mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-30 14:01:20 -08:00
c393cdf8e3
* Keep track mapped buffers with fixed offsets * Started rewriting the memory manager * Initial support for MapPhysicalMemory and UnmapPhysicalMemory, other tweaks * MapPhysicalMemory/UnmapPhysicalMemory support, other tweaks * Rebased * Optimize the map/unmap physical memory svcs * Integrate shared font support * Fix address space reserve alignment * Some fixes related to gpu memory mapping * Some cleanup * Only try uploading const buffers that are really used * Check if memory region is contiguous * Rebased * Add missing count increment on IsRegionModified * Check for reads/writes outside of the address space, optimize translation with a tail call
757 lines
26 KiB
C#
757 lines
26 KiB
C#
using Ryujinx.Graphics.Gal;
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using Ryujinx.HLE.Gpu.Memory;
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using Ryujinx.HLE.Gpu.Texture;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.HLE.Gpu.Engines
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{
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class NvGpuEngine3d : INvGpuEngine
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{
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public int[] Registers { get; private set; }
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private NvGpu Gpu;
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private Dictionary<int, NvGpuMethod> Methods;
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private struct ConstBuffer
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{
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public bool Enabled;
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public long Position;
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public int Size;
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}
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private ConstBuffer[][] ConstBuffers;
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private HashSet<long> FrameBuffers;
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private List<long>[] UploadedKeys;
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public NvGpuEngine3d(NvGpu Gpu)
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{
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this.Gpu = Gpu;
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Registers = new int[0xe00];
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Methods = new Dictionary<int, NvGpuMethod>();
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void AddMethod(int Meth, int Count, int Stride, NvGpuMethod Method)
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{
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while (Count-- > 0)
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{
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Methods.Add(Meth, Method);
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Meth += Stride;
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}
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}
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AddMethod(0x585, 1, 1, VertexEndGl);
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AddMethod(0x674, 1, 1, ClearBuffers);
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AddMethod(0x6c3, 1, 1, QueryControl);
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AddMethod(0x8e4, 16, 1, CbData);
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AddMethod(0x904, 5, 8, CbBind);
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ConstBuffers = new ConstBuffer[6][];
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for (int Index = 0; Index < ConstBuffers.Length; Index++)
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{
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ConstBuffers[Index] = new ConstBuffer[18];
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}
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FrameBuffers = new HashSet<long>();
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UploadedKeys = new List<long>[(int)NvGpuBufferType.Count];
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for (int i = 0; i < UploadedKeys.Length; i++)
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{
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UploadedKeys[i] = new List<long>();
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}
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}
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public void CallMethod(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
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{
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if (Methods.TryGetValue(PBEntry.Method, out NvGpuMethod Method))
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{
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Method(Vmm, PBEntry);
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}
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else
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{
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WriteRegister(PBEntry);
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}
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}
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public void ResetCache()
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{
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foreach (List<long> Uploaded in UploadedKeys)
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{
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Uploaded.Clear();
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}
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}
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private void VertexEndGl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
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{
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LockCaches();
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GalPipelineState State = new GalPipelineState();
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SetFlip(State);
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SetFrontFace(State);
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SetCullFace(State);
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SetDepth(State);
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SetStencil(State);
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SetAlphaBlending(State);
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SetPrimitiveRestart(State);
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SetFrameBuffer(Vmm, 0);
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long[] Keys = UploadShaders(Vmm);
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Gpu.Renderer.Shader.BindProgram();
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UploadTextures(Vmm, State, Keys);
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UploadConstBuffers(Vmm, State, Keys);
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UploadVertexArrays(Vmm, State);
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DispatchRender(Vmm, State);
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UnlockCaches();
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}
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private void LockCaches()
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{
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Gpu.Renderer.Buffer.LockCache();
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Gpu.Renderer.Rasterizer.LockCaches();
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Gpu.Renderer.Texture.LockCache();
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}
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private void UnlockCaches()
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{
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Gpu.Renderer.Buffer.UnlockCache();
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Gpu.Renderer.Rasterizer.UnlockCaches();
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Gpu.Renderer.Texture.UnlockCache();
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}
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private void ClearBuffers(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
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{
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int Arg0 = PBEntry.Arguments[0];
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int FbIndex = (Arg0 >> 6) & 0xf;
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GalClearBufferFlags Flags = (GalClearBufferFlags)(Arg0 & 0x3f);
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float Red = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 0);
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float Green = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 1);
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float Blue = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 2);
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float Alpha = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 3);
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float Depth = ReadRegisterFloat(NvGpuEngine3dReg.ClearDepth);
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int Stencil = ReadRegister(NvGpuEngine3dReg.ClearStencil);
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SetFrameBuffer(Vmm, FbIndex);
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Gpu.Renderer.Rasterizer.ClearBuffers(
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Flags,
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Red, Green, Blue, Alpha,
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Depth,
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Stencil);
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}
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private void SetFrameBuffer(NvGpuVmm Vmm, int FbIndex)
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{
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long VA = MakeInt64From2xInt32(NvGpuEngine3dReg.FrameBufferNAddress + FbIndex * 0x10);
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long Key = Vmm.GetPhysicalAddress(VA);
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FrameBuffers.Add(Key);
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int Width = ReadRegister(NvGpuEngine3dReg.FrameBufferNWidth + FbIndex * 0x10);
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int Height = ReadRegister(NvGpuEngine3dReg.FrameBufferNHeight + FbIndex * 0x10);
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float TX = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNTranslateX + FbIndex * 4);
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float TY = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNTranslateY + FbIndex * 4);
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float SX = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNScaleX + FbIndex * 4);
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float SY = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNScaleY + FbIndex * 4);
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int VpX = (int)MathF.Max(0, TX - MathF.Abs(SX));
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int VpY = (int)MathF.Max(0, TY - MathF.Abs(SY));
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int VpW = (int)(TX + MathF.Abs(SX)) - VpX;
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int VpH = (int)(TY + MathF.Abs(SY)) - VpY;
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Gpu.Renderer.FrameBuffer.Create(Key, Width, Height);
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Gpu.Renderer.FrameBuffer.Bind(Key);
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Gpu.Renderer.FrameBuffer.SetViewport(VpX, VpY, VpW, VpH);
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}
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private long[] UploadShaders(NvGpuVmm Vmm)
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{
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long[] Keys = new long[5];
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long BasePosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
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int Index = 1;
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int VpAControl = ReadRegister(NvGpuEngine3dReg.ShaderNControl);
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bool VpAEnable = (VpAControl & 1) != 0;
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if (VpAEnable)
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{
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//Note: The maxwell supports 2 vertex programs, usually
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//only VP B is used, but in some cases VP A is also used.
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//In this case, it seems to function as an extra vertex
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//shader stage.
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//The graphics abstraction layer has a special overload for this
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//case, which should merge the two shaders into one vertex shader.
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int VpAOffset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset);
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int VpBOffset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + 0x10);
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long VpAPos = BasePosition + (uint)VpAOffset;
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long VpBPos = BasePosition + (uint)VpBOffset;
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Keys[(int)GalShaderType.Vertex] = VpBPos;
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Gpu.Renderer.Shader.Create(Vmm, VpAPos, VpBPos, GalShaderType.Vertex);
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Gpu.Renderer.Shader.Bind(VpBPos);
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Index = 2;
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}
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for (; Index < 6; Index++)
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{
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GalShaderType Type = GetTypeFromProgram(Index);
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int Control = ReadRegister(NvGpuEngine3dReg.ShaderNControl + Index * 0x10);
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int Offset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + Index * 0x10);
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//Note: Vertex Program (B) is always enabled.
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bool Enable = (Control & 1) != 0 || Index == 1;
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if (!Enable)
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{
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Gpu.Renderer.Shader.Unbind(Type);
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continue;
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}
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long Key = BasePosition + (uint)Offset;
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Keys[(int)Type] = Key;
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Gpu.Renderer.Shader.Create(Vmm, Key, Type);
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Gpu.Renderer.Shader.Bind(Key);
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}
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return Keys;
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}
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private static GalShaderType GetTypeFromProgram(int Program)
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{
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switch (Program)
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{
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case 0:
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case 1: return GalShaderType.Vertex;
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case 2: return GalShaderType.TessControl;
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case 3: return GalShaderType.TessEvaluation;
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case 4: return GalShaderType.Geometry;
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case 5: return GalShaderType.Fragment;
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}
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throw new ArgumentOutOfRangeException(nameof(Program));
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}
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private void SetFlip(GalPipelineState State)
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{
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State.FlipX = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleX);
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State.FlipY = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleY);
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}
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private void SetFrontFace(GalPipelineState State)
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{
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float SignX = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleX);
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float SignY = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleY);
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GalFrontFace FrontFace = (GalFrontFace)ReadRegister(NvGpuEngine3dReg.FrontFace);
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//Flipping breaks facing. Flipping front facing too fixes it
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if (SignX != SignY)
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{
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switch (FrontFace)
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{
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case GalFrontFace.CW:
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FrontFace = GalFrontFace.CCW;
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break;
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case GalFrontFace.CCW:
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FrontFace = GalFrontFace.CW;
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break;
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}
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}
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State.FrontFace = FrontFace;
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}
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private void SetCullFace(GalPipelineState State)
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{
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State.CullFaceEnabled = (ReadRegister(NvGpuEngine3dReg.CullFaceEnable) & 1) != 0;
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if (State.CullFaceEnabled)
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{
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State.CullFace = (GalCullFace)ReadRegister(NvGpuEngine3dReg.CullFace);
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}
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}
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private void SetDepth(GalPipelineState State)
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{
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State.DepthTestEnabled = (ReadRegister(NvGpuEngine3dReg.DepthTestEnable) & 1) != 0;
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if (State.DepthTestEnabled)
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{
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State.DepthFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.DepthTestFunction);
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}
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}
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private void SetStencil(GalPipelineState State)
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{
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State.StencilTestEnabled = (ReadRegister(NvGpuEngine3dReg.StencilEnable) & 1) != 0;
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if (State.StencilTestEnabled)
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{
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State.StencilBackFuncFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.StencilBackFuncFunc);
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State.StencilBackFuncRef = ReadRegister(NvGpuEngine3dReg.StencilBackFuncRef);
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State.StencilBackFuncMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilBackFuncMask);
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State.StencilBackOpFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpFail);
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State.StencilBackOpZFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpZFail);
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State.StencilBackOpZPass = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpZPass);
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State.StencilBackMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilBackMask);
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State.StencilFrontFuncFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.StencilFrontFuncFunc);
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State.StencilFrontFuncRef = ReadRegister(NvGpuEngine3dReg.StencilFrontFuncRef);
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State.StencilFrontFuncMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilFrontFuncMask);
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State.StencilFrontOpFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpFail);
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State.StencilFrontOpZFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpZFail);
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State.StencilFrontOpZPass = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpZPass);
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State.StencilFrontMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilFrontMask);
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}
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}
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private void SetAlphaBlending(GalPipelineState State)
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{
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//TODO: Support independent blend properly.
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State.BlendEnabled = (ReadRegister(NvGpuEngine3dReg.IBlendNEnable) & 1) != 0;
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if (State.BlendEnabled)
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{
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State.BlendSeparateAlpha = (ReadRegister(NvGpuEngine3dReg.IBlendNSeparateAlpha) & 1) != 0;
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State.BlendEquationRgb = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationRgb);
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State.BlendFuncSrcRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcRgb);
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State.BlendFuncDstRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstRgb);
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State.BlendEquationAlpha = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationAlpha);
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State.BlendFuncSrcAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcAlpha);
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State.BlendFuncDstAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstAlpha);
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}
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}
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private void SetPrimitiveRestart(GalPipelineState State)
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{
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State.PrimitiveRestartEnabled = (ReadRegister(NvGpuEngine3dReg.PrimRestartEnable) & 1) != 0;
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if (State.PrimitiveRestartEnabled)
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{
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State.PrimitiveRestartIndex = (uint)ReadRegister(NvGpuEngine3dReg.PrimRestartIndex);
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}
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}
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private void UploadTextures(NvGpuVmm Vmm, GalPipelineState State, long[] Keys)
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{
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long BaseShPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
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int TextureCbIndex = ReadRegister(NvGpuEngine3dReg.TextureCbIndex);
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int TexIndex = 0;
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for (int Index = 0; Index < Keys.Length; Index++)
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{
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foreach (ShaderDeclInfo DeclInfo in Gpu.Renderer.Shader.GetTextureUsage(Keys[Index]))
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{
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long Position;
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if (DeclInfo.IsCb)
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{
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Position = ConstBuffers[Index][DeclInfo.Cbuf].Position;
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}
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else
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{
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Position = ConstBuffers[Index][TextureCbIndex].Position;
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}
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int TextureHandle = Vmm.ReadInt32(Position + DeclInfo.Index * 4);
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UploadTexture(Vmm, TexIndex, TextureHandle);
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Gpu.Renderer.Shader.EnsureTextureBinding(DeclInfo.Name, TexIndex);
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TexIndex++;
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}
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}
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}
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private void UploadTexture(NvGpuVmm Vmm, int TexIndex, int TextureHandle)
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{
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if (TextureHandle == 0)
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{
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//TODO: Is this correct?
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//Some games like puyo puyo will have 0 handles.
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//It may be just normal behaviour or a bug caused by sync issues.
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//The game does initialize the value properly after through.
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return;
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}
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int TicIndex = (TextureHandle >> 0) & 0xfffff;
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int TscIndex = (TextureHandle >> 20) & 0xfff;
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long TicPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexHeaderPoolOffset);
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long TscPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexSamplerPoolOffset);
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TicPosition += TicIndex * 0x20;
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TscPosition += TscIndex * 0x20;
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GalTextureSampler Sampler = TextureFactory.MakeSampler(Gpu, Vmm, TscPosition);
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long Key = Vmm.ReadInt64(TicPosition + 4) & 0xffffffffffff;
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Key = Vmm.GetPhysicalAddress(Key);
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if (Key == -1)
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{
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//FIXME: Should'nt ignore invalid addresses.
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return;
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}
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if (IsFrameBufferPosition(Key))
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{
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//This texture is a frame buffer texture,
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//we shouldn't read anything from memory and bind
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//the frame buffer texture instead, since we're not
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//really writing anything to memory.
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Gpu.Renderer.FrameBuffer.BindTexture(Key, TexIndex);
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}
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else
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{
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GalTexture NewTexture = TextureFactory.MakeTexture(Vmm, TicPosition);
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long Size = (uint)TextureHelper.GetTextureSize(NewTexture);
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bool HasCachedTexture = false;
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if (Gpu.Renderer.Texture.TryGetCachedTexture(Key, Size, out GalTexture Texture))
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{
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if (NewTexture.Equals(Texture) && !QueryKeyUpload(Vmm, Key, Size, NvGpuBufferType.Texture))
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{
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Gpu.Renderer.Texture.Bind(Key, TexIndex);
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HasCachedTexture = true;
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}
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}
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if (!HasCachedTexture)
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{
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byte[] Data = TextureFactory.GetTextureData(Vmm, TicPosition);
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Gpu.Renderer.Texture.Create(Key, Data, NewTexture);
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}
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Gpu.Renderer.Texture.Bind(Key, TexIndex);
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}
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Gpu.Renderer.Texture.SetSampler(Sampler);
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}
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private void UploadConstBuffers(NvGpuVmm Vmm, GalPipelineState State, long[] Keys)
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{
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for (int Stage = 0; Stage < Keys.Length; Stage++)
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{
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foreach (ShaderDeclInfo DeclInfo in Gpu.Renderer.Shader.GetConstBufferUsage(Keys[Stage]))
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{
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ConstBuffer Cb = ConstBuffers[Stage][DeclInfo.Cbuf];
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if (!Cb.Enabled)
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{
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continue;
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}
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long Key = Vmm.GetPhysicalAddress(Cb.Position);
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if (QueryKeyUpload(Vmm, Key, Cb.Size, NvGpuBufferType.ConstBuffer))
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{
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IntPtr Source = Vmm.GetHostAddress(Cb.Position, Cb.Size);
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Gpu.Renderer.Buffer.SetData(Key, Cb.Size, Source);
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}
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State.ConstBufferKeys[Stage][DeclInfo.Cbuf] = Key;
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}
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}
|
|
}
|
|
|
|
private void UploadVertexArrays(NvGpuVmm Vmm, GalPipelineState State)
|
|
{
|
|
long IndexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);
|
|
|
|
long IboKey = Vmm.GetPhysicalAddress(IndexPosition);
|
|
|
|
int IndexEntryFmt = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
|
|
int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);
|
|
|
|
GalIndexFormat IndexFormat = (GalIndexFormat)IndexEntryFmt;
|
|
|
|
int IndexEntrySize = 1 << IndexEntryFmt;
|
|
|
|
if (IndexEntrySize > 4)
|
|
{
|
|
throw new InvalidOperationException();
|
|
}
|
|
|
|
if (IndexCount != 0)
|
|
{
|
|
int IbSize = IndexCount * IndexEntrySize;
|
|
|
|
bool IboCached = Gpu.Renderer.Rasterizer.IsIboCached(IboKey, (uint)IbSize);
|
|
|
|
if (!IboCached || QueryKeyUpload(Vmm, IboKey, (uint)IbSize, NvGpuBufferType.Index))
|
|
{
|
|
IntPtr DataAddress = Vmm.GetHostAddress(IndexPosition, IbSize);
|
|
|
|
Gpu.Renderer.Rasterizer.CreateIbo(IboKey, IbSize, DataAddress);
|
|
}
|
|
|
|
Gpu.Renderer.Rasterizer.SetIndexArray(IbSize, IndexFormat);
|
|
}
|
|
|
|
List<GalVertexAttrib>[] Attribs = new List<GalVertexAttrib>[32];
|
|
|
|
for (int Attr = 0; Attr < 16; Attr++)
|
|
{
|
|
int Packed = ReadRegister(NvGpuEngine3dReg.VertexAttribNFormat + Attr);
|
|
|
|
int ArrayIndex = Packed & 0x1f;
|
|
|
|
if (Attribs[ArrayIndex] == null)
|
|
{
|
|
Attribs[ArrayIndex] = new List<GalVertexAttrib>();
|
|
}
|
|
|
|
Attribs[ArrayIndex].Add(new GalVertexAttrib(
|
|
Attr,
|
|
((Packed >> 6) & 0x1) != 0,
|
|
(Packed >> 7) & 0x3fff,
|
|
(GalVertexAttribSize)((Packed >> 21) & 0x3f),
|
|
(GalVertexAttribType)((Packed >> 27) & 0x7),
|
|
((Packed >> 31) & 0x1) != 0));
|
|
}
|
|
|
|
State.VertexBindings = new GalVertexBinding[32];
|
|
|
|
for (int Index = 0; Index < 32; Index++)
|
|
{
|
|
if (Attribs[Index] == null)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
int Control = ReadRegister(NvGpuEngine3dReg.VertexArrayNControl + Index * 4);
|
|
|
|
bool Enable = (Control & 0x1000) != 0;
|
|
|
|
if (!Enable)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
long VertexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + Index * 4);
|
|
long VertexEndPos = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNEndAddr + Index * 2);
|
|
|
|
long VboKey = Vmm.GetPhysicalAddress(VertexPosition);
|
|
|
|
int Stride = Control & 0xfff;
|
|
|
|
long VbSize = (VertexEndPos - VertexPosition) + 1;
|
|
|
|
bool VboCached = Gpu.Renderer.Rasterizer.IsVboCached(VboKey, VbSize);
|
|
|
|
if (!VboCached || QueryKeyUpload(Vmm, VboKey, VbSize, NvGpuBufferType.Vertex))
|
|
{
|
|
IntPtr DataAddress = Vmm.GetHostAddress(VertexPosition, VbSize);
|
|
|
|
Gpu.Renderer.Rasterizer.CreateVbo(VboKey, (int)VbSize, DataAddress);
|
|
}
|
|
|
|
State.VertexBindings[Index].Enabled = true;
|
|
State.VertexBindings[Index].Stride = Stride;
|
|
State.VertexBindings[Index].VboKey = VboKey;
|
|
State.VertexBindings[Index].Attribs = Attribs[Index].ToArray();
|
|
}
|
|
}
|
|
|
|
private void DispatchRender(NvGpuVmm Vmm, GalPipelineState State)
|
|
{
|
|
int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);
|
|
int PrimCtrl = ReadRegister(NvGpuEngine3dReg.VertexBeginGl);
|
|
|
|
GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff);
|
|
|
|
Gpu.Renderer.Pipeline.Bind(State);
|
|
|
|
if (IndexCount != 0)
|
|
{
|
|
int IndexEntryFmt = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
|
|
int IndexFirst = ReadRegister(NvGpuEngine3dReg.IndexBatchFirst);
|
|
int VertexBase = ReadRegister(NvGpuEngine3dReg.VertexArrayElemBase);
|
|
|
|
long IndexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);
|
|
|
|
long IboKey = Vmm.GetPhysicalAddress(IndexPosition);
|
|
|
|
Gpu.Renderer.Rasterizer.DrawElements(IboKey, IndexFirst, VertexBase, PrimType);
|
|
}
|
|
else
|
|
{
|
|
int VertexFirst = ReadRegister(NvGpuEngine3dReg.VertexArrayFirst);
|
|
int VertexCount = ReadRegister(NvGpuEngine3dReg.VertexArrayCount);
|
|
|
|
Gpu.Renderer.Rasterizer.DrawArrays(VertexFirst, VertexCount, PrimType);
|
|
}
|
|
|
|
//Is the GPU really clearing those registers after draw?
|
|
WriteRegister(NvGpuEngine3dReg.IndexBatchFirst, 0);
|
|
WriteRegister(NvGpuEngine3dReg.IndexBatchCount, 0);
|
|
}
|
|
|
|
private void QueryControl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
|
|
{
|
|
long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.QueryAddress);
|
|
|
|
int Seq = Registers[(int)NvGpuEngine3dReg.QuerySequence];
|
|
int Ctrl = Registers[(int)NvGpuEngine3dReg.QueryControl];
|
|
|
|
int Mode = Ctrl & 3;
|
|
|
|
if (Mode == 0)
|
|
{
|
|
//Write mode.
|
|
Vmm.WriteInt32(Position, Seq);
|
|
}
|
|
|
|
WriteRegister(PBEntry);
|
|
}
|
|
|
|
private void CbData(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
|
|
{
|
|
long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.ConstBufferAddress);
|
|
|
|
int Offset = ReadRegister(NvGpuEngine3dReg.ConstBufferOffset);
|
|
|
|
foreach (int Arg in PBEntry.Arguments)
|
|
{
|
|
Vmm.WriteInt32(Position + Offset, Arg);
|
|
|
|
Offset += 4;
|
|
}
|
|
|
|
WriteRegister(NvGpuEngine3dReg.ConstBufferOffset, Offset);
|
|
|
|
UploadedKeys[(int)NvGpuBufferType.ConstBuffer].Clear();
|
|
}
|
|
|
|
private void CbBind(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
|
|
{
|
|
int Stage = (PBEntry.Method - 0x904) >> 3;
|
|
|
|
int Index = PBEntry.Arguments[0];
|
|
|
|
bool Enabled = (Index & 1) != 0;
|
|
|
|
Index = (Index >> 4) & 0x1f;
|
|
|
|
long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.ConstBufferAddress);
|
|
|
|
long CbKey = Vmm.GetPhysicalAddress(Position);
|
|
|
|
int Size = ReadRegister(NvGpuEngine3dReg.ConstBufferSize);
|
|
|
|
if (!Gpu.Renderer.Buffer.IsCached(CbKey, Size))
|
|
{
|
|
Gpu.Renderer.Buffer.Create(CbKey, Size);
|
|
}
|
|
|
|
ConstBuffer Cb = ConstBuffers[Stage][Index];
|
|
|
|
if (Cb.Position != Position || Cb.Enabled != Enabled || Cb.Size != Size)
|
|
{
|
|
ConstBuffers[Stage][Index].Position = Position;
|
|
ConstBuffers[Stage][Index].Enabled = Enabled;
|
|
ConstBuffers[Stage][Index].Size = Size;
|
|
}
|
|
}
|
|
|
|
private float GetFlipSign(NvGpuEngine3dReg Reg)
|
|
{
|
|
return MathF.Sign(ReadRegisterFloat(Reg));
|
|
}
|
|
|
|
private long MakeInt64From2xInt32(NvGpuEngine3dReg Reg)
|
|
{
|
|
return
|
|
(long)Registers[(int)Reg + 0] << 32 |
|
|
(uint)Registers[(int)Reg + 1];
|
|
}
|
|
|
|
private void WriteRegister(NvGpuPBEntry PBEntry)
|
|
{
|
|
int ArgsCount = PBEntry.Arguments.Count;
|
|
|
|
if (ArgsCount > 0)
|
|
{
|
|
Registers[PBEntry.Method] = PBEntry.Arguments[ArgsCount - 1];
|
|
}
|
|
}
|
|
|
|
private int ReadRegister(NvGpuEngine3dReg Reg)
|
|
{
|
|
return Registers[(int)Reg];
|
|
}
|
|
|
|
private float ReadRegisterFloat(NvGpuEngine3dReg Reg)
|
|
{
|
|
return BitConverter.Int32BitsToSingle(ReadRegister(Reg));
|
|
}
|
|
|
|
private void WriteRegister(NvGpuEngine3dReg Reg, int Value)
|
|
{
|
|
Registers[(int)Reg] = Value;
|
|
}
|
|
|
|
public bool IsFrameBufferPosition(long Position)
|
|
{
|
|
return FrameBuffers.Contains(Position);
|
|
}
|
|
|
|
private bool QueryKeyUpload(NvGpuVmm Vmm, long Key, long Size, NvGpuBufferType Type)
|
|
{
|
|
List<long> Uploaded = UploadedKeys[(int)Type];
|
|
|
|
if (Uploaded.Contains(Key))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
Uploaded.Add(Key);
|
|
|
|
return Vmm.IsRegionModified(Key, Size, Type);
|
|
}
|
|
}
|
|
} |