Beispiel #1
0
        private void DispatchRender(NvGpuVmm Vmm, GalPipelineState State)
        {
            int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);
            int PrimCtrl   = ReadRegister(NvGpuEngine3dReg.VertexBeginGl);

            GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff);

            bool InstanceNext = ((PrimCtrl >> 26) & 1) != 0;
            bool InstanceCont = ((PrimCtrl >> 27) & 1) != 0;

            if (InstanceNext && InstanceCont)
            {
                throw new InvalidOperationException("GPU tried to increase and reset instance count at the same time");
            }

            if (InstanceNext)
            {
                CurrentInstance++;
            }
            else if (!InstanceCont)
            {
                CurrentInstance = 0;
            }

            State.Instance = CurrentInstance;

            Gpu.Renderer.Pipeline.Bind(State);

            Gpu.Renderer.RenderTarget.Bind();

            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);

                //Quad primitive types were deprecated on OpenGL 3.x,
                //they are converted to a triangles index buffer on IB creation,
                //so we should use the triangles type here too.
                if (PrimType == GalPrimitiveType.Quads ||
                    PrimType == GalPrimitiveType.QuadStrip)
                {
                    PrimType = GalPrimitiveType.Triangles;

                    //Note: We assume that index first points to the first
                    //vertex of a quad, if it points to the middle of a
                    //quad (First % 4 != 0 for Quads) then it will not work properly.
                    if (PrimType == GalPrimitiveType.Quads)
                    {
                        IndexFirst = QuadHelper.ConvertIbSizeQuadsToTris(IndexFirst);
                    }
                    else /* if (PrimType == GalPrimitiveType.QuadStrip) */
                    {
                        IndexFirst = QuadHelper.ConvertIbSizeQuadStripToTris(IndexFirst);
                    }
                }

                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);
        }
Beispiel #2
0
        private void UploadVertexArrays(NvGpuVmm Vmm, GalPipelineState State)
        {
            long IbPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);

            long IboKey = Vmm.GetPhysicalAddress(IbPosition);

            int IndexEntryFmt = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
            int IndexCount    = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);
            int PrimCtrl      = ReadRegister(NvGpuEngine3dReg.VertexBeginGl);

            GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff);

            GalIndexFormat IndexFormat = (GalIndexFormat)IndexEntryFmt;

            int IndexEntrySize = 1 << IndexEntryFmt;

            if (IndexEntrySize > 4)
            {
                throw new InvalidOperationException("Invalid index entry size \"" + IndexEntrySize + "\"!");
            }

            if (IndexCount != 0)
            {
                int IbSize = IndexCount * IndexEntrySize;

                bool IboCached = Gpu.Renderer.Rasterizer.IsIboCached(IboKey, (uint)IbSize);

                bool UsesLegacyQuads =
                    PrimType == GalPrimitiveType.Quads ||
                    PrimType == GalPrimitiveType.QuadStrip;

                if (!IboCached || QueryKeyUpload(Vmm, IboKey, (uint)IbSize, NvGpuBufferType.Index))
                {
                    if (!UsesLegacyQuads)
                    {
                        IntPtr DataAddress = Vmm.GetHostAddress(IbPosition, IbSize);

                        Gpu.Renderer.Rasterizer.CreateIbo(IboKey, IbSize, DataAddress);
                    }
                    else
                    {
                        byte[] Buffer = Vmm.ReadBytes(IbPosition, IbSize);

                        if (PrimType == GalPrimitiveType.Quads)
                        {
                            Buffer = QuadHelper.ConvertIbQuadsToTris(Buffer, IndexEntrySize, IndexCount);
                        }
                        else /* if (PrimType == GalPrimitiveType.QuadStrip) */
                        {
                            Buffer = QuadHelper.ConvertIbQuadStripToTris(Buffer, IndexEntrySize, IndexCount);
                        }

                        Gpu.Renderer.Rasterizer.CreateIbo(IboKey, IbSize, Buffer);
                    }
                }

                if (!UsesLegacyQuads)
                {
                    Gpu.Renderer.Rasterizer.SetIndexArray(IbSize, IndexFormat);
                }
                else
                {
                    if (PrimType == GalPrimitiveType.Quads)
                    {
                        Gpu.Renderer.Rasterizer.SetIndexArray(QuadHelper.ConvertIbSizeQuadsToTris(IbSize), IndexFormat);
                    }
                    else /* if (PrimType == GalPrimitiveType.QuadStrip) */
                    {
                        Gpu.Renderer.Rasterizer.SetIndexArray(QuadHelper.ConvertIbSizeQuadStripToTris(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>();
                }

                long VertexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + ArrayIndex * 4);

                int Offset = (Packed >> 7) & 0x3fff;

                //Note: 16 is the maximum size of an attribute,
                //having a component size of 32-bits with 4 elements (a vec4).
                IntPtr Pointer = Vmm.GetHostAddress(VertexPosition + Offset, 16);

                Attribs[ArrayIndex].Add(new GalVertexAttrib(
                                            Attr,
                                            ((Packed >> 6) & 0x1) != 0,
                                            Offset,
                                            Pointer,
                                            (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);

                int VertexDivisor = ReadRegister(NvGpuEngine3dReg.VertexArrayNDivisor + Index * 4);

                bool Instanced = ReadRegisterBool(NvGpuEngine3dReg.VertexArrayNInstance + Index);

                int Stride = Control & 0xfff;

                if (Instanced && VertexDivisor != 0)
                {
                    VertexPosition += Stride * (CurrentInstance / VertexDivisor);
                }

                if (VertexPosition > VertexEndPos)
                {
                    //Instance is invalid, ignore the draw call
                    continue;
                }

                long VboKey = Vmm.GetPhysicalAddress(VertexPosition);

                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].Instanced = Instanced;
                State.VertexBindings[Index].Divisor   = VertexDivisor;
                State.VertexBindings[Index].Attribs   = Attribs[Index].ToArray();
            }
        }