コード例 #1
0
ファイル: NvGpuEngine3d.cs プロジェクト: zpoo32/Ryujinx
        private (long, GalImage, GalTextureSampler) UploadTexture(NvGpuVmm vmm, int textureHandle)
        {
            if (textureHandle == 0)
            {
                // FIXME: Some games like puyo puyo will use handles with the value 0.
                // This is a bug, most likely caused by sync issues.
                return(0, default(GalImage), default(GalTextureSampler));
            }

            Profile.Begin(Profiles.GPU.Engine3d.UploadTexture);

            bool linkedTsc = ReadRegisterBool(NvGpuEngine3dReg.LinkedTsc);

            int ticIndex = (textureHandle >> 0) & 0xfffff;

            int tscIndex = linkedTsc ? ticIndex : (textureHandle >> 20) & 0xfff;

            long ticPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexHeaderPoolOffset);
            long tscPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexSamplerPoolOffset);

            ticPosition += ticIndex * 0x20;
            tscPosition += tscIndex * 0x20;

            GalImage image = TextureFactory.MakeTexture(vmm, ticPosition);

            GalTextureSampler sampler = TextureFactory.MakeSampler(_gpu, vmm, tscPosition);

            long key = vmm.ReadInt64(ticPosition + 4) & 0xffffffffffff;

            if (image.Layout == GalMemoryLayout.BlockLinear)
            {
                key &= ~0x1ffL;
            }
            else if (image.Layout == GalMemoryLayout.Pitch)
            {
                key &= ~0x1fL;
            }

            key = vmm.GetPhysicalAddress(key);

            if (key == -1)
            {
                Profile.End(Profiles.GPU.Engine3d.UploadTexture);

                // FIXME: Shouldn't ignore invalid addresses.
                return(0, default(GalImage), default(GalTextureSampler));
            }

            _gpu.ResourceManager.SendTexture(vmm, key, image);

            Profile.End(Profiles.GPU.Engine3d.UploadTexture);

            return(key, image, sampler);
        }
コード例 #2
0
        private (long, GalImage, GalTextureSampler) UploadTexture(NvGpuVmm Vmm, int TextureHandle)
        {
            if (TextureHandle == 0)
            {
                //FIXME: Some games like puyo puyo will use handles with the value 0.
                //This is a bug, most likely caused by sync issues.
                return(0, default(GalImage), default(GalTextureSampler));
            }

            bool LinkedTsc = ReadRegisterBool(NvGpuEngine3dReg.LinkedTsc);

            int TicIndex = (TextureHandle >> 0) & 0xfffff;

            int TscIndex = LinkedTsc ? TicIndex : (TextureHandle >> 20) & 0xfff;

            long TicPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexHeaderPoolOffset);
            long TscPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexSamplerPoolOffset);

            TicPosition += TicIndex * 0x20;
            TscPosition += TscIndex * 0x20;

            GalImage Image = TextureFactory.MakeTexture(Vmm, TicPosition);

            GalTextureSampler Sampler = TextureFactory.MakeSampler(Gpu, Vmm, TscPosition);

            long Key = Vmm.ReadInt64(TicPosition + 4) & 0xffffffffffff;

            if (Image.Layout == GalMemoryLayout.BlockLinear)
            {
                Key &= ~0x1ffL;
            }
            else if (Image.Layout == GalMemoryLayout.Pitch)
            {
                Key &= ~0x1fL;
            }

            Key = Vmm.GetPhysicalAddress(Key);

            if (Key == -1)
            {
                //FIXME: Shouldn't ignore invalid addresses.
                return(0, default(GalImage), default(GalTextureSampler));
            }

            Gpu.ResourceManager.SendTexture(Vmm, Key, Image);

            return(Key, Image, Sampler);
        }
コード例 #3
0
        private void UploadTexture(NvGpuVmm Vmm, int TexIndex, int TextureHandle)
        {
            if (TextureHandle == 0)
            {
                //TODO: Is this correct?
                //Some games like puyo puyo will have 0 handles.
                //It may be just normal behaviour or a bug caused by sync issues.
                //The game does initialize the value properly after through.
                return;
            }

            int TicIndex = (TextureHandle >> 0) & 0xfffff;
            int TscIndex = (TextureHandle >> 20) & 0xfff;

            long TicPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexHeaderPoolOffset);
            long TscPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexSamplerPoolOffset);

            TicPosition += TicIndex * 0x20;
            TscPosition += TscIndex * 0x20;

            GalImage Image = TextureFactory.MakeTexture(Vmm, TicPosition);

            GalTextureSampler Sampler = TextureFactory.MakeSampler(Gpu, Vmm, TscPosition);

            long Key = Vmm.ReadInt64(TicPosition + 4) & 0xffffffffffff;

            if (Image.Layout == GalMemoryLayout.BlockLinear)
            {
                Key &= ~0x1ffL;
            }
            else if (Image.Layout == GalMemoryLayout.Pitch)
            {
                Key &= ~0x1fL;
            }

            Key = Vmm.GetPhysicalAddress(Key);

            if (Key == -1)
            {
                //FIXME: Shouldn't ignore invalid addresses.
                return;
            }

            Gpu.ResourceManager.SendTexture(Vmm, Key, Image, TexIndex);

            Gpu.Renderer.Texture.SetSampler(Sampler);
        }
コード例 #4
0
        private void UploadTexture(NvGpuVmm Vmm, int TexIndex, int TextureHandle)
        {
            if (TextureHandle == 0)
            {
                //TODO: Is this correct?
                //Some games like puyo puyo will have 0 handles.
                //It may be just normal behaviour or a bug caused by sync issues.
                //The game does initialize the value properly after through.
                return;
            }

            int TicIndex = (TextureHandle >> 0) & 0xfffff;
            int TscIndex = (TextureHandle >> 20) & 0xfff;

            long TicPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexHeaderPoolOffset);
            long TscPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexSamplerPoolOffset);

            TicPosition += TicIndex * 0x20;
            TscPosition += TscIndex * 0x20;

            GalTextureSampler Sampler = TextureFactory.MakeSampler(Gpu, Vmm, TscPosition);

            long Key = Vmm.ReadInt64(TicPosition + 4) & 0xffffffffffff;

            Key = Vmm.GetPhysicalAddress(Key);

            if (Key == -1)
            {
                //FIXME: Should'nt ignore invalid addresses.
                return;
            }

            if (IsFrameBufferPosition(Key))
            {
                //This texture is a frame buffer texture,
                //we shouldn't read anything from memory and bind
                //the frame buffer texture instead, since we're not
                //really writing anything to memory.
                Gpu.Renderer.FrameBuffer.BindTexture(Key, TexIndex);
            }
            else
            {
                GalImage NewImage = TextureFactory.MakeTexture(Vmm, TicPosition);

                long Size = (uint)TextureHelper.GetTextureSize(NewImage);

                bool HasCachedTexture = false;

                if (Gpu.Renderer.Texture.TryGetCachedTexture(Key, Size, out GalImage Image))
                {
                    if (NewImage.Equals(Image) && !QueryKeyUpload(Vmm, Key, Size, NvGpuBufferType.Texture))
                    {
                        Gpu.Renderer.Texture.Bind(Key, TexIndex);

                        HasCachedTexture = true;
                    }
                }

                if (!HasCachedTexture)
                {
                    byte[] Data = TextureFactory.GetTextureData(Vmm, TicPosition);

                    Gpu.Renderer.Texture.Create(Key, Data, NewImage);
                }

                Gpu.Renderer.Texture.Bind(Key, TexIndex);
            }

            Gpu.Renderer.Texture.SetSampler(Sampler);
        }