawArrays(OGLEnumConverter.GetPrimitiveType(PrimType), First, PrimCount);
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}
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public void DrawElements(int VbIndex, int First, GalPrimitiveType PrimType)
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{
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VbInfo Vb = VertexBuffers[VbIndex];
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if (Vb.PrimCount == 0)
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{
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return;
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}
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PrimitiveType Mode = OGLEnumConverter.GetPrimitiveType(PrimType);
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GL.BindVertexArray(Vb.VaoHandle);
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@ -146,6 +146,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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ActionsQueue.Enqueue(() => FrameBuffer.SetViewport(X, Y, Width, Height));
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}
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public void GetFrameBufferData(long Tag, Action<byte[]> Callback)
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{
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ActionsQueue.Enqueue(() => FrameBuffer.GetBufferData(Tag, Callback));
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}
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public void ClearBuffers(int RtIndex, GalClearBufferFlags Flags)
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{
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ActionsQueue.Enqueue(() => Rasterizer.ClearBuffers(RtIndex, Flags));
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@ -173,14 +178,14 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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ActionsQueue.Enqueue(() => Rasterizer.SetIndexArray(Buffer, Format));
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}
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public void DrawArrays(int VbIndex, GalPrimitiveType PrimType)
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public void DrawArrays(int VbIndex, int First, int PrimCount, GalPrimitiveType PrimType)
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{
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if ((uint)VbIndex > 31)
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{
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throw new ArgumentOutOfRangeException(nameof(VbIndex));
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}
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ActionsQueue.Enqueue(() => Rasterizer.DrawArrays(VbIndex, PrimType));
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ActionsQueue.Enqueue(() => Rasterizer.DrawArrays(VbIndex, First, PrimCount, PrimType));
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}
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public void DrawElements(int VbIndex, int First, GalPrimitiveType PrimType)
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