a10b2c5ff2
* Ground work for separate GPU channels * Rename TextureManager to TextureCache * Decouple texture bindings management from the texture cache * Rename BufferManager to BufferCache * Decouple buffer bindings management from the buffer cache * More comments and proper disposal * PR feedback * Force host state update on channel switch * Typo * PR feedback * Missing using
204 lines
7.1 KiB
C#
204 lines
7.1 KiB
C#
using Ryujinx.Graphics.Gpu.State;
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using System;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
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{
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/// <summary>
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/// Represents a GPU General Purpose FIFO command processor.
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/// </summary>
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class GPFifoProcessor
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{
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private const int MacrosCount = 0x80;
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private const int MacroIndexMask = MacrosCount - 1;
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private readonly GpuContext _context;
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/// <summary>
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/// Internal GPFIFO state.
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/// </summary>
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private struct DmaState
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{
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public int Method;
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public int SubChannel;
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public int MethodCount;
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public bool NonIncrementing;
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public bool IncrementOnce;
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}
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private DmaState _state;
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private readonly GpuState[] _subChannels;
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private readonly GPFifoClass _fifoClass;
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/// <summary>
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/// Creates a new instance of the GPU General Purpose FIFO command processor.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="channel">Channel that the GPFIFO processor belongs to</param>
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public GPFifoProcessor(GpuContext context, GpuChannel channel)
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{
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_context = context;
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_fifoClass = new GPFifoClass(context, this);
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_subChannels = new GpuState[8];
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for (int index = 0; index < _subChannels.Length; index++)
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{
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_subChannels[index] = new GpuState(channel);
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_context.Methods.RegisterCallbacks(_subChannels[index]);
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}
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}
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/// <summary>
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/// Processes a command buffer.
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/// </summary>
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/// <param name="commandBuffer">Command buffer</param>
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public void Process(ReadOnlySpan<int> commandBuffer)
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{
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for (int index = 0; index < commandBuffer.Length; index++)
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{
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int command = commandBuffer[index];
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if (_state.MethodCount != 0)
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{
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Send(new MethodParams(_state.Method, command, _state.SubChannel, _state.MethodCount));
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if (!_state.NonIncrementing)
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{
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_state.Method++;
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}
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if (_state.IncrementOnce)
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{
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_state.NonIncrementing = true;
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}
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_state.MethodCount--;
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}
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else
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{
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CompressedMethod meth = Unsafe.As<int, CompressedMethod>(ref command);
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if (TryFastUniformBufferUpdate(meth, commandBuffer, index))
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{
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index += meth.MethodCount;
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continue;
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}
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switch (meth.SecOp)
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{
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case SecOp.IncMethod:
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case SecOp.NonIncMethod:
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case SecOp.OneInc:
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_state.Method = meth.MethodAddress;
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_state.SubChannel = meth.MethodSubchannel;
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_state.MethodCount = meth.MethodCount;
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_state.IncrementOnce = meth.SecOp == SecOp.OneInc;
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_state.NonIncrementing = meth.SecOp == SecOp.NonIncMethod;
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break;
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case SecOp.ImmdDataMethod:
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Send(new MethodParams(meth.MethodAddress, meth.ImmdData, meth.MethodSubchannel, 1));
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break;
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}
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}
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}
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}
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/// <summary>
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/// Tries to perform a fast constant buffer data update.
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/// If successful, all data will be copied at once, and <see cref="CompressedMethod.MethodCount"/> + 1
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/// command buffer entries will be consumed.
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/// </summary>
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/// <param name="meth">Compressed method to be checked</param>
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/// <param name="commandBuffer">Command buffer where <paramref name="meth"/> is contained</param>
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/// <param name="offset">Offset at <paramref name="commandBuffer"/> where <paramref name="meth"/> is located</param>
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/// <returns>True if the fast copy was successful, false otherwise</returns>
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private bool TryFastUniformBufferUpdate(CompressedMethod meth, ReadOnlySpan<int> commandBuffer, int offset)
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{
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int availableCount = commandBuffer.Length - offset;
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if (meth.MethodCount < availableCount &&
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meth.SecOp == SecOp.NonIncMethod &&
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meth.MethodAddress == (int)MethodOffset.UniformBufferUpdateData)
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{
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GpuState state = _subChannels[meth.MethodSubchannel];
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_context.Methods.UniformBufferUpdate(state, commandBuffer.Slice(offset + 1, meth.MethodCount));
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return true;
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}
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return false;
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}
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/// <summary>
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/// Sends a uncompressed method for processing by the graphics pipeline.
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/// </summary>
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/// <param name="meth">Method to be processed</param>
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private void Send(MethodParams meth)
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{
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if ((MethodOffset)meth.Method == MethodOffset.BindChannel)
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{
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_subChannels[meth.SubChannel].ClearCallbacks();
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_context.Methods.RegisterCallbacks(_subChannels[meth.SubChannel]);
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}
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else if (meth.Method < 0x60)
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{
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// TODO: check if macros are shared between subchannels or not. For now let's assume they are.
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_fifoClass.Write(meth.Method * 4, meth.Argument);
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}
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else if (meth.Method < 0xe00)
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{
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_subChannels[meth.SubChannel].CallMethod(meth);
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}
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else
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{
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int macroIndex = (meth.Method >> 1) & MacroIndexMask;
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if ((meth.Method & 1) != 0)
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{
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_fifoClass.MmePushArgument(macroIndex, meth.Argument);
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}
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else
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{
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_fifoClass.MmeStart(macroIndex, meth.Argument);
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}
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if (meth.IsLastCall)
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{
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_fifoClass.CallMme(macroIndex, _subChannels[meth.SubChannel]);
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_context.Methods.PerformDeferredDraws();
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}
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}
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}
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/// <summary>
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/// Sets the shadow ram control value of all sub-channels.
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/// </summary>
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/// <param name="control">New shadow ram control value</param>
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public void SetShadowRamControl(ShadowRamControl control)
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{
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for (int i = 0; i < _subChannels.Length; i++)
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{
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_subChannels[i].ShadowRamControl = control;
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}
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}
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/// <summary>
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/// Forces a full host state update by marking all state as modified,
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/// and also requests all GPU resources in use to be rebound.
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/// </summary>
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public void ForceAllDirty()
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{
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for (int index = 0; index < _subChannels.Length; index++)
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{
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_subChannels[index].ForceAllDirty();
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}
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}
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}
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}
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