Implement FIFO semaphore (#1286)
* Implement FIFO semaphore * New enum for FIFO semaphore operation
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7 changed files with 50 additions and 14 deletions
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@ -1,11 +1,37 @@
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Gpu.State;
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using System;
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using System.Threading;
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using System.Threading;
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namespace Ryujinx.Graphics.Gpu.Engine
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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{
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partial class Methods
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partial class Methods
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{
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{
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/// <summary>
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/// Writes a GPU counter to guest memory.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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public void Semaphore(GpuState state, int argument)
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{
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FifoSemaphoreOperation op = (FifoSemaphoreOperation)(argument & 3);
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var semaphore = state.Get<SemaphoreState>(MethodOffset.Semaphore);
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int value = semaphore.Payload;
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if (op == FifoSemaphoreOperation.Counter)
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{
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// TODO: There's much more that should be done here.
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// NVN only supports the "Accumulate" mode, so we
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// can't currently guess which bits specify the
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// reduction operation.
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value += _context.MemoryAccessor.Read<int>(semaphore.Address.Pack());
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}
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_context.MemoryAccessor.Write(semaphore.Address.Pack(), value);
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_context.AdvanceSequence();
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}
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/// <summary>
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/// <summary>
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/// Waits for the GPU to be idle.
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/// Waits for the GPU to be idle.
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/// </summary>
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/// </summary>
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@ -21,14 +21,13 @@ namespace Ryujinx.Graphics.Gpu.Engine
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/// <param name="argument">Method call argument</param>
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/// <param name="argument">Method call argument</param>
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private void Report(GpuState state, int argument)
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private void Report(GpuState state, int argument)
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{
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{
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ReportMode mode = (ReportMode)(argument & 3);
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SemaphoreOperation op = (SemaphoreOperation)(argument & 3);
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ReportCounterType type = (ReportCounterType)((argument >> 23) & 0x1f);
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ReportCounterType type = (ReportCounterType)((argument >> 23) & 0x1f);
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switch (mode)
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switch (op)
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{
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{
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case ReportMode.Release: ReleaseSemaphore(state); break;
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case SemaphoreOperation.Release: ReleaseSemaphore(state); break;
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case ReportMode.Counter: ReportCounter(state, type); break;
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case SemaphoreOperation.Counter: ReportCounter(state, type); break;
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}
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}
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}
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}
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@ -38,7 +37,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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/// <param name="state">Current GPU state</param>
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/// <param name="state">Current GPU state</param>
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private void ReleaseSemaphore(GpuState state)
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private void ReleaseSemaphore(GpuState state)
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{
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{
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var rs = state.Get<ReportState>(MethodOffset.ReportState);
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var rs = state.Get<SemaphoreState>(MethodOffset.ReportState);
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_context.MemoryAccessor.Write(rs.Address.Pack(), rs.Payload);
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_context.MemoryAccessor.Write(rs.Address.Pack(), rs.Payload);
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@ -64,7 +63,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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{
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CounterData counterData = new CounterData();
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CounterData counterData = new CounterData();
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var rs = state.Get<ReportState>(MethodOffset.ReportState);
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var rs = state.Get<SemaphoreState>(MethodOffset.ReportState);
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ulong gpuVa = rs.Address.Pack();
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ulong gpuVa = rs.Address.Pack();
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@ -104,6 +104,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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/// <param name="state">GPU state where the triggers will be registered</param>
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/// <param name="state">GPU state where the triggers will be registered</param>
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public void RegisterCallbacksForFifo(GpuState state)
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public void RegisterCallbacksForFifo(GpuState state)
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{
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{
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state.RegisterCallback(MethodOffset.Semaphore, Semaphore);
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state.RegisterCallback(MethodOffset.FenceAction, FenceAction);
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state.RegisterCallback(MethodOffset.FenceAction, FenceAction);
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state.RegisterCallback(MethodOffset.WaitForIdle, WaitForIdle);
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state.RegisterCallback(MethodOffset.WaitForIdle, WaitForIdle);
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state.RegisterCallback(MethodOffset.SendMacroCodeData, SendMacroCodeData);
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state.RegisterCallback(MethodOffset.SendMacroCodeData, SendMacroCodeData);
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@ -430,7 +431,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_context.Renderer.Pipeline.SetOrigin(origin);
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_context.Renderer.Pipeline.SetOrigin(origin);
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// The triangle rast flip flag only affects rasterization, the viewport is not flipped.
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// The triangle rast flip flag only affects rasterization, the viewport is not flipped.
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// Setting the origin mode to upper left on the host, however, not onlyy affects rasterization,
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// Setting the origin mode to upper left on the host, however, not only affects rasterization,
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// but also flips the viewport.
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// but also flips the viewport.
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// We negate the effects of flipping the viewport by flipping it again using the viewport swizzle.
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// We negate the effects of flipping the viewport by flipping it again using the viewport swizzle.
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if (origin == Origin.UpperLeft)
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if (origin == Origin.UpperLeft)
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9
Ryujinx.Graphics.Gpu/State/FifoSemaphoreOperation.cs
Normal file
9
Ryujinx.Graphics.Gpu/State/FifoSemaphoreOperation.cs
Normal file
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@ -0,0 +1,9 @@
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namespace Ryujinx.Graphics.Gpu.State
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{
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enum FifoSemaphoreOperation
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{
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Counter = 0,
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Acquire = 1,
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Release = 2
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}
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}
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@ -8,7 +8,8 @@ namespace Ryujinx.Graphics.Gpu.State
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/// </remarks>
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/// </remarks>
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enum MethodOffset
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enum MethodOffset
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{
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{
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BindChannel = 0x00,
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BindChannel = 0x0,
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Semaphore = 0x4,
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FenceValue = 0x1c,
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FenceValue = 0x1c,
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FenceAction = 0x1d,
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FenceAction = 0x1d,
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WaitForIdle = 0x44,
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WaitForIdle = 0x44,
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@ -1,9 +1,9 @@
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namespace Ryujinx.Graphics.Gpu.State
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namespace Ryujinx.Graphics.Gpu.State
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{
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{
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/// <summary>
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/// <summary>
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/// GPU counter report mode.
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/// GPU semaphore operation.
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/// </summary>
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/// </summary>
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enum ReportMode
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enum SemaphoreOperation
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{
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{
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Release = 0,
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Release = 0,
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Acquire = 1,
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Acquire = 1,
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@ -1,9 +1,9 @@
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namespace Ryujinx.Graphics.Gpu.State
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namespace Ryujinx.Graphics.Gpu.State
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{
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{
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/// <summary>
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/// <summary>
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/// GPU counter report state.
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/// GPU semaphore state.
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/// </summary>
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/// </summary>
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struct ReportState
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struct SemaphoreState
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{
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{
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#pragma warning disable CS0649
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#pragma warning disable CS0649
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public GpuVa Address;
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public GpuVa Address;
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