using Ryujinx.Common.Memory;
using Ryujinx.Graphics.Device;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.GPFifo;
using Ryujinx.Graphics.Gpu.Engine.InlineToMemory;
using Ryujinx.Graphics.Gpu.Engine.Threed.Blender;
using Ryujinx.Graphics.Gpu.Engine.Types;
using Ryujinx.Graphics.Gpu.Synchronization;
using Ryujinx.Memory.Range;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Runtime.Intrinsics;
namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
///
/// Represents a 3D engine class.
///
class ThreedClass : IDeviceState, IDisposable
{
private readonly GpuContext _context;
private readonly GPFifoClass _fifoClass;
private readonly DeviceStateWithShadow _state;
private readonly InlineToMemoryClass _i2mClass;
private readonly AdvancedBlendManager _blendManager;
private readonly DrawManager _drawManager;
private readonly SemaphoreUpdater _semaphoreUpdater;
private readonly ConstantBufferUpdater _cbUpdater;
private readonly StateUpdater _stateUpdater;
private SetMmeShadowRamControlMode ShadowMode => _state.State.SetMmeShadowRamControlMode;
///
/// Creates a new instance of the 3D engine class.
///
/// GPU context
/// GPU channel
public ThreedClass(GpuContext context, GpuChannel channel, GPFifoClass fifoClass)
{
_context = context;
_fifoClass = fifoClass;
_state = new DeviceStateWithShadow(new Dictionary
{
{ nameof(ThreedClassState.LaunchDma), new RwCallback(LaunchDma, null) },
{ nameof(ThreedClassState.LoadInlineData), new RwCallback(LoadInlineData, null) },
{ nameof(ThreedClassState.SyncpointAction), new RwCallback(IncrementSyncpoint, null) },
{ nameof(ThreedClassState.InvalidateSamplerCacheNoWfi), new RwCallback(InvalidateSamplerCacheNoWfi, null) },
{ nameof(ThreedClassState.InvalidateTextureHeaderCacheNoWfi), new RwCallback(InvalidateTextureHeaderCacheNoWfi, null) },
{ nameof(ThreedClassState.TextureBarrier), new RwCallback(TextureBarrier, null) },
{ nameof(ThreedClassState.LoadBlendUcodeStart), new RwCallback(LoadBlendUcodeStart, null) },
{ nameof(ThreedClassState.LoadBlendUcodeInstruction), new RwCallback(LoadBlendUcodeInstruction, null) },
{ nameof(ThreedClassState.TextureBarrierTiled), new RwCallback(TextureBarrierTiled, null) },
{ nameof(ThreedClassState.DrawTextureSrcY), new RwCallback(DrawTexture, null) },
{ nameof(ThreedClassState.DrawVertexArrayBeginEndInstanceFirst), new RwCallback(DrawVertexArrayBeginEndInstanceFirst, null) },
{ nameof(ThreedClassState.DrawVertexArrayBeginEndInstanceSubsequent), new RwCallback(DrawVertexArrayBeginEndInstanceSubsequent, null) },
{ nameof(ThreedClassState.VbElementU8), new RwCallback(VbElementU8, null) },
{ nameof(ThreedClassState.VbElementU16), new RwCallback(VbElementU16, null) },
{ nameof(ThreedClassState.VbElementU32), new RwCallback(VbElementU32, null) },
{ nameof(ThreedClassState.ResetCounter), new RwCallback(ResetCounter, null) },
{ nameof(ThreedClassState.RenderEnableCondition), new RwCallback(null, Zero) },
{ nameof(ThreedClassState.DrawEnd), new RwCallback(DrawEnd, null) },
{ nameof(ThreedClassState.DrawBegin), new RwCallback(DrawBegin, null) },
{ nameof(ThreedClassState.DrawIndexBuffer32BeginEndInstanceFirst), new RwCallback(DrawIndexBuffer32BeginEndInstanceFirst, null) },
{ nameof(ThreedClassState.DrawIndexBuffer16BeginEndInstanceFirst), new RwCallback(DrawIndexBuffer16BeginEndInstanceFirst, null) },
{ nameof(ThreedClassState.DrawIndexBuffer8BeginEndInstanceFirst), new RwCallback(DrawIndexBuffer8BeginEndInstanceFirst, null) },
{ nameof(ThreedClassState.DrawIndexBuffer32BeginEndInstanceSubsequent), new RwCallback(DrawIndexBuffer32BeginEndInstanceSubsequent, null) },
{ nameof(ThreedClassState.DrawIndexBuffer16BeginEndInstanceSubsequent), new RwCallback(DrawIndexBuffer16BeginEndInstanceSubsequent, null) },
{ nameof(ThreedClassState.DrawIndexBuffer8BeginEndInstanceSubsequent), new RwCallback(DrawIndexBuffer8BeginEndInstanceSubsequent, null) },
{ nameof(ThreedClassState.IndexBufferCount), new RwCallback(SetIndexBufferCount, null) },
{ nameof(ThreedClassState.Clear), new RwCallback(Clear, null) },
{ nameof(ThreedClassState.SemaphoreControl), new RwCallback(Report, null) },
{ nameof(ThreedClassState.SetFalcon04), new RwCallback(SetFalcon04, null) },
{ nameof(ThreedClassState.UniformBufferUpdateData), new RwCallback(ConstantBufferUpdate, null) },
{ nameof(ThreedClassState.UniformBufferBindVertex), new RwCallback(ConstantBufferBindVertex, null) },
{ nameof(ThreedClassState.UniformBufferBindTessControl), new RwCallback(ConstantBufferBindTessControl, null) },
{ nameof(ThreedClassState.UniformBufferBindTessEvaluation), new RwCallback(ConstantBufferBindTessEvaluation, null) },
{ nameof(ThreedClassState.UniformBufferBindGeometry), new RwCallback(ConstantBufferBindGeometry, null) },
{ nameof(ThreedClassState.UniformBufferBindFragment), new RwCallback(ConstantBufferBindFragment, null) },
});
_i2mClass = new InlineToMemoryClass(context, channel, initializeState: false);
var spec = new SpecializationStateUpdater(context);
var drawState = new DrawState();
_drawManager = new DrawManager(context, channel, _state, drawState, spec);
_blendManager = new AdvancedBlendManager(_state);
_semaphoreUpdater = new SemaphoreUpdater(context, channel, _state);
_cbUpdater = new ConstantBufferUpdater(channel, _state);
_stateUpdater = new StateUpdater(context, channel, _state, drawState, _blendManager, spec);
// This defaults to "always", even without any register write.
// Reads just return 0, regardless of what was set there.
_state.State.RenderEnableCondition = Condition.Always;
}
///
/// Reads data from the class registers.
///
/// Register byte offset
/// Data at the specified offset
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public int Read(int offset) => _state.Read(offset);
///
/// Writes data to the class registers.
///
/// Register byte offset
/// Data to be written
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Write(int offset, int data)
{
_state.WriteWithRedundancyCheck(offset, data, out bool valueChanged);
if (valueChanged)
{
_stateUpdater.SetDirty(offset);
}
}
///
/// Sets the shadow ram control value of all sub-channels.
///
/// New shadow ram control value
public void SetShadowRamControl(int control)
{
_state.State.SetMmeShadowRamControl = (uint)control;
}
///
/// Updates current host state for all registers modified since the last call to this method.
///
public void UpdateState()
{
_fifoClass.CreatePendingSyncs();
_cbUpdater.FlushUboDirty();
_stateUpdater.Update();
}
///
/// Updates current host state for all registers modified since the last call to this method.
///
/// Mask where each bit set indicates that the respective state group index should be checked
public void UpdateState(ulong mask)
{
_stateUpdater.Update(mask);
}
///
/// Updates render targets (color and depth-stencil buffers) based on current render target state.
///
/// Flags indicating which render targets should be updated and how
/// If this is not -1, it indicates that only the given indexed target will be used.
public void UpdateRenderTargetState(RenderTargetUpdateFlags updateFlags, int singleUse = -1)
{
_stateUpdater.UpdateRenderTargetState(updateFlags, singleUse);
}
///
/// Updates scissor based on current render target state.
///
public void UpdateScissorState()
{
_stateUpdater.UpdateScissorState();
}
///
/// Marks the entire state as dirty, forcing a full host state update before the next draw.
///
public void ForceStateDirty()
{
_drawManager.ForceStateDirty();
_stateUpdater.SetAllDirty();
}
///
/// Marks the specified register offset as dirty, forcing the associated state to update on the next draw.
///
/// Register offset
public void ForceStateDirty(int offset)
{
_stateUpdater.SetDirty(offset);
}
///
/// Marks the specified register range for a group index as dirty, forcing the associated state to update on the next draw.
///
/// Index of the group to dirty
public void ForceStateDirtyByIndex(int groupIndex)
{
_stateUpdater.ForceDirty(groupIndex);
}
///
/// Forces the shaders to be rebound on the next draw.
///
public void ForceShaderUpdate()
{
_stateUpdater.ForceShaderUpdate();
}
///
/// Create any syncs from WaitForIdle command that are currently pending.
///
public void CreatePendingSyncs()
{
_fifoClass.CreatePendingSyncs();
}
///
/// Flushes any queued UBO updates.
///
public void FlushUboDirty()
{
_cbUpdater.FlushUboDirty();
}
///
/// Perform any deferred draws.
///
public void PerformDeferredDraws()
{
_drawManager.PerformDeferredDraws(this);
}
///
/// Updates the currently bound constant buffer.
///
/// Data to be written to the buffer
public void ConstantBufferUpdate(ReadOnlySpan data)
{
_cbUpdater.Update(data);
}
///
/// Test if two 32 byte structs are equal.
///
/// Type of the 32-byte struct
/// First struct
/// Second struct
/// True if equal, false otherwise
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static bool UnsafeEquals32Byte(ref T lhs, ref T rhs) where T : unmanaged
{
if (Vector256.IsHardwareAccelerated)
{
return Vector256.EqualsAll(
Unsafe.As>(ref lhs),
Unsafe.As>(ref rhs)
);
}
else
{
ref var lhsVec = ref Unsafe.As>(ref lhs);
ref var rhsVec = ref Unsafe.As>(ref rhs);
return Vector128.EqualsAll(lhsVec, rhsVec) &&
Vector128.EqualsAll(Unsafe.Add(ref lhsVec, 1), Unsafe.Add(ref rhsVec, 1));
}
}
///
/// Updates blend enable. Respects current shadow mode.
///
/// Blend enable
public void UpdateBlendEnable(ref Array8 enable)
{
var shadow = ShadowMode;
ref var state = ref _state.State.BlendEnable;
if (shadow.IsReplay())
{
enable = _state.ShadowState.BlendEnable;
}
if (!UnsafeEquals32Byte(ref enable, ref state))
{
state = enable;
_stateUpdater.ForceDirty(StateUpdater.BlendStateIndex);
}
if (shadow.IsTrack())
{
_state.ShadowState.BlendEnable = enable;
}
}
///
/// Updates color masks. Respects current shadow mode.
///
/// Color masks
public void UpdateColorMasks(ref Array8 masks)
{
var shadow = ShadowMode;
ref var state = ref _state.State.RtColorMask;
if (shadow.IsReplay())
{
masks = _state.ShadowState.RtColorMask;
}
if (!UnsafeEquals32Byte(ref masks, ref state))
{
state = masks;
_stateUpdater.ForceDirty(StateUpdater.RtColorMaskIndex);
}
if (shadow.IsTrack())
{
_state.ShadowState.RtColorMask = masks;
}
}
///
/// Updates index buffer state for an indexed draw. Respects current shadow mode.
///
/// High part of the address
/// Low part of the address
/// Type of the binding
public void UpdateIndexBuffer(uint addrHigh, uint addrLow, IndexType type)
{
var shadow = ShadowMode;
ref var state = ref _state.State.IndexBufferState;
if (shadow.IsReplay())
{
ref var shadowState = ref _state.ShadowState.IndexBufferState;
addrHigh = shadowState.Address.High;
addrLow = shadowState.Address.Low;
type = shadowState.Type;
}
if (state.Address.High != addrHigh || state.Address.Low != addrLow || state.Type != type)
{
state.Address.High = addrHigh;
state.Address.Low = addrLow;
state.Type = type;
_stateUpdater.ForceDirty(StateUpdater.IndexBufferStateIndex);
}
if (shadow.IsTrack())
{
ref var shadowState = ref _state.ShadowState.IndexBufferState;
shadowState.Address.High = addrHigh;
shadowState.Address.Low = addrLow;
shadowState.Type = type;
}
}
///
/// Updates uniform buffer state for update or bind. Respects current shadow mode.
///
/// Size of the binding
/// High part of the addrsss
/// Low part of the address
public void UpdateUniformBufferState(int size, uint addrHigh, uint addrLow)
{
var shadow = ShadowMode;
ref var state = ref _state.State.UniformBufferState;
if (shadow.IsReplay())
{
ref var shadowState = ref _state.ShadowState.UniformBufferState;
size = shadowState.Size;
addrHigh = shadowState.Address.High;
addrLow = shadowState.Address.Low;
}
state.Size = size;
state.Address.High = addrHigh;
state.Address.Low = addrLow;
if (shadow.IsTrack())
{
ref var shadowState = ref _state.ShadowState.UniformBufferState;
shadowState.Size = size;
shadowState.Address.High = addrHigh;
shadowState.Address.Low = addrLow;
}
}
///
/// Updates a shader offset. Respects current shadow mode.
///
/// Index of the shader to update
/// Offset to update with
public void SetShaderOffset(int index, uint offset)
{
var shadow = ShadowMode;
ref var shaderState = ref _state.State.ShaderState[index];
if (shadow.IsReplay())
{
offset = _state.ShadowState.ShaderState[index].Offset;
}
if (shaderState.Offset != offset)
{
shaderState.Offset = offset;
_stateUpdater.ForceDirty(StateUpdater.ShaderStateIndex);
}
if (shadow.IsTrack())
{
_state.ShadowState.ShaderState[index].Offset = offset;
}
}
///
/// Updates uniform buffer state for update. Respects current shadow mode.
///
/// Uniform buffer state
public void UpdateUniformBufferState(UniformBufferState ubState)
{
var shadow = ShadowMode;
ref var state = ref _state.State.UniformBufferState;
if (shadow.IsReplay())
{
ubState = _state.ShadowState.UniformBufferState;
}
state = ubState;
if (shadow.IsTrack())
{
_state.ShadowState.UniformBufferState = ubState;
}
}
///
/// Launches the Inline-to-Memory DMA copy operation.
///
/// Method call argument
private void LaunchDma(int argument)
{
_i2mClass.LaunchDma(ref Unsafe.As(ref _state.State), argument);
}
///
/// Pushes a block of data to the Inline-to-Memory engine.
///
/// Data to push
public void LoadInlineData(ReadOnlySpan data)
{
_i2mClass.LoadInlineData(data);
}
///
/// Pushes a word of data to the Inline-to-Memory engine.
///
/// Method call argument
private void LoadInlineData(int argument)
{
_i2mClass.LoadInlineData(argument);
}
///
/// Performs an incrementation on a syncpoint.
///
/// Method call argument
public void IncrementSyncpoint(int argument)
{
uint syncpointId = (uint)argument & 0xFFFF;
_context.AdvanceSequence();
_context.CreateHostSyncIfNeeded(HostSyncFlags.StrictSyncpoint);
_context.Renderer.UpdateCounters(); // Poll the query counters, the game may want an updated result.
_context.Synchronization.IncrementSyncpoint(syncpointId);
}
///
/// Invalidates the cache with the sampler descriptors from the sampler pool.
///
/// Method call argument (unused)
private void InvalidateSamplerCacheNoWfi(int argument)
{
_context.AdvanceSequence();
}
///
/// Invalidates the cache with the texture descriptors from the texture pool.
///
/// Method call argument (unused)
private void InvalidateTextureHeaderCacheNoWfi(int argument)
{
_context.AdvanceSequence();
}
///
/// Issues a texture barrier.
/// This waits until previous texture writes from the GPU to finish, before
/// performing new operations with said textures.
///
/// Method call argument (unused)
private void TextureBarrier(int argument)
{
_context.Renderer.Pipeline.TextureBarrier();
}
///
/// Sets the start offset of the blend microcode in memory.
///
/// Method call argument
private void LoadBlendUcodeStart(int argument)
{
_blendManager.LoadBlendUcodeStart(argument);
}
///
/// Pushes one word of blend microcode.
///
/// Method call argument
private void LoadBlendUcodeInstruction(int argument)
{
_blendManager.LoadBlendUcodeInstruction(argument);
}
///
/// 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.
///
/// Method call argument (unused)
private void TextureBarrierTiled(int argument)
{
_context.Renderer.Pipeline.TextureBarrierTiled();
}
///
/// Draws a texture, without needing to specify shader programs.
///
/// Method call argument
private void DrawTexture(int argument)
{
_drawManager.DrawTexture(this, argument);
}
///
/// Performs a non-indexed draw with the specified topology, index and count.
///
/// Method call argument
private void DrawVertexArrayBeginEndInstanceFirst(int argument)
{
_drawManager.DrawVertexArrayBeginEndInstanceFirst(this, argument);
}
///
/// Performs a non-indexed draw with the specified topology, index and count,
/// while incrementing the current instance.
///
/// Method call argument
private void DrawVertexArrayBeginEndInstanceSubsequent(int argument)
{
_drawManager.DrawVertexArrayBeginEndInstanceSubsequent(this, argument);
}
///
/// Pushes four 8-bit index buffer elements.
///
/// Method call argument
private void VbElementU8(int argument)
{
_drawManager.VbElementU8(argument);
}
///
/// Pushes two 16-bit index buffer elements.
///
/// Method call argument
private void VbElementU16(int argument)
{
_drawManager.VbElementU16(argument);
}
///
/// Pushes one 32-bit index buffer element.
///
/// Method call argument
private void VbElementU32(int argument)
{
_drawManager.VbElementU32(argument);
}
///
/// Resets the value of an internal GPU counter back to zero.
///
/// Method call argument
private void ResetCounter(int argument)
{
_semaphoreUpdater.ResetCounter(argument);
}
///
/// Finishes the draw call.
/// This draws geometry on the bound buffers based on the current GPU state.
///
/// Method call argument
private void DrawEnd(int argument)
{
_drawManager.DrawEnd(this, argument);
}
///
/// Starts draw.
/// This sets primitive type and instanced draw parameters.
///
/// Method call argument
private void DrawBegin(int argument)
{
_drawManager.DrawBegin(this, argument);
}
///
/// Sets the index buffer count.
/// This also sets internal state that indicates that the next draw is an indexed draw.
///
/// Method call argument
private void SetIndexBufferCount(int argument)
{
_drawManager.SetIndexBufferCount(argument);
}
///
/// Performs a indexed draw with 8-bit index buffer elements.
///
/// Method call argument
private void DrawIndexBuffer8BeginEndInstanceFirst(int argument)
{
_drawManager.DrawIndexBuffer8BeginEndInstanceFirst(this, argument);
}
///
/// Performs a indexed draw with 16-bit index buffer elements.
///
/// Method call argument
private void DrawIndexBuffer16BeginEndInstanceFirst(int argument)
{
_drawManager.DrawIndexBuffer16BeginEndInstanceFirst(this, argument);
}
///
/// Performs a indexed draw with 32-bit index buffer elements.
///
/// Method call argument
private void DrawIndexBuffer32BeginEndInstanceFirst(int argument)
{
_drawManager.DrawIndexBuffer32BeginEndInstanceFirst(this, argument);
}
///
/// Performs a indexed draw with 8-bit index buffer elements,
/// while also pre-incrementing the current instance value.
///
/// Method call argument
private void DrawIndexBuffer8BeginEndInstanceSubsequent(int argument)
{
_drawManager.DrawIndexBuffer8BeginEndInstanceSubsequent(this, argument);
}
///
/// Performs a indexed draw with 16-bit index buffer elements,
/// while also pre-incrementing the current instance value.
///
/// Method call argument
private void DrawIndexBuffer16BeginEndInstanceSubsequent(int argument)
{
_drawManager.DrawIndexBuffer16BeginEndInstanceSubsequent(this, argument);
}
///
/// Performs a indexed draw with 32-bit index buffer elements,
/// while also pre-incrementing the current instance value.
///
/// Method call argument
private void DrawIndexBuffer32BeginEndInstanceSubsequent(int argument)
{
_drawManager.DrawIndexBuffer32BeginEndInstanceSubsequent(this, argument);
}
///
/// Clears the current color and depth-stencil buffers.
/// Which buffers should be cleared is also specified on the argument.
///
/// Method call argument
private void Clear(int argument)
{
_drawManager.Clear(this, argument);
}
///
/// Writes a GPU counter to guest memory.
///
/// Method call argument
private void Report(int argument)
{
_semaphoreUpdater.Report(argument);
}
///
/// Performs high-level emulation of Falcon microcode function number "4".
///
/// Method call argument
private void SetFalcon04(int argument)
{
_state.State.SetMmeShadowScratch[0] = 1;
}
///
/// Updates the uniform buffer data with inline data.
///
/// New uniform buffer data word
private void ConstantBufferUpdate(int argument)
{
_cbUpdater.Update(argument);
}
///
/// Binds a uniform buffer for the vertex shader stage.
///
/// Method call argument
private void ConstantBufferBindVertex(int argument)
{
_cbUpdater.BindVertex(argument);
}
///
/// Binds a uniform buffer for the tessellation control shader stage.
///
/// Method call argument
private void ConstantBufferBindTessControl(int argument)
{
_cbUpdater.BindTessControl(argument);
}
///
/// Binds a uniform buffer for the tessellation evaluation shader stage.
///
/// Method call argument
private void ConstantBufferBindTessEvaluation(int argument)
{
_cbUpdater.BindTessEvaluation(argument);
}
///
/// Binds a uniform buffer for the geometry shader stage.
///
/// Method call argument
private void ConstantBufferBindGeometry(int argument)
{
_cbUpdater.BindGeometry(argument);
}
///
/// Binds a uniform buffer for the fragment shader stage.
///
/// Method call argument
private void ConstantBufferBindFragment(int argument)
{
_cbUpdater.BindFragment(argument);
}
///
/// Generic register read function that just returns 0.
///
/// Zero
private static int Zero()
{
return 0;
}
///
/// Performs a indexed or non-indexed draw.
///
/// Primitive topology
/// Index count for indexed draws, vertex count for non-indexed draws
/// Instance count
/// First index on the index buffer for indexed draws, ignored for non-indexed draws
/// First vertex on the vertex buffer
/// First instance
/// True if the draw is indexed, false otherwise
public void Draw(
PrimitiveTopology topology,
int count,
int instanceCount,
int firstIndex,
int firstVertex,
int firstInstance,
bool indexed)
{
_drawManager.Draw(this, topology, count, instanceCount, firstIndex, firstVertex, firstInstance, indexed);
}
///
/// Performs a indirect draw, with parameters from a GPU buffer.
///
/// Primitive topology
/// Memory range of the buffer with the draw parameters, such as count, first index, etc
/// Memory range of the buffer with the draw count
/// Maximum number of draws that can be made
/// Distance in bytes between each entry on the data pointed to by
/// Maximum number of indices that the draw can consume
/// Type of the indirect draw, which can be indexed or non-indexed, with or without a draw count
public void DrawIndirect(
PrimitiveTopology topology,
MultiRange indirectBufferRange,
MultiRange parameterBufferRange,
int maxDrawCount,
int stride,
int indexCount,
IndirectDrawType drawType)
{
_drawManager.DrawIndirect(this, topology, indirectBufferRange, parameterBufferRange, maxDrawCount, stride, indexCount, drawType);
}
///
/// Clears the current color and depth-stencil buffers.
/// Which buffers should be cleared can also specified with the arguments.
///
/// Method call argument
/// For array and 3D textures, indicates how many layers should be cleared
public void Clear(int argument, int layerCount)
{
_drawManager.Clear(this, argument, layerCount);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
_drawManager.Dispose();
}
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
}
}