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authorgdkchan <gab.dark.100@gmail.com>2019-12-31 16:19:44 -0300
committerThog <thog@protonmail.com>2020-01-09 02:13:00 +0100
commit4a4e2f7c72301ba1dfb207f00c7c2fa0e9674223 (patch)
tree77719af6b5dfcff14bf825977d1abd8abc63b1b1 /Ryujinx.Graphics.Gpu/Engine/Methods.cs
parentd1c0a64e6a60b5c6f288c5d152e4f35fb587d988 (diff)
Add XML documentation to Ryujinx.Graphics.Gpu.Engine
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Engine/Methods.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Engine/Methods.cs133
1 files changed, 132 insertions, 1 deletions
diff --git a/Ryujinx.Graphics.Gpu/Engine/Methods.cs b/Ryujinx.Graphics.Gpu/Engine/Methods.cs
index 35f09ad3..0a52bee9 100644
--- a/Ryujinx.Graphics.Gpu/Engine/Methods.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/Methods.cs
@@ -12,6 +12,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
{
using Texture = Image.Texture;
+ /// <summary>
+ /// GPU method implementations.
+ /// </summary>
partial class Methods
{
private readonly GpuContext _context;
@@ -20,12 +23,23 @@ namespace Ryujinx.Graphics.Gpu.Engine
private readonly ShaderProgramInfo[] _currentProgramInfo;
- public BufferManager BufferManager { get; }
+ /// <summary>
+ /// GPU buffer manager.
+ /// </summary>
+ public BufferManager BufferManager { get; }
+
+ /// <summary>
+ /// GPU texture manager.
+ /// </summary>
public TextureManager TextureManager { get; }
private bool _isAnyVbInstanced;
private bool _vsUsesInstanceId;
+ /// <summary>
+ /// Creates a new instance of the GPU methods class.
+ /// </summary>
+ /// <param name="context">GPU context</param>
public Methods(GpuContext context)
{
_context = context;
@@ -38,6 +52,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
TextureManager = new TextureManager(context);
}
+ /// <summary>
+ /// Register callback for GPU method calls that triggers an action on the GPU.
+ /// </summary>
+ /// <param name="state">GPU state where the triggers will be registered</param>
public void RegisterCallbacks(GpuState state)
{
state.RegisterCallback(MethodOffset.LaunchDma, LaunchDma);
@@ -72,6 +90,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
state.RegisterCallback(MethodOffset.UniformBufferBindFragment, UniformBufferBindFragment);
}
+ /// <summary>
+ /// Updates host state based on the current guest GPU state.
+ /// </summary>
+ /// <param name="state">Guest GPU state</param>
private void UpdateState(GpuState state)
{
// Shaders must be the first one to be updated if modified, because
@@ -175,6 +197,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
CommitBindings();
}
+ /// <summary>
+ /// Ensures that the bindings are visible to the host GPU.
+ /// This actually performs the binding using the host graphics API.
+ /// </summary>
private void CommitBindings()
{
UpdateStorageBuffers();
@@ -183,6 +209,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
TextureManager.CommitGraphicsBindings();
}
+ /// <summary>
+ /// Updates storage buffer bindings.
+ /// </summary>
private void UpdateStorageBuffers()
{
for (int stage = 0; stage < _currentProgramInfo.Length; stage++)
@@ -213,6 +242,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
}
}
+ /// <summary>
+ /// Updates render targets (color and depth-stencil buffers) based on current render target state.
+ /// </summary>
+ /// <param name="state">Current GPU state</param>
+ /// <param name="useControl">Use draw buffers information from render target control register</param>
private void UpdateRenderTargetState(GpuState state, bool useControl)
{
var rtControl = state.Get<RtControl>(MethodOffset.RtControl);
@@ -267,12 +301,21 @@ namespace Ryujinx.Graphics.Gpu.Engine
}
}
+ /// <summary>
+ /// Checks if a render target color buffer is used.
+ /// </summary>
+ /// <param name="colorState">Color buffer information</param>
+ /// <returns>True if the specified buffer is enabled/used, false otherwise</returns>
private static bool IsRtEnabled(RtColorState colorState)
{
// Colors are disabled by writing 0 to the format.
return colorState.Format != 0 && colorState.WidthOrStride != 0;
}
+ /// <summary>
+ /// Updates host depth test state based on current GPU state.
+ /// </summary>
+ /// <param name="state">Current GPU state</param>
private void UpdateDepthTestState(GpuState state)
{
_context.Renderer.Pipeline.SetDepthTest(new DepthTestDescriptor(
@@ -281,6 +324,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
state.Get<CompareOp>(MethodOffset.DepthTestFunc)));
}
+ /// <summary>
+ /// Updates host viewport transform and clipping state based on current GPU state.
+ /// </summary>
+ /// <param name="state">Current GPU state</param>
private void UpdateViewportTransform(GpuState state)
{
DepthMode depthMode = state.Get<DepthMode>(MethodOffset.DepthMode);
@@ -343,6 +390,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
_context.Renderer.Pipeline.SetViewports(0, viewports);
}
+ /// <summary>
+ /// Updates host depth bias (also called polygon offset) state based on current GPU state.
+ /// </summary>
+ /// <param name="state">Current GPU state</param>
private void UpdateDepthBiasState(GpuState state)
{
var depthBias = state.Get<DepthBiasState>(MethodOffset.DepthBiasState);
@@ -360,6 +411,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
_context.Renderer.Pipeline.SetDepthBias(enables, factor, units, clamp);
}
+ /// <summary>
+ /// Updates host stencil test state based on current GPU state.
+ /// </summary>
+ /// <param name="state">Current GPU state</param>
private void UpdateStencilTestState(GpuState state)
{
var backMasks = state.Get<StencilBackMasks> (MethodOffset.StencilBackMasks);
@@ -413,6 +468,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
backMask));
}
+ /// <summary>
+ /// Updates current sampler pool address and size based on guest GPU state.
+ /// </summary>
+ /// <param name="state">Current GPU state</param>
private void UpdateSamplerPoolState(GpuState state)
{
var texturePool = state.Get<PoolState>(MethodOffset.TexturePoolState);
@@ -427,6 +486,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
TextureManager.SetGraphicsSamplerPool(samplerPool.Address.Pack(), maximumId, samplerIndex);
}
+ /// <summary>
+ /// Updates current texture pool address and size based on guest GPU state.
+ /// </summary>
+ /// <param name="state">Current GPU state</param>
private void UpdateTexturePoolState(GpuState state)
{
var texturePool = state.Get<PoolState>(MethodOffset.TexturePoolState);
@@ -436,6 +499,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
TextureManager.SetGraphicsTextureBufferIndex(state.Get<int>(MethodOffset.TextureBufferIndex));
}
+ /// <summary>
+ /// Updates host vertex attributes based on guest GPU state.
+ /// </summary>
+ /// <param name="state">Current GPU state</param>
private void UpdateVertexAttribState(GpuState state)
{
VertexAttribDescriptor[] vertexAttribs = new VertexAttribDescriptor[16];
@@ -460,6 +527,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
_context.Renderer.Pipeline.SetVertexAttribs(vertexAttribs);
}
+ /// <summary>
+ /// Updates host primitive restart based on guest GPU state.
+ /// </summary>
+ /// <param name="state">Current GPU state</param>
private void UpdatePrimitiveRestartState(GpuState state)
{
PrimitiveRestartState primitiveRestart = state.Get<PrimitiveRestartState>(MethodOffset.PrimitiveRestartState);
@@ -469,6 +540,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
primitiveRestart.Index);
}
+ /// <summary>
+ /// Updates host index buffer binding based on guest GPU state.
+ /// </summary>
+ /// <param name="state">Current GPU state</param>
private void UpdateIndexBufferState(GpuState state)
{
var indexBuffer = state.Get<IndexBufferState>(MethodOffset.IndexBufferState);
@@ -500,6 +575,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
UpdateVertexBufferState(state);
}
+ /// <summary>
+ /// Updates host vertex buffer bindings based on guest GPU state.
+ /// </summary>
+ /// <param name="state">Current GPU state</param>
private void UpdateVertexBufferState(GpuState state)
{
_isAnyVbInstanced = false;
@@ -550,6 +629,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
}
}
+ /// <summary>
+ /// Updates host face culling and orientation based on guest GPU state.
+ /// </summary>
+ /// <param name="state">Current GPU state</param>
private void UpdateFaceState(GpuState state)
{
var face = state.Get<FaceState>(MethodOffset.FaceState);
@@ -559,6 +642,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
_context.Renderer.Pipeline.SetFrontFace(face.FrontFace);
}
+ /// <summary>
+ /// Updates host render target color masks, based on guest GPU state.
+ /// This defines with color channels are written to each color buffer.
+ /// </summary>
+ /// <param name="state">Current GPU state</param>
private void UpdateRtColorMask(GpuState state)
{
bool rtColorMaskShared = state.Get<Boolean32>(MethodOffset.RtColorMaskShared);
@@ -582,6 +670,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
_context.Renderer.Pipeline.SetRenderTargetColorMasks(componentMasks);
}
+ /// <summary>
+ /// Updates host render target color buffer blending state, based on guest state.
+ /// </summary>
+ /// <param name="state">Current GPU state</param>
private void UpdateBlendState(GpuState state)
{
bool blendIndependent = state.Get<Boolean32>(MethodOffset.BlendIndependent);
@@ -623,6 +715,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
}
}
+ /// <summary>
+ /// Storage buffer address and size information.
+ /// </summary>
private struct SbDescriptor
{
public uint AddressLow;
@@ -636,6 +731,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
}
}
+ /// <summary>
+ /// Updates host shaders based on the guest GPU state.
+ /// </summary>
+ /// <param name="state">Current GPU state</param>
private void UpdateShaderState(GpuState state)
{
ShaderAddresses addresses = new ShaderAddresses();
@@ -726,6 +825,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
_context.Renderer.Pipeline.SetProgram(gs.HostProgram);
}
+ /// <summary>
+ /// Gets viewport transform enable.
+ /// </summary>
+ /// <param name="state">Current GPU state</param>
+ /// <returns>Viewport transform enable</returns>
public bool GetViewportTransformEnable(GpuState state)
{
// FIXME: We should read ViewportTransformEnable, but it seems that some games writes 0 there?
@@ -734,6 +838,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
return true;
}
+ /// <summary>
+ /// Gets texture target from a sampler type.
+ /// </summary>
+ /// <param name="type">Sampler type</param>
+ /// <returns>Texture target value</returns>
private static Target GetTarget(SamplerType type)
{
type &= ~(SamplerType.Indexed | SamplerType.Shadow);
@@ -776,16 +885,38 @@ namespace Ryujinx.Graphics.Gpu.Engine
return Target.Texture2D;
}
+ /// <summary>
+ /// Issues a texture barrier.
+ /// This waits until previous texture writes from the GPU to finish, before
+ /// performing new operations with said textures.
+ /// </summary>
+ /// <param name="state">Current GPU state</param>
+ /// <param name="argument">Method call argument</param>
private void TextureBarrier(GpuState state, int argument)
{
_context.Renderer.Pipeline.TextureBarrier();
}
+ /// <summary>
+ /// Invalidates all modified textures on the cache.
+ /// </summary>
+ /// <param name="state">Current GPU state</param>
+ /// <param name="argument">Method call argument</param>
private void InvalidateTextures(GpuState state, int argument)
{
TextureManager.Flush();
}
+ /// <summary>
+ /// Issues a texture barrier.
+ /// This waits until previous texture writes from the GPU to finish, before
+ /// performing new operations with said textures.
+ /// This performs a per-tile wait, it is only valid if both the previous write
+ /// and current access has the same access patterns.
+ /// This may be faster than the regular barrier on tile-based rasterizers.
+ /// </summary>
+ /// <param name="state"></param>
+ /// <param name="argument"></param>
private void TextureBarrierTiled(GpuState state, int argument)
{
_context.Renderer.Pipeline.TextureBarrierTiled();