Ryujinx/Ryujinx.Graphics.Gpu/Engine/MethodDraw.cs

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using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Gpu.Image;
namespace Ryujinx.Graphics.Gpu.Engine
{
partial class Methods
{
private bool _drawIndexed;
private int _firstIndex;
private int _indexCount;
private bool _instancedDrawPending;
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private bool _instancedIndexed;
private int _instancedFirstIndex;
private int _instancedFirstVertex;
private int _instancedFirstInstance;
private int _instancedIndexCount;
private int _instancedDrawStateFirst;
private int _instancedDrawStateCount;
private int _instanceIndex;
/// <summary>
/// Primitive type of the current draw.
/// </summary>
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public PrimitiveType PrimitiveType { get; private set; }
/// <summary>
/// Finishes draw call.
/// This draws geometry on the bound buffers based on the current GPU state.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>
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private void DrawEnd(GpuState state, int argument)
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{
if (_instancedDrawPending)
{
_drawIndexed = false;
return;
}
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UpdateState(state);
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bool instanced = _vsUsesInstanceId || _isAnyVbInstanced;
if (instanced)
{
_instancedDrawPending = true;
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_instancedIndexed = _drawIndexed;
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_instancedFirstIndex = _firstIndex;
_instancedFirstVertex = state.Get<int>(MethodOffset.FirstVertex);
_instancedFirstInstance = state.Get<int>(MethodOffset.FirstInstance);
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_instancedIndexCount = _indexCount;
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var drawState = state.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);
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_instancedDrawStateFirst = drawState.First;
_instancedDrawStateCount = drawState.Count;
_drawIndexed = false;
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return;
}
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int firstInstance = state.Get<int>(MethodOffset.FirstInstance);
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if (_drawIndexed)
{
_drawIndexed = false;
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int firstVertex = state.Get<int>(MethodOffset.FirstVertex);
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_context.Renderer.Pipeline.DrawIndexed(
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_indexCount,
1,
_firstIndex,
firstVertex,
firstInstance);
}
else
{
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var drawState = state.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);
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_context.Renderer.Pipeline.Draw(
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drawState.Count,
1,
drawState.First,
firstInstance);
}
}
/// <summary>
/// Starts draw.
/// This sets primitive type and instanced draw parameters.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>
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private void DrawBegin(GpuState state, int argument)
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{
if ((argument & (1 << 26)) != 0)
{
_instanceIndex++;
}
else if ((argument & (1 << 27)) == 0)
{
PerformDeferredDraws();
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_instanceIndex = 0;
}
PrimitiveType type = (PrimitiveType)(argument & 0xffff);
_context.Renderer.Pipeline.SetPrimitiveTopology(type.Convert());
PrimitiveType = type;
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}
/// <summary>
/// Sets the index buffer count.
/// This also sets internal state that indicates that the next draw is an indexed draw.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>
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private void SetIndexBufferCount(GpuState state, int argument)
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{
_drawIndexed = true;
}
/// <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>
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public void PerformDeferredDraws()
{
// Perform any pending instanced draw.
if (_instancedDrawPending)
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{
_instancedDrawPending = false;
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if (_instancedIndexed)
{
_context.Renderer.Pipeline.DrawIndexed(
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_instancedIndexCount,
_instanceIndex + 1,
_instancedFirstIndex,
_instancedFirstVertex,
_instancedFirstInstance);
}
else
{
_context.Renderer.Pipeline.Draw(
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_instancedDrawStateCount,
_instanceIndex + 1,
_instancedDrawStateFirst,
_instancedFirstInstance);
}
}
}
}
}