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Implement clear buffer (fast path) (#1902)
* Implement clear buffer (fast path) * Remove blank line
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@ -9,6 +9,8 @@ namespace Ryujinx.Graphics.GAL
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void BeginTransformFeedback(PrimitiveTopology topology);
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void ClearBuffer(BufferHandle destination, int offset, int size, uint value);
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void ClearRenderTargetColor(int index, uint componentMask, ColorF color);
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void ClearRenderTargetDepthStencil(
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@ -200,8 +200,24 @@ namespace Ryujinx.Graphics.Gpu.Engine
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}
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else
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{
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// Buffer to buffer copy.
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BufferManager.CopyBuffer(cbp.SrcAddress, cbp.DstAddress, (uint)size);
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if (remap &&
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swizzle.UnpackDstX() == BufferSwizzleComponent.ConstA &&
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swizzle.UnpackDstY() == BufferSwizzleComponent.ConstA &&
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swizzle.UnpackDstZ() == BufferSwizzleComponent.ConstA &&
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swizzle.UnpackDstW() == BufferSwizzleComponent.ConstA &&
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swizzle.UnpackSrcComponentsCount() == 1 &&
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swizzle.UnpackDstComponentsCount() == 1 &&
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swizzle.UnpackComponentSize() == 4)
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{
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// Fast path for clears when remap is enabled.
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BufferManager.ClearBuffer(cbp.DstAddress, (uint)size * 4, state.Get<uint>(MethodOffset.CopyBufferConstA));
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}
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else
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{
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// TODO: Implement remap functionality.
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// Buffer to buffer copy.
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BufferManager.CopyBuffer(cbp.SrcAddress, cbp.DstAddress, (uint)size);
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}
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}
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}
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}
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@ -821,6 +821,28 @@ namespace Ryujinx.Graphics.Gpu.Memory
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dstBuffer.Flush(dstAddress, size);
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}
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/// <summary>
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/// Clears a buffer at a given address with the specified value.
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/// </summary>
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/// <remarks>
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/// Both the address and size must be aligned to 4 bytes.
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/// </remarks>
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/// <param name="gpuVa">GPU virtual address of the region to clear</param>
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/// <param name="size">Number of bytes to clear</param>
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/// <param name="value">Value to be written into the buffer</param>
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public void ClearBuffer(GpuVa gpuVa, ulong size, uint value)
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{
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ulong address = TranslateAndCreateBuffer(gpuVa.Pack(), size);
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Buffer buffer = GetBuffer(address, size);
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int offset = (int)(address - buffer.Address);
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_context.Renderer.Pipeline.ClearBuffer(buffer.Handle, offset, (int)size, value);
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buffer.Flush(address, size);
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}
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/// <summary>
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/// Gets a buffer sub-range for a given memory range.
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/// </summary>
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16
Ryujinx.Graphics.Gpu/State/BufferSwizzleComponent.cs
Normal file
16
Ryujinx.Graphics.Gpu/State/BufferSwizzleComponent.cs
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@ -0,0 +1,16 @@
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namespace Ryujinx.Graphics.Gpu.State
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{
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/// <summary>
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/// Buffer swizzle component.
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/// </summary>
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enum BufferSwizzleComponent
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{
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SrcX,
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SrcY,
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SrcZ,
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SrcW,
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ConstA,
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ConstB,
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NoWrite
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}
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}
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@ -9,6 +9,42 @@ namespace Ryujinx.Graphics.Gpu.State
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public uint Swizzle;
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#pragma warning restore CS0649
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/// <summary>
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/// Unpacks the source for the buffer destination vector X component.
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/// </summary>
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/// <returns>Destination component</returns>
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public BufferSwizzleComponent UnpackDstX()
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{
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return (BufferSwizzleComponent)(Swizzle & 7);
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}
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/// <summary>
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/// Unpacks the source for the buffer destination vector Y component.
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/// </summary>
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/// <returns>Destination component</returns>
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public BufferSwizzleComponent UnpackDstY()
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{
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return (BufferSwizzleComponent)((Swizzle >> 4) & 7);
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}
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/// <summary>
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/// Unpacks the source for the buffer destination vector Z component.
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/// </summary>
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/// <returns>Destination component</returns>
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public BufferSwizzleComponent UnpackDstZ()
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{
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return (BufferSwizzleComponent)((Swizzle >> 8) & 7);
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}
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/// <summary>
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/// Unpacks the source for the buffer destination vector W component.
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/// </summary>
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/// <returns>Destination component</returns>
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public BufferSwizzleComponent UnpackDstW()
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{
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return (BufferSwizzleComponent)((Swizzle >> 12) & 7);
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}
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/// <summary>
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/// Unpacks the size of each vector component of the copy.
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/// </summary>
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@ -23,6 +23,8 @@ namespace Ryujinx.Graphics.Gpu.State
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TfBufferState = 0xe0,
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CopyBufferParams = 0x100,
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TfState = 0x1c0,
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CopyBufferConstA = 0x1c0,
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CopyBufferConstB = 0x1c1,
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CopyBufferSwizzle = 0x1c2,
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CopyBufferDstTexture = 0x1c3,
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CopyBufferSrcTexture = 0x1ca,
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@ -6,6 +6,27 @@ namespace Ryujinx.Graphics.OpenGL
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{
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static class Buffer
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{
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public static void Clear(BufferHandle destination, int offset, int size, uint value)
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{
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GL.BindBuffer(BufferTarget.CopyWriteBuffer, destination.ToInt32());
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unsafe
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{
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uint* valueArr = stackalloc uint[1];
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valueArr[0] = value;
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GL.ClearBufferSubData(
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BufferTarget.CopyWriteBuffer,
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PixelInternalFormat.Rgba8ui,
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(IntPtr)offset,
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(IntPtr)size,
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PixelFormat.RgbaInteger,
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PixelType.UnsignedByte,
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(IntPtr)valueArr);
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}
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}
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public static BufferHandle Create()
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{
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return Handle.FromInt32<BufferHandle>(GL.GenBuffer());
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@ -91,6 +91,11 @@ namespace Ryujinx.Graphics.OpenGL
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_tfEnabled = true;
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}
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public void ClearBuffer(BufferHandle destination, int offset, int size, uint value)
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{
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Buffer.Clear(destination, offset, size, value);
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}
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public void ClearRenderTargetColor(int index, uint componentMask, ColorF color)
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{
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GL.ColorMask(
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@ -102,7 +107,7 @@ namespace Ryujinx.Graphics.OpenGL
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float[] colors = new float[] { color.Red, color.Green, color.Blue, color.Alpha };
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GL.ClearBuffer(ClearBuffer.Color, index, colors);
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GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors);
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RestoreComponentMask(index);
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@ -133,11 +138,11 @@ namespace Ryujinx.Graphics.OpenGL
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}
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else if (depthMask)
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{
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GL.ClearBuffer(ClearBuffer.Depth, 0, ref depthValue);
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GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Depth, 0, ref depthValue);
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}
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else if (stencilMask != 0)
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{
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GL.ClearBuffer(ClearBuffer.Stencil, 0, ref stencilValue);
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GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Stencil, 0, ref stencilValue);
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}
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if (stencilMaskChanged)
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