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diff --git a/src/Ryujinx.Graphics.Gpu/Engine/Threed/DrawManager.cs b/src/Ryujinx.Graphics.Gpu/Engine/Threed/DrawManager.cs
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+++ b/src/Ryujinx.Graphics.Gpu/Engine/Threed/DrawManager.cs
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+using Ryujinx.Graphics.GAL;
+using Ryujinx.Graphics.Gpu.Engine.Types;
+using Ryujinx.Graphics.Gpu.Memory;
+using System;
+
+namespace Ryujinx.Graphics.Gpu.Engine.Threed
+{
+ /// <summary>
+ /// Draw manager.
+ /// </summary>
+ class DrawManager
+ {
+ // Since we don't know the index buffer size for indirect draws,
+ // we must assume a minimum and maximum size and use that for buffer data update purposes.
+ private const int MinIndirectIndexCount = 0x10000;
+ private const int MaxIndirectIndexCount = 0x4000000;
+
+ private readonly GpuContext _context;
+ private readonly GpuChannel _channel;
+ private readonly DeviceStateWithShadow<ThreedClassState> _state;
+ private readonly DrawState _drawState;
+ private readonly SpecializationStateUpdater _currentSpecState;
+ private bool _topologySet;
+
+ private bool _instancedDrawPending;
+ private bool _instancedIndexed;
+ private bool _instancedIndexedInline;
+
+ private int _instancedFirstIndex;
+ private int _instancedFirstVertex;
+ private int _instancedFirstInstance;
+ private int _instancedIndexCount;
+ private int _instancedDrawStateFirst;
+ private int _instancedDrawStateCount;
+
+ private int _instanceIndex;
+
+ private const int VertexBufferFirstMethodOffset = 0x35d;
+ private const int IndexBufferCountMethodOffset = 0x5f8;
+
+ /// <summary>
+ /// Creates a new instance of the draw manager.
+ /// </summary>
+ /// <param name="context">GPU context</param>
+ /// <param name="channel">GPU channel</param>
+ /// <param name="state">Channel state</param>
+ /// <param name="drawState">Draw state</param>
+ /// <param name="spec">Specialization state updater</param>
+ public DrawManager(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state, DrawState drawState, SpecializationStateUpdater spec)
+ {
+ _context = context;
+ _channel = channel;
+ _state = state;
+ _drawState = drawState;
+ _currentSpecState = spec;
+ }
+
+ /// <summary>
+ /// Marks the entire state as dirty, forcing a full host state update before the next draw.
+ /// </summary>
+ public void ForceStateDirty()
+ {
+ _topologySet = false;
+ }
+
+ /// <summary>
+ /// Pushes four 8-bit index buffer elements.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ public void VbElementU8(int argument)
+ {
+ _drawState.IbStreamer.VbElementU8(_context.Renderer, argument);
+ }
+
+ /// <summary>
+ /// Pushes two 16-bit index buffer elements.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ public void VbElementU16(int argument)
+ {
+ _drawState.IbStreamer.VbElementU16(_context.Renderer, argument);
+ }
+
+ /// <summary>
+ /// Pushes one 32-bit index buffer element.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ public void VbElementU32(int argument)
+ {
+ _drawState.IbStreamer.VbElementU32(_context.Renderer, argument);
+ }
+
+ /// <summary>
+ /// Finishes the draw call.
+ /// This draws geometry on the bound buffers based on the current GPU state.
+ /// </summary>
+ /// <param name="engine">3D engine where this method is being called</param>
+ /// <param name="argument">Method call argument</param>
+ public void DrawEnd(ThreedClass engine, int argument)
+ {
+ DrawEnd(
+ engine,
+ _state.State.IndexBufferState.First,
+ (int)_state.State.IndexBufferCount,
+ _state.State.VertexBufferDrawState.First,
+ _state.State.VertexBufferDrawState.Count);
+ }
+
+ /// <summary>
+ /// Finishes the draw call.
+ /// This draws geometry on the bound buffers based on the current GPU state.
+ /// </summary>
+ /// <param name="engine">3D engine where this method is being called</param>
+ /// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
+ /// <param name="indexCount">Number of index buffer elements used on the draw</param>
+ /// <param name="drawFirstVertex">Index of the first vertex used on the draw</param>
+ /// <param name="drawVertexCount">Number of vertices used on the draw</param>
+ private void DrawEnd(ThreedClass engine, int firstIndex, int indexCount, int drawFirstVertex, int drawVertexCount)
+ {
+ ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
+ _context,
+ _channel.MemoryManager,
+ _state.State.RenderEnableAddress,
+ _state.State.RenderEnableCondition);
+
+ if (renderEnable == ConditionalRenderEnabled.False || _instancedDrawPending)
+ {
+ if (renderEnable == ConditionalRenderEnabled.False)
+ {
+ PerformDeferredDraws();
+ }
+
+ _drawState.DrawIndexed = false;
+
+ if (renderEnable == ConditionalRenderEnabled.Host)
+ {
+ _context.Renderer.Pipeline.EndHostConditionalRendering();
+ }
+
+ return;
+ }
+
+ _drawState.FirstIndex = firstIndex;
+ _drawState.IndexCount = indexCount;
+ _drawState.DrawFirstVertex = drawFirstVertex;
+ _drawState.DrawVertexCount = drawVertexCount;
+ _currentSpecState.SetHasConstantBufferDrawParameters(false);
+
+ engine.UpdateState();
+
+ bool instanced = _drawState.VsUsesInstanceId || _drawState.IsAnyVbInstanced;
+
+ if (instanced)
+ {
+ _instancedDrawPending = true;
+
+ int ibCount = _drawState.IbStreamer.InlineIndexCount;
+
+ _instancedIndexed = _drawState.DrawIndexed;
+ _instancedIndexedInline = ibCount != 0;
+
+ _instancedFirstIndex = firstIndex;
+ _instancedFirstVertex = (int)_state.State.FirstVertex;
+ _instancedFirstInstance = (int)_state.State.FirstInstance;
+
+ _instancedIndexCount = ibCount != 0 ? ibCount : indexCount;
+
+ _instancedDrawStateFirst = drawFirstVertex;
+ _instancedDrawStateCount = drawVertexCount;
+
+ _drawState.DrawIndexed = false;
+
+ if (renderEnable == ConditionalRenderEnabled.Host)
+ {
+ _context.Renderer.Pipeline.EndHostConditionalRendering();
+ }
+
+ return;
+ }
+
+ int firstInstance = (int)_state.State.FirstInstance;
+
+ int inlineIndexCount = _drawState.IbStreamer.GetAndResetInlineIndexCount(_context.Renderer);
+
+ if (inlineIndexCount != 0)
+ {
+ int firstVertex = (int)_state.State.FirstVertex;
+
+ BufferRange br = new BufferRange(_drawState.IbStreamer.GetInlineIndexBuffer(), 0, inlineIndexCount * 4);
+
+ _channel.BufferManager.SetIndexBuffer(br, IndexType.UInt);
+
+ _context.Renderer.Pipeline.DrawIndexed(inlineIndexCount, 1, firstIndex, firstVertex, firstInstance);
+ }
+ else if (_drawState.DrawIndexed)
+ {
+ int firstVertex = (int)_state.State.FirstVertex;
+
+ _context.Renderer.Pipeline.DrawIndexed(indexCount, 1, firstIndex, firstVertex, firstInstance);
+ }
+ else
+ {
+ var drawState = _state.State.VertexBufferDrawState;
+
+ _context.Renderer.Pipeline.Draw(drawVertexCount, 1, drawFirstVertex, firstInstance);
+ }
+
+ _drawState.DrawIndexed = false;
+
+ if (renderEnable == ConditionalRenderEnabled.Host)
+ {
+ _context.Renderer.Pipeline.EndHostConditionalRendering();
+ }
+ }
+
+ /// <summary>
+ /// Starts draw.
+ /// This sets primitive type and instanced draw parameters.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ public void DrawBegin(int argument)
+ {
+ bool incrementInstance = (argument & (1 << 26)) != 0;
+ bool resetInstance = (argument & (1 << 27)) == 0;
+
+ PrimitiveType type = (PrimitiveType)(argument & 0xffff);
+ DrawBegin(incrementInstance, resetInstance, type);
+ }
+
+ /// <summary>
+ /// Starts draw.
+ /// This sets primitive type and instanced draw parameters.
+ /// </summary>
+ /// <param name="incrementInstance">Indicates if the current instance should be incremented</param>
+ /// <param name="resetInstance">Indicates if the current instance should be set to zero</param>
+ /// <param name="primitiveType">Primitive type</param>
+ private void DrawBegin(bool incrementInstance, bool resetInstance, PrimitiveType primitiveType)
+ {
+ if (incrementInstance)
+ {
+ _instanceIndex++;
+ }
+ else if (resetInstance)
+ {
+ PerformDeferredDraws();
+
+ _instanceIndex = 0;
+ }
+
+ PrimitiveTopology topology;
+
+ if (_state.State.PrimitiveTypeOverrideEnable)
+ {
+ PrimitiveTypeOverride typeOverride = _state.State.PrimitiveTypeOverride;
+ topology = typeOverride.Convert();
+ }
+ else
+ {
+ topology = primitiveType.Convert();
+ }
+
+ UpdateTopology(topology);
+ }
+
+ /// <summary>
+ /// Updates the current primitive topology if needed.
+ /// </summary>
+ /// <param name="topology">New primitive topology</param>
+ private void UpdateTopology(PrimitiveTopology topology)
+ {
+ if (_drawState.Topology != topology || !_topologySet)
+ {
+ _context.Renderer.Pipeline.SetPrimitiveTopology(topology);
+ _currentSpecState.SetTopology(topology);
+ _drawState.Topology = topology;
+ _topologySet = true;
+ }
+ }
+
+ /// <summary>
+ /// Sets the index buffer count.
+ /// This also sets internal state that indicates that the next draw is an indexed draw.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ public void SetIndexBufferCount(int argument)
+ {
+ _drawState.DrawIndexed = true;
+ }
+
+ // TODO: Verify if the index type is implied from the method that is called,
+ // or if it uses the state index type on hardware.
+
+ /// <summary>
+ /// Performs a indexed draw with 8-bit index buffer elements.
+ /// </summary>
+ /// <param name="engine">3D engine where this method is being called</param>
+ /// <param name="argument">Method call argument</param>
+ public void DrawIndexBuffer8BeginEndInstanceFirst(ThreedClass engine, int argument)
+ {
+ DrawIndexBufferBeginEndInstance(engine, argument, false);
+ }
+
+ /// <summary>
+ /// Performs a indexed draw with 16-bit index buffer elements.
+ /// </summary>
+ /// <param name="engine">3D engine where this method is being called</param>
+ /// <param name="argument">Method call argument</param>
+ public void DrawIndexBuffer16BeginEndInstanceFirst(ThreedClass engine, int argument)
+ {
+ DrawIndexBufferBeginEndInstance(engine, argument, false);
+ }
+
+ /// <summary>
+ /// Performs a indexed draw with 32-bit index buffer elements.
+ /// </summary>
+ /// <param name="engine">3D engine where this method is being called</param>
+ /// <param name="argument">Method call argument</param>
+ public void DrawIndexBuffer32BeginEndInstanceFirst(ThreedClass engine, int argument)
+ {
+ DrawIndexBufferBeginEndInstance(engine, argument, false);
+ }
+
+ /// <summary>
+ /// Performs a indexed draw with 8-bit index buffer elements,
+ /// while also pre-incrementing the current instance value.
+ /// </summary>
+ /// <param name="engine">3D engine where this method is being called</param>
+ /// <param name="argument">Method call argument</param>
+ public void DrawIndexBuffer8BeginEndInstanceSubsequent(ThreedClass engine, int argument)
+ {
+ DrawIndexBufferBeginEndInstance(engine, argument, true);
+ }
+
+ /// <summary>
+ /// Performs a indexed draw with 16-bit index buffer elements,
+ /// while also pre-incrementing the current instance value.
+ /// </summary>
+ /// <param name="engine">3D engine where this method is being called</param>
+ /// <param name="argument">Method call argument</param>
+ public void DrawIndexBuffer16BeginEndInstanceSubsequent(ThreedClass engine, int argument)
+ {
+ DrawIndexBufferBeginEndInstance(engine, argument, true);
+ }
+
+ /// <summary>
+ /// Performs a indexed draw with 32-bit index buffer elements,
+ /// while also pre-incrementing the current instance value.
+ /// </summary>
+ /// <param name="engine">3D engine where this method is being called</param>
+ /// <param name="argument">Method call argument</param>
+ public void DrawIndexBuffer32BeginEndInstanceSubsequent(ThreedClass engine, int argument)
+ {
+ DrawIndexBufferBeginEndInstance(engine, argument, true);
+ }
+
+ /// <summary>
+ /// Performs a indexed draw with a low number of index buffer elements,
+ /// while optionally also pre-incrementing the current instance value.
+ /// </summary>
+ /// <param name="engine">3D engine where this method is being called</param>
+ /// <param name="argument">Method call argument</param>
+ /// <param name="instanced">True to increment the current instance value, false otherwise</param>
+ private void DrawIndexBufferBeginEndInstance(ThreedClass engine, int argument, bool instanced)
+ {
+ DrawBegin(instanced, !instanced, (PrimitiveType)((argument >> 28) & 0xf));
+
+ int firstIndex = argument & 0xffff;
+ int indexCount = (argument >> 16) & 0xfff;
+
+ bool oldDrawIndexed = _drawState.DrawIndexed;
+
+ _drawState.DrawIndexed = true;
+ engine.ForceStateDirty(IndexBufferCountMethodOffset * 4);
+
+ DrawEnd(engine, firstIndex, indexCount, 0, 0);
+
+ _drawState.DrawIndexed = oldDrawIndexed;
+ }
+
+ /// <summary>
+ /// Performs a non-indexed draw with the specified topology, index and count.
+ /// </summary>
+ /// <param name="engine">3D engine where this method is being called</param>
+ /// <param name="argument">Method call argument</param>
+ public void DrawVertexArrayBeginEndInstanceFirst(ThreedClass engine, int argument)
+ {
+ DrawVertexArrayBeginEndInstance(engine, argument, false);
+ }
+
+ /// <summary>
+ /// Performs a non-indexed draw with the specified topology, index and count,
+ /// while incrementing the current instance.
+ /// </summary>
+ /// <param name="engine">3D engine where this method is being called</param>
+ /// <param name="argument">Method call argument</param>
+ public void DrawVertexArrayBeginEndInstanceSubsequent(ThreedClass engine, int argument)
+ {
+ DrawVertexArrayBeginEndInstance(engine, argument, true);
+ }
+
+ /// <summary>
+ /// Performs a indexed draw with a low number of index buffer elements,
+ /// while optionally also pre-incrementing the current instance value.
+ /// </summary>
+ /// <param name="engine">3D engine where this method is being called</param>
+ /// <param name="argument">Method call argument</param>
+ /// <param name="instanced">True to increment the current instance value, false otherwise</param>
+ private void DrawVertexArrayBeginEndInstance(ThreedClass engine, int argument, bool instanced)
+ {
+ DrawBegin(instanced, !instanced, (PrimitiveType)((argument >> 28) & 0xf));
+
+ int firstVertex = argument & 0xffff;
+ int vertexCount = (argument >> 16) & 0xfff;
+
+ bool oldDrawIndexed = _drawState.DrawIndexed;
+
+ _drawState.DrawIndexed = false;
+ engine.ForceStateDirty(VertexBufferFirstMethodOffset * 4);
+
+ DrawEnd(engine, 0, 0, firstVertex, vertexCount);
+
+ _drawState.DrawIndexed = oldDrawIndexed;
+ }
+
+ /// <summary>
+ /// Performs a texture draw with a source texture and sampler ID, along with source
+ /// and destination coordinates and sizes.
+ /// </summary>
+ /// <param name="engine">3D engine where this method is being called</param>
+ /// <param name="argument">Method call argument</param>
+ public void DrawTexture(ThreedClass engine, int argument)
+ {
+ static float FixedToFloat(int fixedValue)
+ {
+ return fixedValue * (1f / 4096);
+ }
+
+ float dstX0 = FixedToFloat(_state.State.DrawTextureDstX);
+ float dstY0 = FixedToFloat(_state.State.DrawTextureDstY);
+ float dstWidth = FixedToFloat(_state.State.DrawTextureDstWidth);
+ float dstHeight = FixedToFloat(_state.State.DrawTextureDstHeight);
+
+ // TODO: Confirm behaviour on hardware.
+ // When this is active, the origin appears to be on the bottom.
+ if (_state.State.YControl.HasFlag(YControl.NegateY))
+ {
+ dstY0 -= dstHeight;
+ }
+
+ float dstX1 = dstX0 + dstWidth;
+ float dstY1 = dstY0 + dstHeight;
+
+ float srcX0 = FixedToFloat(_state.State.DrawTextureSrcX);
+ float srcY0 = FixedToFloat(_state.State.DrawTextureSrcY);
+ float srcX1 = ((float)_state.State.DrawTextureDuDx / (1UL << 32)) * dstWidth + srcX0;
+ float srcY1 = ((float)_state.State.DrawTextureDvDy / (1UL << 32)) * dstHeight + srcY0;
+
+ engine.UpdateState(ulong.MaxValue & ~(1UL << StateUpdater.ShaderStateIndex));
+
+ _channel.TextureManager.UpdateRenderTargets();
+
+ int textureId = _state.State.DrawTextureTextureId;
+ int samplerId = _state.State.DrawTextureSamplerId;
+
+ (var texture, var sampler) = _channel.TextureManager.GetGraphicsTextureAndSampler(textureId, samplerId);
+
+ srcX0 *= texture.ScaleFactor;
+ srcY0 *= texture.ScaleFactor;
+ srcX1 *= texture.ScaleFactor;
+ srcY1 *= texture.ScaleFactor;
+
+ float dstScale = _channel.TextureManager.RenderTargetScale;
+
+ dstX0 *= dstScale;
+ dstY0 *= dstScale;
+ dstX1 *= dstScale;
+ dstY1 *= dstScale;
+
+ _context.Renderer.Pipeline.DrawTexture(
+ texture?.HostTexture,
+ sampler?.GetHostSampler(texture),
+ new Extents2DF(srcX0, srcY0, srcX1, srcY1),
+ new Extents2DF(dstX0, dstY0, dstX1, dstY1));
+ }
+
+ /// <summary>
+ /// Performs a indexed or non-indexed draw.
+ /// </summary>
+ /// <param name="engine">3D engine where this method is being called</param>
+ /// <param name="topology">Primitive topology</param>
+ /// <param name="count">Index count for indexed draws, vertex count for non-indexed draws</param>
+ /// <param name="instanceCount">Instance count</param>
+ /// <param name="firstIndex">First index on the index buffer for indexed draws, ignored for non-indexed draws</param>
+ /// <param name="firstVertex">First vertex on the vertex buffer</param>
+ /// <param name="firstInstance">First instance</param>
+ /// <param name="indexed">True if the draw is indexed, false otherwise</param>
+ public void Draw(
+ ThreedClass engine,
+ PrimitiveTopology topology,
+ int count,
+ int instanceCount,
+ int firstIndex,
+ int firstVertex,
+ int firstInstance,
+ bool indexed)
+ {
+ UpdateTopology(topology);
+
+ ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
+ _context,
+ _channel.MemoryManager,
+ _state.State.RenderEnableAddress,
+ _state.State.RenderEnableCondition);
+
+ if (renderEnable == ConditionalRenderEnabled.False)
+ {
+ _drawState.DrawIndexed = false;
+ return;
+ }
+
+ if (indexed)
+ {
+ _drawState.FirstIndex = firstIndex;
+ _drawState.IndexCount = count;
+ _state.State.FirstVertex = (uint)firstVertex;
+ engine.ForceStateDirty(IndexBufferCountMethodOffset * 4);
+ }
+ else
+ {
+ _drawState.DrawFirstVertex = firstVertex;
+ _drawState.DrawVertexCount = count;
+ engine.ForceStateDirty(VertexBufferFirstMethodOffset * 4);
+ }
+
+ _state.State.FirstInstance = (uint)firstInstance;
+
+ _drawState.DrawIndexed = indexed;
+ _currentSpecState.SetHasConstantBufferDrawParameters(true);
+
+ engine.UpdateState();
+
+ if (indexed)
+ {
+ _context.Renderer.Pipeline.DrawIndexed(count, instanceCount, firstIndex, firstVertex, firstInstance);
+ _state.State.FirstVertex = 0;
+ }
+ else
+ {
+ _context.Renderer.Pipeline.Draw(count, instanceCount, firstVertex, firstInstance);
+ }
+
+ _state.State.FirstInstance = 0;
+
+ _drawState.DrawIndexed = false;
+
+ if (renderEnable == ConditionalRenderEnabled.Host)
+ {
+ _context.Renderer.Pipeline.EndHostConditionalRendering();
+ }
+ }
+
+ /// <summary>
+ /// Performs a indirect draw, with parameters from a GPU buffer.
+ /// </summary>
+ /// <param name="engine">3D engine where this method is being called</param>
+ /// <param name="topology">Primitive topology</param>
+ /// <param name="indirectBufferAddress">Address of the buffer with the draw parameters, such as count, first index, etc</param>
+ /// <param name="parameterBufferAddress">Address of the buffer with the draw count</param>
+ /// <param name="maxDrawCount">Maximum number of draws that can be made</param>
+ /// <param name="stride">Distance in bytes between each entry on the data pointed to by <paramref name="indirectBufferAddress"/></param>
+ /// <param name="indexCount">Maximum number of indices that the draw can consume</param>
+ /// <param name="drawType">Type of the indirect draw, which can be indexed or non-indexed, with or without a draw count</param>
+ public void DrawIndirect(
+ ThreedClass engine,
+ PrimitiveTopology topology,
+ ulong indirectBufferAddress,
+ ulong parameterBufferAddress,
+ int maxDrawCount,
+ int stride,
+ int indexCount,
+ IndirectDrawType drawType)
+ {
+ UpdateTopology(topology);
+
+ ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
+ _context,
+ _channel.MemoryManager,
+ _state.State.RenderEnableAddress,
+ _state.State.RenderEnableCondition);
+
+ if (renderEnable == ConditionalRenderEnabled.False)
+ {
+ _drawState.DrawIndexed = false;
+ return;
+ }
+
+ PhysicalMemory memory = _channel.MemoryManager.Physical;
+
+ bool hasCount = (drawType & IndirectDrawType.Count) != 0;
+ bool indexed = (drawType & IndirectDrawType.Indexed) != 0;
+
+ if (indexed)
+ {
+ indexCount = Math.Clamp(indexCount, MinIndirectIndexCount, MaxIndirectIndexCount);
+ _drawState.FirstIndex = 0;
+ _drawState.IndexCount = indexCount;
+ engine.ForceStateDirty(IndexBufferCountMethodOffset * 4);
+ }
+
+ _drawState.DrawIndexed = indexed;
+ _drawState.DrawIndirect = true;
+ _currentSpecState.SetHasConstantBufferDrawParameters(true);
+
+ engine.UpdateState();
+
+ if (hasCount)
+ {
+ var indirectBuffer = memory.BufferCache.GetBufferRange(indirectBufferAddress, (ulong)maxDrawCount * (ulong)stride);
+ var parameterBuffer = memory.BufferCache.GetBufferRange(parameterBufferAddress, 4);
+
+ if (indexed)
+ {
+ _context.Renderer.Pipeline.DrawIndexedIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
+ }
+ else
+ {
+ _context.Renderer.Pipeline.DrawIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
+ }
+ }
+ else
+ {
+ var indirectBuffer = memory.BufferCache.GetBufferRange(indirectBufferAddress, (ulong)stride);
+
+ if (indexed)
+ {
+ _context.Renderer.Pipeline.DrawIndexedIndirect(indirectBuffer);
+ }
+ else
+ {
+ _context.Renderer.Pipeline.DrawIndirect(indirectBuffer);
+ }
+ }
+
+ _drawState.DrawIndexed = false;
+ _drawState.DrawIndirect = false;
+
+ if (renderEnable == ConditionalRenderEnabled.Host)
+ {
+ _context.Renderer.Pipeline.EndHostConditionalRendering();
+ }
+ }
+
+ /// <summary>
+ /// Perform any deferred draws.
+ /// This is used for instanced draws.
+ /// Since each instance is a separate draw, we defer the draw and accumulate the instance count.
+ /// Once we detect the last instanced draw, then we perform the host instanced draw,
+ /// with the accumulated instance count.
+ /// </summary>
+ public void PerformDeferredDraws()
+ {
+ // Perform any pending instanced draw.
+ if (_instancedDrawPending)
+ {
+ _instancedDrawPending = false;
+
+ bool indexedInline = _instancedIndexedInline;
+
+ if (_instancedIndexed || indexedInline)
+ {
+ if (indexedInline)
+ {
+ int inlineIndexCount = _drawState.IbStreamer.GetAndResetInlineIndexCount(_context.Renderer);
+ BufferRange br = new BufferRange(_drawState.IbStreamer.GetInlineIndexBuffer(), 0, inlineIndexCount * 4);
+
+ _channel.BufferManager.SetIndexBuffer(br, IndexType.UInt);
+ }
+
+ _context.Renderer.Pipeline.DrawIndexed(
+ _instancedIndexCount,
+ _instanceIndex + 1,
+ _instancedFirstIndex,
+ _instancedFirstVertex,
+ _instancedFirstInstance);
+ }
+ else
+ {
+ _context.Renderer.Pipeline.Draw(
+ _instancedDrawStateCount,
+ _instanceIndex + 1,
+ _instancedDrawStateFirst,
+ _instancedFirstInstance);
+ }
+ }
+ }
+
+ /// <summary>
+ /// Clears the current color and depth-stencil buffers.
+ /// 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,
+ _channel.MemoryManager,
+ _state.State.RenderEnableAddress,
+ _state.State.RenderEnableCondition);
+
+ if (renderEnable == ConditionalRenderEnabled.False)
+ {
+ return;
+ }
+
+ bool clearDepth = (argument & 1) != 0;
+ bool clearStencil = (argument & 2) != 0;
+ uint componentMask = (uint)((argument >> 2) & 0xf);
+ int index = (argument >> 6) & 0xf;
+ int layer = (argument >> 10) & 0x3ff;
+
+ RenderTargetUpdateFlags updateFlags = RenderTargetUpdateFlags.SingleColor;
+
+ if (layer != 0 || layerCount > 1)
+ {
+ updateFlags |= RenderTargetUpdateFlags.Layered;
+ }
+
+ if (clearDepth || clearStencil)
+ {
+ updateFlags |= RenderTargetUpdateFlags.UpdateDepthStencil;
+ }
+
+ engine.UpdateRenderTargetState(updateFlags, singleUse: componentMask != 0 ? index : -1);
+
+ // 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
+ // host clipping.
+ var screenScissorState = _state.State.ScreenScissorState;
+
+ // Must happen after UpdateRenderTargetState to have up-to-date clip region values.
+ bool clipMismatch = (screenScissorState.X | screenScissorState.Y) != 0 ||
+ screenScissorState.Width != _channel.TextureManager.ClipRegionWidth ||
+ screenScissorState.Height != _channel.TextureManager.ClipRegionHeight;
+
+ bool clearAffectedByStencilMask = (_state.State.ClearFlags & 1) != 0;
+ bool clearAffectedByScissor = (_state.State.ClearFlags & 0x100) != 0;
+ bool needsCustomScissor = !clearAffectedByScissor || clipMismatch;
+
+ // Scissor and rasterizer discard also affect clears.
+ ulong updateMask = 1UL << StateUpdater.RasterizerStateIndex;
+
+ if (!needsCustomScissor)
+ {
+ updateMask |= 1UL << StateUpdater.ScissorStateIndex;
+ }
+
+ engine.UpdateState(updateMask);
+
+ if (needsCustomScissor)
+ {
+ int scissorX = screenScissorState.X;
+ int scissorY = screenScissorState.Y;
+ int scissorW = screenScissorState.Width;
+ int scissorH = screenScissorState.Height;
+
+ if (clearAffectedByScissor && _state.State.ScissorState[0].Enable)
+ {
+ ref var scissorState = ref _state.State.ScissorState[0];
+
+ scissorX = Math.Max(scissorX, scissorState.X1);
+ scissorY = Math.Max(scissorY, scissorState.Y1);
+ scissorW = Math.Min(scissorW, scissorState.X2 - scissorState.X1);
+ scissorH = Math.Min(scissorH, scissorState.Y2 - scissorState.Y1);
+ }
+
+ float scale = _channel.TextureManager.RenderTargetScale;
+ if (scale != 1f)
+ {
+ scissorX = (int)(scissorX * scale);
+ scissorY = (int)(scissorY * scale);
+ scissorW = (int)MathF.Ceiling(scissorW * scale);
+ scissorH = (int)MathF.Ceiling(scissorH * scale);
+ }
+
+ Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[]
+ {
+ new Rectangle<int>(scissorX, scissorY, scissorW, scissorH)
+ };
+
+ _context.Renderer.Pipeline.SetScissors(scissors);
+ }
+
+ _channel.TextureManager.UpdateRenderTargets();
+
+ if (componentMask != 0)
+ {
+ var clearColor = _state.State.ClearColors;
+
+ ColorF color = new ColorF(clearColor.Red, clearColor.Green, clearColor.Blue, clearColor.Alpha);
+
+ _context.Renderer.Pipeline.ClearRenderTargetColor(index, layer, layerCount, componentMask, color);
+ }
+
+ if (clearDepth || clearStencil)
+ {
+ float depthValue = _state.State.ClearDepthValue;
+ int stencilValue = (int)_state.State.ClearStencilValue;
+
+ int stencilMask = 0;
+
+ if (clearStencil)
+ {
+ stencilMask = clearAffectedByStencilMask ? _state.State.StencilTestState.FrontMask : 0xff;
+ }
+
+ if (clipMismatch)
+ {
+ _channel.TextureManager.UpdateRenderTargetDepthStencil();
+ }
+
+ _context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
+ layer,
+ layerCount,
+ depthValue,
+ clearDepth,
+ stencilValue,
+ stencilMask);
+ }
+
+ if (needsCustomScissor)
+ {
+ engine.UpdateScissorState();
+ }
+
+ engine.UpdateRenderTargetState(RenderTargetUpdateFlags.UpdateAll);
+
+ if (renderEnable == ConditionalRenderEnabled.Host)
+ {
+ _context.Renderer.Pipeline.EndHostConditionalRendering();
+ }
+ }
+ }
+}