[WIP] Add support for events (#60)

* Add support for events, move concept of domains to IpcService

* Support waiting for KThread, remove some test code, other tweaks

* Use move handle on NIFM since I can't test that now, it's better to leave it how it was
This commit is contained in:
gdkchan 2018-03-19 15:58:46 -03:00 committed by GitHub
parent 4940cf0ea5
commit 4314a8f3e5
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
101 changed files with 1120 additions and 836 deletions

View file

@ -8,7 +8,7 @@ namespace Ryujinx.Graphics.Gpu
{
private NsGpu Gpu;
private int[] Registers;
private uint[] Registers;
public NsGpuEngine[] SubChannels;
@ -18,7 +18,7 @@ namespace Ryujinx.Graphics.Gpu
{
this.Gpu = Gpu;
Registers = new int[0x1000];
Registers = new uint[0x1000];
SubChannels = new NsGpuEngine[8];
@ -33,7 +33,7 @@ namespace Ryujinx.Graphics.Gpu
{
if (Entry.Arguments.Count == 1)
{
SetRegister(Entry.Register, Entry.Arguments[0]);
SetRegister(Entry.Register, (uint)Entry.Arguments[0]);
}
switch (Entry.Register)
@ -48,7 +48,7 @@ namespace Ryujinx.Graphics.Gpu
case NsGpuRegister._3dVertexArray0Fetch:
SendVertexBuffers(Memory);
break;
case NsGpuRegister._3dCbData0:
if (GetRegister(NsGpuRegister._3dCbPos) == 0x20)
{
@ -62,6 +62,22 @@ namespace Ryujinx.Graphics.Gpu
case NsGpuRegister._3dQueryGet:
HasQuery = true;
break;
case NsGpuRegister._3dSetShader:
uint ShaderPrg = (uint)Entry.Arguments[0];
uint ShaderId = (uint)Entry.Arguments[1];
uint CodeAddr = (uint)Entry.Arguments[2];
uint ShaderType = (uint)Entry.Arguments[3];
uint CodeEnd = (uint)Entry.Arguments[4];
SendShader(
Memory,
ShaderPrg,
ShaderId,
CodeAddr,
ShaderType,
CodeEnd);
break;
}
}
@ -71,10 +87,10 @@ namespace Ryujinx.Graphics.Gpu
(long)GetRegister(NsGpuRegister._3dQueryAddressHigh) << 32 |
(long)GetRegister(NsGpuRegister._3dQueryAddressLow) << 0;
int Seq = GetRegister(NsGpuRegister._3dQuerySequence);
int Get = GetRegister(NsGpuRegister._3dQueryGet);
uint Seq = GetRegister(NsGpuRegister._3dQuerySequence);
uint Get = GetRegister(NsGpuRegister._3dQueryGet);
int Mode = Get & 3;
uint Mode = Get & 3;
if (Mode == 0)
{
@ -85,7 +101,7 @@ namespace Ryujinx.Graphics.Gpu
{
Gpu.Renderer.QueueAction(delegate()
{
Memory.WriteInt32(Position, Seq);
Memory.WriteUInt32(Position, Seq);
});
}
}
@ -119,13 +135,13 @@ namespace Ryujinx.Graphics.Gpu
{
byte[] Buffer = AMemoryHelper.ReadBytes(Memory, Position, Size);
int Stride = GetRegister(NsGpuRegister._3dVertexArray0Fetch) & 0xfff;
int Stride = (int)GetRegister(NsGpuRegister._3dVertexArray0Fetch) & 0xfff;
List<GalVertexAttrib> Attribs = new List<GalVertexAttrib>();
for (int Attr = 0; Attr < 16; Attr++)
{
int Packed = GetRegister(NsGpuRegister._3dVertexAttrib0Format + Attr * 4);
int Packed = (int)GetRegister(NsGpuRegister._3dVertexAttrib0Format + Attr * 4);
GalVertexAttrib Attrib = new GalVertexAttrib(Attr,
(Packed >> 0) & 0x1f,
@ -154,10 +170,10 @@ namespace Ryujinx.Graphics.Gpu
long TicPos = (long)GetRegister(NsGpuRegister._3dTicAddressHigh) << 32 |
(long)GetRegister(NsGpuRegister._3dTicAddressLow) << 0;
int CbData = GetRegister(NsGpuRegister._3dCbData0);
uint CbData = GetRegister(NsGpuRegister._3dCbData0);
int TicIndex = (CbData >> 0) & 0xfffff;
int TscIndex = (CbData >> 20) & 0xfff; //I guess?
uint TicIndex = (CbData >> 0) & 0xfffff;
uint TscIndex = (CbData >> 20) & 0xfff; //I guess?
TicPos = Gpu.MemoryMgr.GetCpuAddr(TicPos + TicIndex * 0x20);
@ -198,6 +214,19 @@ namespace Ryujinx.Graphics.Gpu
}
}
private void SendShader(
AMemory Memory,
uint ShaderPrg,
uint ShaderId,
uint CodeAddr,
uint ShaderType,
uint CodeEnd)
{
long CodePos = Gpu.MemoryMgr.GetCpuAddr(CodeAddr);
byte[] Data = AMemoryHelper.ReadBytes(Memory, CodePos, 0x300);
}
private static byte[] GetDecodedTexture(
AMemory Memory,
NsGpuTextureFormat Format,
@ -263,12 +292,12 @@ namespace Ryujinx.Graphics.Gpu
return Data;
}
public int GetRegister(NsGpuRegister Register)
public uint GetRegister(NsGpuRegister Register)
{
return Registers[((int)Register >> 2) & 0xfff];
}
public void SetRegister(NsGpuRegister Register, int Value)
public void SetRegister(NsGpuRegister Register, uint Value)
{
Registers[((int)Register >> 2) & 0xfff] = Value;
}