Implement DrawTexture functionality (#2747)

* Implement DrawTexture functionality

* Non-NVIDIA support

* Disable some features that should not affect draw texture (slow path)

* Remove space from shader source

* Match 2D engine names

* Fix resolution scale and add missing XML docs

* Disable transform feedback for draw texture fallback
This commit is contained in:
gdkchan 2021-11-10 15:37:49 -03:00 committed by GitHub
parent bc00a251dd
commit 611bec6e44
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GPG Key ID: 4AEE18F83AFDEB23
14 changed files with 421 additions and 14 deletions

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@ -0,0 +1,18 @@
namespace Ryujinx.Graphics.GAL
{
public struct Extents2DF
{
public float X1 { get; }
public float Y1 { get; }
public float X2 { get; }
public float Y2 { get; }
public Extents2DF(float x1, float y1, float x2, float y2)
{
X1 = x1;
Y1 = y1;
X2 = x2;
Y2 = y2;
}
}
}

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@ -32,6 +32,7 @@ namespace Ryujinx.Graphics.GAL
int firstIndex,
int firstVertex,
int firstInstance);
void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion);
void EndTransformFeedback();

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@ -143,6 +143,8 @@ namespace Ryujinx.Graphics.GAL.Multithreading
DrawCommand.Run(ref GetCommand<DrawCommand>(memory), threaded, renderer);
_lookup[(int)CommandType.DrawIndexed] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
DrawIndexedCommand.Run(ref GetCommand<DrawIndexedCommand>(memory), threaded, renderer);
_lookup[(int)CommandType.DrawTexture] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
DrawTextureCommand.Run(ref GetCommand<DrawTextureCommand>(memory), threaded, renderer);
_lookup[(int)CommandType.EndHostConditionalRendering] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
EndHostConditionalRenderingCommand.Run(renderer);
_lookup[(int)CommandType.EndTransformFeedback] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>

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@ -53,6 +53,7 @@
DispatchCompute,
Draw,
DrawIndexed,
DrawTexture,
EndHostConditionalRendering,
EndTransformFeedback,
MultiDrawIndirectCount,

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@ -0,0 +1,31 @@
using Ryujinx.Graphics.GAL.Multithreading.Model;
using Ryujinx.Graphics.GAL.Multithreading.Resources;
namespace Ryujinx.Graphics.GAL.Multithreading.Commands
{
struct DrawTextureCommand : IGALCommand
{
public CommandType CommandType => CommandType.DrawTexture;
private TableRef<ITexture> _texture;
private TableRef<ISampler> _sampler;
private Extents2DF _srcRegion;
private Extents2DF _dstRegion;
public void Set(TableRef<ITexture> texture, TableRef<ISampler> sampler, Extents2DF srcRegion, Extents2DF dstRegion)
{
_texture = texture;
_sampler = sampler;
_srcRegion = srcRegion;
_dstRegion = dstRegion;
}
public static void Run(ref DrawTextureCommand command, ThreadedRenderer threaded, IRenderer renderer)
{
renderer.Pipeline.DrawTexture(
command._texture.GetAs<ThreadedTexture>(threaded)?.Base,
command._sampler.GetAs<ThreadedSampler>(threaded)?.Base,
command._srcRegion,
command._dstRegion);
}
}
}

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@ -83,6 +83,12 @@ namespace Ryujinx.Graphics.GAL.Multithreading
_renderer.QueueCommand();
}
public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
{
_renderer.New<DrawTextureCommand>().Set(Ref(texture), Ref(sampler), srcRegion, dstRegion);
_renderer.QueueCommand();
}
public void EndHostConditionalRendering()
{
_renderer.New<EndHostConditionalRenderingCommand>();

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@ -319,6 +319,65 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_drawState.DrawIndexed = oldDrawIndexed;
}
/// <summary>
/// Performs a texture draw with a source texture and sampler ID, along with source
/// and destination coordinates and sizes.
/// </summary>
/// <param name="engine">3D engine where this method is being called</param>
/// <param name="argument">Method call argument</param>
public void DrawTexture(ThreedClass engine, int argument)
{
static float FixedToFloat(int fixedValue)
{
return fixedValue * (1f / 4096);
}
float dstX0 = FixedToFloat(_state.State.DrawTextureDstX);
float dstY0 = FixedToFloat(_state.State.DrawTextureDstY);
float dstWidth = FixedToFloat(_state.State.DrawTextureDstWidth);
float dstHeight = FixedToFloat(_state.State.DrawTextureDstHeight);
// TODO: Confirm behaviour on hardware.
// When this is active, the origin appears to be on the bottom.
if (_state.State.YControl.HasFlag(YControl.NegateY))
{
dstY0 -= dstHeight;
}
float dstX1 = dstX0 + dstWidth;
float dstY1 = dstY0 + dstHeight;
float srcX0 = FixedToFloat(_state.State.DrawTextureSrcX);
float srcY0 = FixedToFloat(_state.State.DrawTextureSrcY);
float srcX1 = ((float)_state.State.DrawTextureDuDx / (1UL << 32)) * dstWidth + srcX0;
float srcY1 = ((float)_state.State.DrawTextureDvDy / (1UL << 32)) * dstHeight + srcY0;
engine.UpdateState();
int textureId = _state.State.DrawTextureTextureId;
int samplerId = _state.State.DrawTextureSamplerId;
(var texture, var sampler) = _channel.TextureManager.GetGraphicsTextureAndSampler(textureId, samplerId);
srcX0 *= texture.ScaleFactor;
srcY0 *= texture.ScaleFactor;
srcX1 *= texture.ScaleFactor;
srcY1 *= texture.ScaleFactor;
float dstScale = _channel.TextureManager.RenderTargetScale;
dstX0 *= dstScale;
dstY0 *= dstScale;
dstX1 *= dstScale;
dstY1 *= dstScale;
_context.Renderer.Pipeline.DrawTexture(
texture?.HostTexture,
sampler?.HostSampler,
new Extents2DF(srcX0, srcY0, srcX1, srcY1),
new Extents2DF(dstX0, dstY0, dstX1, dstY1));
}
/// <summary>
/// Performs a indirect multi-draw, with parameters from a GPU buffer.
/// </summary>

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@ -36,6 +36,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
{ nameof(ThreedClassState.SyncpointAction), new RwCallback(IncrementSyncpoint, null) },
{ nameof(ThreedClassState.TextureBarrier), new RwCallback(TextureBarrier, null) },
{ nameof(ThreedClassState.TextureBarrierTiled), new RwCallback(TextureBarrierTiled, null) },
{ nameof(ThreedClassState.DrawTextureSrcY), new RwCallback(DrawTexture, null) },
{ nameof(ThreedClassState.VbElementU8), new RwCallback(VbElementU8, null) },
{ nameof(ThreedClassState.VbElementU16), new RwCallback(VbElementU16, null) },
{ nameof(ThreedClassState.VbElementU32), new RwCallback(VbElementU32, null) },
@ -251,6 +252,15 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_context.Renderer.Pipeline.TextureBarrierTiled();
}
/// <summary>
/// Draws a texture, without needing to specify shader programs.
/// </summary>
/// <param name="argument">Method call argument</param>
private void DrawTexture(int argument)
{
_drawManager.DrawTexture(this, argument);
}
/// <summary>
/// Pushes four 8-bit index buffer elements.
/// </summary>

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@ -743,7 +743,18 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
public fixed uint ReservedF94[19];
public RtDepthStencilState RtDepthStencilState;
public ScreenScissorState ScreenScissorState;
public fixed uint ReservedFFC[89];
public fixed uint ReservedFFC[33];
public int DrawTextureDstX;
public int DrawTextureDstY;
public int DrawTextureDstWidth;
public int DrawTextureDstHeight;
public long DrawTextureDuDx;
public long DrawTextureDvDy;
public int DrawTextureSamplerId;
public int DrawTextureTextureId;
public int DrawTextureSrcX;
public int DrawTextureSrcY;
public fixed uint Reserved10B0[44];
public Array16<VertexAttribState> VertexAttribState;
public fixed uint Reserved11A0[31];
public RtControl RtControl;

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@ -201,6 +201,22 @@ namespace Ryujinx.Graphics.Gpu.Image
}
}
/// <summary>
/// Gets a texture and a sampler from their respective pools from a texture ID and a sampler ID.
/// </summary>
/// <param name="textureId">ID of the texture</param>
/// <param name="samplerId">ID of the sampler</param>
public (Texture, Sampler) GetTextureAndSampler(int textureId, int samplerId)
{
ulong texturePoolAddress = _texturePoolAddress;
TexturePool texturePool = texturePoolAddress != 0
? _texturePoolCache.FindOrCreate(_channel, texturePoolAddress, _texturePoolMaximumId)
: null;
return (texturePool.Get(textureId), _samplerPool.Get(samplerId));
}
/// <summary>
/// Updates the texture scale for a given texture or image.
/// </summary>

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@ -308,6 +308,16 @@ namespace Ryujinx.Graphics.Gpu.Image
RenderTargetScale = targetScale;
}
/// <summary>
/// Gets a texture and a sampler from their respective pools from a texture ID and a sampler ID.
/// </summary>
/// <param name="textureId">ID of the texture</param>
/// <param name="samplerId">ID of the sampler</param>
public (Texture, Sampler) GetGraphicsTextureAndSampler(int textureId, int samplerId)
{
return _gpBindingsManager.GetTextureAndSampler(textureId, samplerId);
}
/// <summary>
/// Commits bindings on the compute pipeline.
/// </summary>

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@ -0,0 +1,138 @@
using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.OpenGL.Image;
using System;
namespace Ryujinx.Graphics.OpenGL
{
class DrawTextureEmulation
{
private const string VertexShader = @"#version 430 core
uniform float srcX0;
uniform float srcY0;
uniform float srcX1;
uniform float srcY1;
layout (location = 0) out vec2 texcoord;
void main()
{
bool x1 = (gl_VertexID & 1) != 0;
bool y1 = (gl_VertexID & 2) != 0;
gl_Position = vec4(x1 ? 1 : -1, y1 ? -1 : 1, 0, 1);
texcoord = vec2(x1 ? srcX1 : srcX0, y1 ? srcY1 : srcY0);
}";
private const string FragmentShader = @"#version 430 core
layout (location = 0) uniform sampler2D tex;
layout (location = 0) in vec2 texcoord;
layout (location = 0) out vec4 colour;
void main()
{
colour = texture(tex, texcoord);
}";
private int _vsHandle;
private int _fsHandle;
private int _programHandle;
private int _uniformSrcX0Location;
private int _uniformSrcY0Location;
private int _uniformSrcX1Location;
private int _uniformSrcY1Location;
private bool _initialized;
public void Draw(
TextureView texture,
Sampler sampler,
float x0,
float y0,
float x1,
float y1,
float s0,
float t0,
float s1,
float t1)
{
EnsureInitialized();
GL.UseProgram(_programHandle);
texture.Bind(0);
sampler.Bind(0);
if (x0 > x1)
{
float temp = s0;
s0 = s1;
s1 = temp;
}
if (y0 > y1)
{
float temp = t0;
t0 = t1;
t1 = temp;
}
GL.Uniform1(_uniformSrcX0Location, s0);
GL.Uniform1(_uniformSrcY0Location, t0);
GL.Uniform1(_uniformSrcX1Location, s1);
GL.Uniform1(_uniformSrcY1Location, t1);
GL.ViewportIndexed(0, MathF.Min(x0, x1), MathF.Min(y0, y1), MathF.Abs(x1 - x0), MathF.Abs(y1 - y0));
GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
}
private void EnsureInitialized()
{
if (_initialized)
{
return;
}
_initialized = true;
_vsHandle = GL.CreateShader(ShaderType.VertexShader);
_fsHandle = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(_vsHandle, VertexShader);
GL.ShaderSource(_fsHandle, FragmentShader);
GL.CompileShader(_vsHandle);
GL.CompileShader(_fsHandle);
_programHandle = GL.CreateProgram();
GL.AttachShader(_programHandle, _vsHandle);
GL.AttachShader(_programHandle, _fsHandle);
GL.LinkProgram(_programHandle);
GL.DetachShader(_programHandle, _vsHandle);
GL.DetachShader(_programHandle, _fsHandle);
_uniformSrcX0Location = GL.GetUniformLocation(_programHandle, "srcX0");
_uniformSrcY0Location = GL.GetUniformLocation(_programHandle, "srcY0");
_uniformSrcX1Location = GL.GetUniformLocation(_programHandle, "srcX1");
_uniformSrcY1Location = GL.GetUniformLocation(_programHandle, "srcY1");
}
public void Dispose()
{
if (!_initialized)
{
return;
}
GL.DeleteShader(_vsHandle);
GL.DeleteShader(_fsHandle);
GL.DeleteProgram(_programHandle);
_initialized = false;
}
}
}

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@ -6,6 +6,7 @@ namespace Ryujinx.Graphics.OpenGL
static class HwCapabilities
{
private static readonly Lazy<bool> _supportsAstcCompression = new Lazy<bool>(() => HasExtension("GL_KHR_texture_compression_astc_ldr"));
private static readonly Lazy<bool> _supportsDrawTexture = new Lazy<bool>(() => HasExtension("GL_NV_draw_texture"));
private static readonly Lazy<bool> _supportsFragmentShaderInterlock = new Lazy<bool>(() => HasExtension("GL_ARB_fragment_shader_interlock"));
private static readonly Lazy<bool> _supportsFragmentShaderOrdering = new Lazy<bool>(() => HasExtension("GL_INTEL_fragment_shader_ordering"));
private static readonly Lazy<bool> _supportsImageLoadFormatted = new Lazy<bool>(() => HasExtension("GL_EXT_shader_image_load_formatted"));
@ -43,6 +44,7 @@ namespace Ryujinx.Graphics.OpenGL
public static bool UsePersistentBufferForFlush => _gpuVendor.Value == GpuVendor.AmdWindows || _gpuVendor.Value == GpuVendor.Nvidia;
public static bool SupportsAstcCompression => _supportsAstcCompression.Value;
public static bool SupportsDrawTexture => _supportsDrawTexture.Value;
public static bool SupportsFragmentShaderInterlock => _supportsFragmentShaderInterlock.Value;
public static bool SupportsFragmentShaderOrdering => _supportsFragmentShaderOrdering.Value;
public static bool SupportsImageLoadFormatted => _supportsImageLoadFormatted.Value;

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@ -12,6 +12,8 @@ namespace Ryujinx.Graphics.OpenGL
{
class Pipeline : IPipeline, IDisposable
{
private readonly DrawTextureEmulation _drawTexture;
internal ulong DrawCount { get; private set; }
private Program _program;
@ -29,6 +31,12 @@ namespace Ryujinx.Graphics.OpenGL
private int _stencilFrontMask;
private bool _depthMask;
private bool _depthTestEnable;
private bool _stencilTestEnable;
private bool _cullEnable;
private float[] _viewportArray = Array.Empty<float>();
private double[] _depthRangeArray = Array.Empty<double>();
private int _boundDrawFramebuffer;
private int _boundReadFramebuffer;
@ -47,6 +55,7 @@ namespace Ryujinx.Graphics.OpenGL
private Vector4<float>[] _renderScale = new Vector4<float>[65];
private TextureBase _unit0Texture;
private Sampler _unit0Sampler;
private FrontFaceDirection _frontFace;
private ClipOrigin _clipOrigin;
@ -67,6 +76,7 @@ namespace Ryujinx.Graphics.OpenGL
internal Pipeline()
{
_drawTexture = new DrawTextureEmulation();
_rasterizerDiscard = false;
_clipOrigin = ClipOrigin.LowerLeft;
_clipDepthMode = ClipDepthMode.NegativeOneToOne;
@ -544,6 +554,91 @@ namespace Ryujinx.Graphics.OpenGL
}
}
public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
{
if (texture is TextureView view && sampler is Sampler samp)
{
if (HwCapabilities.SupportsDrawTexture)
{
GL.NV.DrawTexture(
view.Handle,
samp.Handle,
dstRegion.X1,
dstRegion.Y1,
dstRegion.X2,
dstRegion.Y2,
0,
srcRegion.X1 / view.Width,
srcRegion.Y1 / view.Height,
srcRegion.X2 / view.Width,
srcRegion.Y2 / view.Height);
}
else
{
static void Disable(EnableCap cap, bool enabled)
{
if (enabled)
{
GL.Disable(cap);
}
}
static void Enable(EnableCap cap, bool enabled)
{
if (enabled)
{
GL.Enable(cap);
}
}
Disable(EnableCap.CullFace, _cullEnable);
Disable(EnableCap.StencilTest, _stencilTestEnable);
Disable(EnableCap.DepthTest, _depthTestEnable);
if (_depthMask)
{
GL.DepthMask(false);
}
if (_tfEnabled)
{
GL.EndTransformFeedback();
}
_drawTexture.Draw(
view,
samp,
dstRegion.X1,
dstRegion.Y1,
dstRegion.X2,
dstRegion.Y2,
srcRegion.X1 / view.Width,
srcRegion.Y1 / view.Height,
srcRegion.X2 / view.Width,
srcRegion.Y2 / view.Height);
_program?.Bind();
_unit0Sampler?.Bind(0);
GL.ViewportArray(0, 1, _viewportArray);
Enable(EnableCap.CullFace, _cullEnable);
Enable(EnableCap.StencilTest, _stencilTestEnable);
Enable(EnableCap.DepthTest, _depthTestEnable);
if (_depthMask)
{
GL.DepthMask(true);
}
if (_tfEnabled)
{
GL.BeginTransformFeedback(_tfTopology);
}
}
}
}
public void EndTransformFeedback()
{
GL.EndTransformFeedback();
@ -754,10 +849,13 @@ namespace Ryujinx.Graphics.OpenGL
GL.DepthMask(depthTest.WriteEnable);
_depthMask = depthTest.WriteEnable;
_depthTestEnable = depthTest.TestEnable;
}
public void SetFaceCulling(bool enable, Face face)
{
_cullEnable = enable;
if (!enable)
{
GL.Disable(EnableCap.CullFace);
@ -994,7 +1092,14 @@ namespace Ryujinx.Graphics.OpenGL
return;
}
((Sampler)sampler).Bind(binding);
Sampler samp = (Sampler)sampler;
if (binding == 0)
{
_unit0Sampler = samp;
}
samp.Bind(binding);
}
public void SetScissor(int index, bool enable, int x, int y, int width, int height)
@ -1023,6 +1128,8 @@ namespace Ryujinx.Graphics.OpenGL
public void SetStencilTest(StencilTestDescriptor stencilTest)
{
_stencilTestEnable = stencilTest.TestEnable;
if (!stencilTest.TestEnable)
{
GL.Disable(EnableCap.StencilTest);
@ -1152,9 +1259,11 @@ namespace Ryujinx.Graphics.OpenGL
public void SetViewports(int first, ReadOnlySpan<Viewport> viewports)
{
float[] viewportArray = new float[viewports.Length * 4];
Array.Resize(ref _viewportArray, viewports.Length * 4);
Array.Resize(ref _depthRangeArray, viewports.Length * 2);
double[] depthRangeArray = new double[viewports.Length * 2];
float[] viewportArray = _viewportArray;
double[] depthRangeArray = _depthRangeArray;
for (int index = 0; index < viewports.Length; index++)
{
@ -1186,7 +1295,6 @@ namespace Ryujinx.Graphics.OpenGL
SetOrigin(flipY ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft);
GL.ViewportArray(first, viewports.Length, viewportArray);
GL.DepthRangeArray(first, viewports.Length, depthRangeArray);
}
@ -1307,10 +1415,7 @@ namespace Ryujinx.Graphics.OpenGL
private void PrepareForDispatch()
{
if (_unit0Texture != null)
{
_unit0Texture.Bind(0);
}
_unit0Texture?.Bind(0);
}
private void PreDraw()
@ -1318,11 +1423,7 @@ namespace Ryujinx.Graphics.OpenGL
DrawCount++;
_vertexArray.Validate();
if (_unit0Texture != null)
{
_unit0Texture.Bind(0);
}
_unit0Texture?.Bind(0);
}
private void PostDraw()
@ -1438,6 +1539,7 @@ namespace Ryujinx.Graphics.OpenGL
_activeConditionalRender?.ReleaseHostAccess();
_framebuffer?.Dispose();
_vertexArray?.Dispose();
_drawTexture.Dispose();
}
}
}