skyline/app/src/main/cpp/skyline/soc/gm20b/engines/maxwell_3d.cpp
Billy Laws f52ea7bddb Make deferred draw and constant buffer updates reentrant-safe
At some point we will call Submit within draws or constant buffer updates, to avoid any infinite recursion mark draw/cbuf pending as false before performing any operation
2022-07-29 20:07:14 +01:00

810 lines
39 KiB
C++

// SPDX-License-Identifier: MPL-2.0
// Copyright © 2020 Skyline Team and Contributors (https://github.com/skyline-emu/)
// Copyright © 2018-2020 fincs (https://github.com/devkitPro/deko3d)
#include <boost/preprocessor/repeat.hpp>
#include <soc.h>
#include "maxwell_3d.h"
namespace skyline::soc::gm20b::engine::maxwell3d {
Maxwell3D::Maxwell3D(const DeviceState &state, ChannelContext &channelCtx, MacroState &macroState, gpu::interconnect::CommandExecutor &executor)
: MacroEngineBase(macroState),
syncpoints(state.soc->host1x.syncpoints),
context(*state.gpu, channelCtx, executor),
i2m(channelCtx.asCtx),
channelCtx(channelCtx) {
executor.AddFlushCallback([this]() { FlushEngineState(); });
InitializeRegisters();
}
void Maxwell3D::FlushDeferredDraw() {
if (deferredDraw.pending) {
deferredDraw.pending = false;
if (deferredDraw.indexed)
context.DrawIndexed(deferredDraw.drawCount, deferredDraw.drawFirst, deferredDraw.instanceCount, deferredDraw.drawBaseVertex);
else
context.Draw(deferredDraw.drawCount, deferredDraw.drawFirst, deferredDraw.instanceCount);
deferredDraw.instanceCount = 1;
}
}
void Maxwell3D::HandleMethod(u32 method, u32 argument) {
if (method != ENGINE_STRUCT_OFFSET(mme, shadowRamControl)) {
if (shadowRegisters.mme->shadowRamControl == type::MmeShadowRamControl::MethodTrack || shadowRegisters.mme->shadowRamControl == type::MmeShadowRamControl::MethodTrackWithFilter)
shadowRegisters.raw[method] = argument;
else if (shadowRegisters.mme->shadowRamControl == type::MmeShadowRamControl::MethodReplay)
argument = shadowRegisters.raw[method];
}
bool redundant{registers.raw[method] == argument};
registers.raw[method] = argument;
if (batchConstantBufferUpdate.Active()) {
switch (method) {
// Add to the batch constant buffer update buffer
// Return early here so that any code below can rely on the fact that any cbuf updates will always be the first of a batch
#define CBUF_UPDATE_CALLBACKS(z, index, data_) \
ENGINE_STRUCT_ARRAY_CASE(constantBufferUpdate, data, index, { \
batchConstantBufferUpdate.buffer.push_back(data); \
registers.constantBufferUpdate->offset += 4; \
return; \
})
BOOST_PP_REPEAT(16, CBUF_UPDATE_CALLBACKS, 0)
#undef CBUF_UPDATE_CALLBACKS
default:
// When a method other than constant buffer update is called submit our submit the previously built-up update as a batch
context.ConstantBufferUpdate(batchConstantBufferUpdate.buffer, batchConstantBufferUpdate.Invalidate());
batchConstantBufferUpdate.Reset();
break; // Continue on here to handle the actual method
}
}
// See DeferredDrawState comment for full details
if (deferredDraw.pending) {
switch (method) {
ENGINE_CASE(vertexBeginGl, {
if (vertexBeginGl.instanceNext) {
if (deferredDraw.drawTopology != vertexBeginGl.topology && !vertexBeginGl.instanceContinue)
Logger::Warn("Vertex topology changed partway through instanced draw!");
deferredDraw.instanceCount++;
} else if (vertexBeginGl.instanceContinue) {
FlushDeferredDraw();
break; // This instanced draw is finished, continue on to handle the actual method
}
return;
})
// Can be ignored since we handle drawing in draw{Vertex,Index}Count
ENGINE_CASE(vertexEndGl, { return; })
// Draws here can be ignored since they're just repeats of the original instanced draw
ENGINE_CASE(drawVertexCount, {
if (!redundant)
Logger::Warn("Vertex count changed partway through instanced draw!");
return;
})
ENGINE_CASE(drawIndexCount, {
if (!redundant)
Logger::Warn("Index count changed partway through instanced draw!");
return;
})
// Once we stop calling draw methods flush the current draw since drawing is dependent on the register state not changing
default:
FlushDeferredDraw();
break;
}
}
if (!redundant) {
switch (method) {
ENGINE_STRUCT_CASE(mme, shadowRamControl, {
shadowRegisters.mme->shadowRamControl = shadowRamControl;
})
#define RENDER_TARGET_ARRAY(z, index, data) \
ENGINE_ARRAY_STRUCT_STRUCT_CASE(renderTargets, index, address, high, { \
context.SetColorRenderTargetAddressHigh(index, high); \
}) \
ENGINE_ARRAY_STRUCT_STRUCT_CASE(renderTargets, index, address, low, { \
context.SetColorRenderTargetAddressLow(index, low); \
}) \
ENGINE_ARRAY_STRUCT_CASE(renderTargets, index, width, { \
context.SetColorRenderTargetWidth(index, width); \
}) \
ENGINE_ARRAY_STRUCT_CASE(renderTargets, index, height, { \
context.SetColorRenderTargetHeight(index, height); \
}) \
ENGINE_ARRAY_STRUCT_CASE(renderTargets, index, format, { \
context.SetColorRenderTargetFormat(index, format); \
}) \
ENGINE_ARRAY_STRUCT_CASE(renderTargets, index, tileMode, { \
context.SetColorRenderTargetTileMode(index, tileMode); \
}) \
ENGINE_ARRAY_STRUCT_CASE(renderTargets, index, arrayMode, { \
context.SetColorRenderTargetArrayMode(index, arrayMode); \
}) \
ENGINE_ARRAY_STRUCT_CASE(renderTargets, index, layerStrideLsr2, { \
context.SetColorRenderTargetLayerStride(index, layerStrideLsr2); \
}) \
ENGINE_ARRAY_STRUCT_CASE(renderTargets, index, baseLayer, { \
context.SetColorRenderTargetBaseLayer(index, baseLayer); \
})
BOOST_PP_REPEAT(8, RENDER_TARGET_ARRAY, 0)
static_assert(type::RenderTargetCount == 8 && type::RenderTargetCount < BOOST_PP_LIMIT_REPEAT);
#undef RENDER_TARGET_ARRAY
ENGINE_CASE(pointSpriteSize, {
context.SetPointSpriteSize(pointSpriteSize);
})
ENGINE_CASE(depthTargetEnable, {
context.SetDepthRenderTargetEnabled(depthTargetEnable);
})
ENGINE_STRUCT_CASE(depthTargetAddress, high, {
context.SetDepthRenderTargetAddressHigh(high);
})
ENGINE_STRUCT_CASE(depthTargetAddress, low, {
context.SetDepthRenderTargetAddressLow(low);
})
ENGINE_CASE(depthTargetFormat, {
context.SetDepthRenderTargetFormat(depthTargetFormat);
})
ENGINE_CASE(depthTargetTileMode, {
context.SetDepthRenderTargetTileMode(depthTargetTileMode);
})
ENGINE_CASE(depthTargetLayerStride, {
context.SetDepthRenderTargetLayerStride(depthTargetLayerStride);
})
ENGINE_CASE(depthTargetWidth, {
context.SetDepthRenderTargetWidth(depthTargetWidth);
})
ENGINE_CASE(depthTargetHeight, {
context.SetDepthRenderTargetHeight(depthTargetHeight);
})
ENGINE_CASE(depthTargetArrayMode, {
context.SetDepthRenderTargetArrayMode(depthTargetArrayMode);
})
ENGINE_CASE(linkedTscHandle, {
context.SetTscIndexLinked(linkedTscHandle);
});
#define VIEWPORT_TRANSFORM_CALLBACKS(_z, index, data) \
ENGINE_ARRAY_STRUCT_CASE(viewportTransforms, index, scaleX, { \
context.SetViewportX(index, scaleX, registers.viewportTransforms[index].translateX); \
}) \
ENGINE_ARRAY_STRUCT_CASE(viewportTransforms, index, translateX, { \
context.SetViewportX(index, registers.viewportTransforms[index].scaleX, translateX); \
}) \
ENGINE_ARRAY_STRUCT_CASE(viewportTransforms, index, scaleY, { \
context.SetViewportY(index, scaleY, registers.viewportTransforms[index].translateY); \
}) \
ENGINE_ARRAY_STRUCT_CASE(viewportTransforms, index, translateY, { \
context.SetViewportY(index, registers.viewportTransforms[index].scaleY, translateY); \
}) \
ENGINE_ARRAY_STRUCT_CASE(viewportTransforms, index, scaleZ, { \
context.SetViewportZ(index, scaleZ, registers.viewportTransforms[index].translateZ); \
}) \
ENGINE_ARRAY_STRUCT_CASE(viewportTransforms, index, translateZ, { \
context.SetViewportZ(index, registers.viewportTransforms[index].scaleZ, translateZ); \
}) \
ENGINE_ARRAY_STRUCT_CASE(viewportTransforms, index, swizzles, { \
context.SetViewportSwizzle(index, swizzles.x, swizzles.y, swizzles.z, swizzles.w); \
})
BOOST_PP_REPEAT(16, VIEWPORT_TRANSFORM_CALLBACKS, 0)
static_assert(type::ViewportCount == 16 && type::ViewportCount < BOOST_PP_LIMIT_REPEAT);
#undef VIEWPORT_TRANSFORM_CALLBACKS
#define COLOR_CLEAR_CALLBACKS(z, index, data) \
ENGINE_ARRAY_CASE(clearColorValue, index, { \
context.UpdateClearColorValue(index, clearColorValue); \
})
BOOST_PP_REPEAT(4, COLOR_CLEAR_CALLBACKS, 0)
static_assert(4 < BOOST_PP_LIMIT_REPEAT);
#undef COLOR_CLEAR_CALLBACKS
ENGINE_CASE(clearDepthValue, {
context.UpdateClearDepthValue(clearDepthValue);
})
ENGINE_CASE(clearStencilValue, {
context.UpdateClearStencilValue(clearStencilValue);
})
ENGINE_STRUCT_CASE(polygonMode, front, {
context.SetPolygonModeFront(front);
})
ENGINE_CASE(tessellationPatchSize, {
context.SetTessellationPatchSize(tessellationPatchSize);
})
ENGINE_CASE(tessellationMode, {
context.SetTessellationMode(tessellationMode.primitive, tessellationMode.spacing, tessellationMode.winding);
})
ENGINE_STRUCT_CASE(depthBiasEnable, point, {
context.SetDepthBiasPointEnabled(point);
})
ENGINE_STRUCT_CASE(depthBiasEnable, line, {
context.SetDepthBiasLineEnabled(line);
})
ENGINE_STRUCT_CASE(depthBiasEnable, fill, {
context.SetDepthBiasFillEnabled(fill);
})
#define SCISSOR_CALLBACKS(z, index, data) \
ENGINE_ARRAY_STRUCT_CASE(scissors, index, enable, { \
context.SetScissor(index, enable ? registers.scissors[index] : std::optional<type::Scissor>{}); \
}) \
ENGINE_ARRAY_STRUCT_CASE(scissors, index, horizontal, { \
context.SetScissorHorizontal(index, horizontal); \
}) \
ENGINE_ARRAY_STRUCT_CASE(scissors, index, vertical, { \
context.SetScissorVertical(index, vertical); \
})
BOOST_PP_REPEAT(16, SCISSOR_CALLBACKS, 0)
static_assert(type::ViewportCount == 16 && type::ViewportCount < BOOST_PP_LIMIT_REPEAT);
#undef SCISSOR_CALLBACKS
ENGINE_CASE(commonColorWriteMask, {
if (commonColorWriteMask) {
auto colorWriteMask{registers.colorWriteMask[0]};
for (u32 index{}; index != type::RenderTargetCount; index++)
context.SetColorWriteMask(index, colorWriteMask);
} else {
for (u32 index{}; index != type::RenderTargetCount; index++)
context.SetColorWriteMask(index, registers.colorWriteMask[index]);
}
})
ENGINE_CASE(renderTargetControl, {
context.UpdateRenderTargetControl(renderTargetControl);
})
ENGINE_CASE(depthTestEnable, {
context.SetDepthTestEnabled(depthTestEnable);
})
ENGINE_CASE(depthTestFunc, {
context.SetDepthTestFunction(depthTestFunc);
})
ENGINE_CASE(depthWriteEnable, {
context.SetDepthWriteEnabled(depthWriteEnable);
})
ENGINE_CASE(depthBoundsEnable, {
context.SetDepthBoundsTestEnabled(depthBoundsEnable);
})
ENGINE_CASE(depthBoundsNear, {
context.SetMinDepthBounds(depthBoundsNear);
})
ENGINE_CASE(depthBoundsFar, {
context.SetMaxDepthBounds(depthBoundsFar);
})
ENGINE_CASE(stencilEnable, {
context.SetStencilTestEnabled(stencilEnable);
})
ENGINE_STRUCT_CASE(stencilFront, failOp, {
context.SetStencilFrontFailOp(failOp);
})
ENGINE_STRUCT_CASE(stencilFront, zFailOp, {
context.SetStencilFrontDepthFailOp(zFailOp);
})
ENGINE_STRUCT_CASE(stencilFront, passOp, {
context.SetStencilFrontPassOp(passOp);
})
ENGINE_STRUCT_CASE(stencilFront, compareOp, {
context.SetStencilFrontCompareOp(compareOp);
})
ENGINE_STRUCT_CASE(stencilFront, compareReference, {
context.SetStencilFrontReference(compareReference);
})
ENGINE_STRUCT_CASE(stencilFront, compareMask, {
context.SetStencilFrontCompareMask(compareMask);
})
ENGINE_STRUCT_CASE(stencilFront, writeMask, {
context.SetStencilFrontWriteMask(writeMask);
})
ENGINE_CASE(stencilTwoSideEnable, {
context.SetStencilTwoSideEnabled(stencilTwoSideEnable);
})
ENGINE_STRUCT_CASE(stencilBack, failOp, {
context.SetStencilBackFailOp(failOp);
})
ENGINE_STRUCT_CASE(stencilBack, zFailOp, {
context.SetStencilBackDepthFailOp(zFailOp);
})
ENGINE_STRUCT_CASE(stencilBack, passOp, {
context.SetStencilBackPassOp(passOp);
})
ENGINE_STRUCT_CASE(stencilBack, compareOp, {
context.SetStencilBackCompareOp(compareOp);
})
ENGINE_STRUCT_CASE(stencilBackExtra, compareReference, {
context.SetStencilBackReference(compareReference);
})
ENGINE_STRUCT_CASE(stencilBackExtra, compareMask, {
context.SetStencilBackCompareMask(compareMask);
})
ENGINE_STRUCT_CASE(stencilBackExtra, writeMask, {
context.SetStencilBackWriteMask(writeMask);
})
ENGINE_CASE(windowOriginMode, {
context.SetViewportOrigin(windowOriginMode.isOriginLowerLeft);
context.SetFrontFaceFlipEnabled(windowOriginMode.flipFrontFace);
})
ENGINE_CASE(independentBlendEnable, {
context.SetIndependentBlendingEnabled(independentBlendEnable);
})
ENGINE_CASE(alphaTestEnable, {
context.SetAlphaTestEnabled(alphaTestEnable);
})
#define SET_COLOR_BLEND_CONSTANT_CALLBACK(z, index, data) \
ENGINE_ARRAY_CASE(blendConstant, index, { \
context.SetColorBlendConstant(index, blendConstant); \
})
BOOST_PP_REPEAT(4, SET_COLOR_BLEND_CONSTANT_CALLBACK, 0)
static_assert(type::BlendColorChannelCount == 4 && type::BlendColorChannelCount < BOOST_PP_LIMIT_REPEAT);
#undef SET_COLOR_BLEND_CONSTANT_CALLBACK
ENGINE_STRUCT_CASE(blendStateCommon, colorOp, {
context.SetColorBlendOp(colorOp);
})
ENGINE_STRUCT_CASE(blendStateCommon, colorSrcFactor, {
context.SetSrcColorBlendFactor(colorSrcFactor);
})
ENGINE_STRUCT_CASE(blendStateCommon, colorDstFactor, {
context.SetDstColorBlendFactor(colorDstFactor);
})
ENGINE_STRUCT_CASE(blendStateCommon, alphaOp, {
context.SetAlphaBlendOp(alphaOp);
})
ENGINE_STRUCT_CASE(blendStateCommon, alphaSrcFactor, {
context.SetSrcAlphaBlendFactor(alphaSrcFactor);
})
ENGINE_STRUCT_CASE(blendStateCommon, alphaDstFactor, {
context.SetDstAlphaBlendFactor(alphaDstFactor);
})
#define SET_COLOR_BLEND_ENABLE_CALLBACK(z, index, data) \
ENGINE_ARRAY_CASE(rtBlendEnable, index, { \
context.SetColorBlendEnabled(index, rtBlendEnable); \
})
BOOST_PP_REPEAT(8, SET_COLOR_BLEND_ENABLE_CALLBACK, 0)
static_assert(type::RenderTargetCount == 8 && type::RenderTargetCount < BOOST_PP_LIMIT_REPEAT);
#undef SET_COLOR_BLEND_ENABLE_CALLBACK
ENGINE_CASE(lineWidthSmooth, {
if (*registers.lineSmoothEnable)
context.SetLineWidth(lineWidthSmooth);
})
ENGINE_CASE(lineWidthAliased, {
if (!*registers.lineSmoothEnable)
context.SetLineWidth(lineWidthAliased);
})
ENGINE_CASE(depthBiasFactor, {
context.SetDepthBiasSlopeFactor(depthBiasFactor);
})
ENGINE_CASE(lineSmoothEnable, {
context.SetLineWidth(lineSmoothEnable ? *registers.lineWidthSmooth : *registers.lineWidthAliased);
})
ENGINE_CASE(depthBiasUnits, {
context.SetDepthBiasConstantFactor(depthBiasUnits / 2.0f);
})
ENGINE_STRUCT_CASE(setProgramRegion, high, {
context.SetShaderBaseIovaHigh(high);
})
ENGINE_STRUCT_CASE(setProgramRegion, low, {
context.SetShaderBaseIovaLow(low);
})
ENGINE_CASE(provokingVertexIsLast, {
context.SetProvokingVertex(provokingVertexIsLast);
})
ENGINE_CASE(depthBiasClamp, {
context.SetDepthBiasClamp(depthBiasClamp);
})
ENGINE_CASE(cullFaceEnable, {
context.SetCullFaceEnabled(cullFaceEnable);
})
ENGINE_CASE(frontFace, {
context.SetFrontFace(frontFace);
})
ENGINE_CASE(cullFace, {
context.SetCullFace(cullFace);
})
#define SET_COLOR_WRITE_MASK_CALLBACK(z, index, data) \
ENGINE_ARRAY_CASE(colorWriteMask, index, { \
if (*registers.commonColorWriteMask) \
if (index == 0) \
for (u32 idx{}; idx != type::RenderTargetCount; idx++) \
context.SetColorWriteMask(idx, colorWriteMask); \
else \
context.SetColorWriteMask(index, colorWriteMask); \
})
BOOST_PP_REPEAT(8, SET_COLOR_WRITE_MASK_CALLBACK, 2)
static_assert(type::RenderTargetCount == 8 && type::RenderTargetCount < BOOST_PP_LIMIT_REPEAT);
#undef SET_COLOR_WRITE_MASK_CALLBACK
ENGINE_CASE(viewVolumeClipControl, {
context.SetDepthClampEnabled(!viewVolumeClipControl.depthClampDisable);
})
ENGINE_STRUCT_CASE(colorLogicOp, enable, {
context.SetBlendLogicOpEnable(enable);
})
ENGINE_STRUCT_CASE(colorLogicOp, type, {
context.SetBlendLogicOpType(type);
})
#define VERTEX_BUFFER_CALLBACKS(z, index, data) \
ENGINE_ARRAY_STRUCT_CASE(vertexBuffers, index, config, { \
context.SetVertexBufferStride(index, config.stride); \
}) \
ENGINE_ARRAY_STRUCT_STRUCT_CASE(vertexBuffers, index, iova, high, { \
context.SetVertexBufferStartIovaHigh(index, high); \
}) \
ENGINE_ARRAY_STRUCT_STRUCT_CASE(vertexBuffers, index, iova, low, { \
context.SetVertexBufferStartIovaLow(index, low); \
}) \
ENGINE_ARRAY_STRUCT_CASE(vertexBuffers, index, divisor, { \
context.SetVertexBufferDivisor(index, divisor); \
}) \
ENGINE_ARRAY_CASE(isVertexInputRatePerInstance, index, { \
context.SetVertexBufferInputRate(index, isVertexInputRatePerInstance); \
}) \
ENGINE_ARRAY_STRUCT_CASE(vertexBufferLimits, index, high, { \
context.SetVertexBufferEndIovaHigh(index, high); \
}) \
ENGINE_ARRAY_STRUCT_CASE(vertexBufferLimits, index, low, { \
context.SetVertexBufferEndIovaLow(index, low); \
})
BOOST_PP_REPEAT(16, VERTEX_BUFFER_CALLBACKS, 0)
static_assert(type::VertexBufferCount == 16 && type::VertexBufferCount < BOOST_PP_LIMIT_REPEAT);
#undef VERTEX_BUFFER_CALLBACKS
#define VERTEX_ATTRIBUTES_CALLBACKS(z, index, data) \
ENGINE_ARRAY_CASE(vertexAttributeState, index, { \
context.SetVertexAttributeState(index, vertexAttributeState); \
})
BOOST_PP_REPEAT(32, VERTEX_ATTRIBUTES_CALLBACKS, 0)
static_assert(type::VertexAttributeCount == 32 && type::VertexAttributeCount < BOOST_PP_LIMIT_REPEAT);
#undef VERTEX_BUFFER_CALLBACKS
#define SET_INDEPENDENT_COLOR_BLEND_CALLBACKS(z, index, data) \
ENGINE_ARRAY_STRUCT_CASE(independentBlend, index, colorOp, { \
context.SetColorBlendOp(index, colorOp); \
}) \
ENGINE_ARRAY_STRUCT_CASE(independentBlend, index, colorSrcFactor, { \
context.SetSrcColorBlendFactor(index, colorSrcFactor); \
}) \
ENGINE_ARRAY_STRUCT_CASE(independentBlend, index, colorDstFactor, { \
context.SetDstColorBlendFactor(index, colorDstFactor); \
}) \
ENGINE_ARRAY_STRUCT_CASE(independentBlend, index, alphaOp, { \
context.SetAlphaBlendOp(index, alphaOp); \
}) \
ENGINE_ARRAY_STRUCT_CASE(independentBlend, index, alphaSrcFactor, { \
context.SetSrcAlphaBlendFactor(index, alphaSrcFactor); \
}) \
ENGINE_ARRAY_STRUCT_CASE(independentBlend, index, alphaDstFactor, { \
context.SetDstAlphaBlendFactor(index, alphaDstFactor); \
})
BOOST_PP_REPEAT(8, SET_INDEPENDENT_COLOR_BLEND_CALLBACKS, 0)
static_assert(type::RenderTargetCount == 8 && type::RenderTargetCount < BOOST_PP_LIMIT_REPEAT);
#undef SET_COLOR_BLEND_ENABLE_CALLBACK
#define SET_SHADER_ENABLE_CALLBACK(z, index, data) \
ENGINE_ARRAY_STRUCT_CASE(setProgram, index, info, { \
context.SetShaderEnabled(info.stage, info.enable); \
})
BOOST_PP_REPEAT(6, SET_SHADER_ENABLE_CALLBACK, 0)
static_assert(type::ShaderStageCount == 6 && type::ShaderStageCount < BOOST_PP_LIMIT_REPEAT);
#undef SET_SHADER_ENABLE_CALLBACK
ENGINE_CASE(primitiveRestartEnable, {
context.SetPrimitiveRestartEnabled(primitiveRestartEnable);
})
ENGINE_STRUCT_CASE(constantBufferSelector, size, {
context.SetConstantBufferSelectorSize(size);
})
ENGINE_STRUCT_STRUCT_CASE(constantBufferSelector, address, high, {
context.SetConstantBufferSelectorIovaHigh(high);
})
ENGINE_STRUCT_STRUCT_CASE(constantBufferSelector, address, low, {
context.SetConstantBufferSelectorIovaLow(low);
})
ENGINE_STRUCT_STRUCT_CASE(indexBuffer, start, high, {
context.SetIndexBufferStartIovaHigh(high);
})
ENGINE_STRUCT_STRUCT_CASE(indexBuffer, start, low, {
context.SetIndexBufferStartIovaLow(low);
})
ENGINE_STRUCT_STRUCT_CASE(indexBuffer, limit, high, {
context.SetIndexBufferEndIovaHigh(high);
})
ENGINE_STRUCT_STRUCT_CASE(indexBuffer, limit, low, {
context.SetIndexBufferEndIovaLow(low);
})
ENGINE_STRUCT_CASE(indexBuffer, format, {
context.SetIndexBufferFormat(format);
})
ENGINE_CASE(bindlessTextureConstantBufferIndex, {
context.SetBindlessTextureConstantBufferIndex(bindlessTextureConstantBufferIndex);
})
ENGINE_STRUCT_STRUCT_CASE(samplerPool, address, high, {
context.SetSamplerPoolIovaHigh(high);
})
ENGINE_STRUCT_STRUCT_CASE(samplerPool, address, low, {
context.SetSamplerPoolIovaLow(low);
})
ENGINE_STRUCT_CASE(samplerPool, maximumIndex, {
context.SetSamplerPoolMaximumIndex(maximumIndex);
})
ENGINE_STRUCT_STRUCT_CASE(texturePool, address, high, {
context.SetTexturePoolIovaHigh(high);
})
ENGINE_STRUCT_STRUCT_CASE(texturePool, address, low, {
context.SetTexturePoolIovaLow(low);
})
ENGINE_STRUCT_CASE(texturePool, maximumIndex, {
context.SetTexturePoolMaximumIndex(maximumIndex);
})
ENGINE_CASE(depthMode, {
context.SetDepthMode(depthMode);
})
default:
break;
}
}
switch (method) {
ENGINE_STRUCT_CASE(mme, instructionRamLoad, {
if (registers.mme->instructionRamPointer >= macroState.macroCode.size())
throw exception("Macro memory is full!");
macroState.macroCode[registers.mme->instructionRamPointer++] = instructionRamLoad;
// Wraparound writes
// This works on HW but will also generate an error interrupt
registers.mme->instructionRamPointer %= macroState.macroCode.size();
})
ENGINE_STRUCT_CASE(mme, startAddressRamLoad, {
if (registers.mme->startAddressRamPointer >= macroState.macroPositions.size())
throw exception("Maximum amount of macros reached!");
macroState.macroPositions[registers.mme->startAddressRamPointer++] = startAddressRamLoad;
})
ENGINE_STRUCT_CASE(i2m, launchDma, {
i2m.LaunchDma(*registers.i2m);
})
ENGINE_STRUCT_CASE(i2m, loadInlineData, {
i2m.LoadInlineData(*registers.i2m, loadInlineData);
})
ENGINE_CASE(syncpointAction, {
Logger::Debug("Increment syncpoint: {}", static_cast<u16>(syncpointAction.id));
channelCtx.executor.Execute();
syncpoints.at(syncpointAction.id).Increment();
})
ENGINE_CASE(clearBuffers, {
context.ClearBuffers(clearBuffers);
})
ENGINE_CASE(vertexBeginGl, {
context.SetPrimitiveTopology(vertexBeginGl.topology);
// If we reach here then we aren't in a deferred draw so theres no need to flush anything
if (vertexBeginGl.instanceNext)
deferredDraw.instanceCount++;
else if (vertexBeginGl.instanceContinue)
deferredDraw.instanceCount = 1;
})
ENGINE_CASE(drawVertexCount, {
// Defer the draw until the first non-draw operation to allow for detecting instanced draws (see DeferredDrawState comment)
deferredDraw.Set(drawVertexCount, *registers.drawVertexFirst, 0, registers.vertexBeginGl->topology, false);
})
ENGINE_CASE(drawIndexCount, {
// Defer the draw until the first non-draw operation to allow for detecting instanced draws (see DeferredDrawState comment)
deferredDraw.Set(drawIndexCount, *registers.drawIndexFirst, *registers.drawBaseVertex, registers.vertexBeginGl->topology, true);
})
ENGINE_STRUCT_CASE(semaphore, info, {
if (info.reductionEnable)
Logger::Warn("Semaphore reduction is unimplemented!");
switch (info.op) {
case type::SemaphoreInfo::Op::Release:
WriteSemaphoreResult(registers.semaphore->payload);
break;
case type::SemaphoreInfo::Op::Counter: {
switch (info.counterType) {
case type::SemaphoreInfo::CounterType::Zero:
WriteSemaphoreResult(registers.semaphore->payload);
break;
default:
Logger::Warn("Unsupported semaphore counter type: 0x{:X}", static_cast<u8>(info.counterType));
break;
}
break;
}
default:
Logger::Warn("Unsupported semaphore operation: 0x{:X}", static_cast<u8>(info.op));
break;
}
})
#define SHADER_CALLBACKS(z, index, data) \
ENGINE_ARRAY_STRUCT_CASE(setProgram, index, offset, { \
context.SetShaderOffset(static_cast<type::ShaderStage>(index), offset); \
})
BOOST_PP_REPEAT(6, SHADER_CALLBACKS, 0)
static_assert(type::ShaderStageCount == 6 && type::ShaderStageCount < BOOST_PP_LIMIT_REPEAT);
#undef SHADER_CALLBACKS
#define PIPELINE_CALLBACKS(z, idx, data) \
ENGINE_ARRAY_STRUCT_CASE(bind, idx, constantBuffer, { \
context.BindPipelineConstantBuffer(static_cast<type::PipelineStage>(idx), constantBuffer.valid, constantBuffer.index); \
})
BOOST_PP_REPEAT(5, PIPELINE_CALLBACKS, 0)
static_assert(type::PipelineStageCount == 5 && type::PipelineStageCount < BOOST_PP_LIMIT_REPEAT);
#undef PIPELINE_CALLBACKS
ENGINE_ARRAY_CASE(firmwareCall, 4, {
registers.raw[0xD00] = 1;
})
// Begin a batch constant buffer update, this case will never be reached if a batch update is currently active
#define CBUF_UPDATE_CALLBACKS(z, index, data_) \
ENGINE_STRUCT_ARRAY_CASE(constantBufferUpdate, data, index, { \
batchConstantBufferUpdate.startOffset = registers.constantBufferUpdate->offset; \
batchConstantBufferUpdate.buffer.push_back(data); \
registers.constantBufferUpdate->offset += 4; \
})
BOOST_PP_REPEAT(16, CBUF_UPDATE_CALLBACKS, 0)
#undef CBUF_UPDATE_CALLBACKS
default:
break;
}
}
void Maxwell3D::WriteSemaphoreResult(u64 result) {
u64 address{registers.semaphore->address};
switch (registers.semaphore->info.structureSize) {
case type::SemaphoreInfo::StructureSize::OneWord:
channelCtx.asCtx->gmmu.Write(address, static_cast<u32>(result));
Logger::Debug("address: 0x{:X} payload: {}", address, result);
break;
case type::SemaphoreInfo::StructureSize::FourWords: {
// Write timestamp first to ensure correct ordering
u64 timestamp{GetGpuTimeTicks()};
channelCtx.asCtx->gmmu.Write(address + 8, timestamp);
channelCtx.asCtx->gmmu.Write(address, result);
Logger::Debug("address: 0x{:X} payload: {} timestamp: {}", address, result, timestamp);
break;
}
}
}
void Maxwell3D::FlushEngineState() {
FlushDeferredDraw();
if (batchConstantBufferUpdate.Active()) {
context.ConstantBufferUpdate(batchConstantBufferUpdate.buffer, batchConstantBufferUpdate.Invalidate());
batchConstantBufferUpdate.Reset();
}
}
__attribute__((always_inline)) void Maxwell3D::CallMethod(u32 method, u32 argument) {
Logger::Verbose("Called method in Maxwell 3D: 0x{:X} args: 0x{:X}", method, argument);
HandleMethod(method, argument);
}
void Maxwell3D::CallMethodBatchNonInc(u32 method, span<u32> arguments) {
switch (method) {
case ENGINE_STRUCT_OFFSET(i2m, loadInlineData):
i2m.LoadInlineData(*registers.i2m, arguments);
return;
default:
break;
}
for (u32 argument : arguments)
HandleMethod(method, argument);
}
void Maxwell3D::CallMethodFromMacro(u32 method, u32 argument) {
HandleMethod(method, argument);
}
u32 Maxwell3D::ReadMethodFromMacro(u32 method) {
return registers.raw[method];
}
}