ryujinx/Ryujinx.Graphics.Gpu/GpuChannel.cs
gdkchan 40b21cc3c4
Separate GPU engines (part 2/2) (#2440)
* 3D engine now uses DeviceState too, plus new state modification tracking

* Remove old methods code

* Remove GpuState and friends

* Optimize DeviceState, force inline some functions

* This change was not supposed to go in

* Proper channel initialization

* Optimize state read/write methods even more

* Fix debug build

* Do not dirty state if the write is redundant

* The YControl register should dirty either the viewport or front face state too, to update the host origin

* Avoid redundant vertex buffer updates

* Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace

* Comments and nits

* Fix rebase

* PR feedback

* Move changed = false to improve codegen

* PR feedback

* Carry RyuJIT a bit more
2021-07-11 17:20:40 -03:00

123 lines
4.3 KiB
C#

using Ryujinx.Graphics.Gpu.Engine.GPFifo;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.Memory;
using System;
using System.Threading;
namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// Represents a GPU channel.
/// </summary>
public class GpuChannel : IDisposable
{
private readonly GpuContext _context;
private readonly GPFifoDevice _device;
private readonly GPFifoProcessor _processor;
private MemoryManager _memoryManager;
/// <summary>
/// Channel buffer bindings manager.
/// </summary>
internal BufferManager BufferManager { get; }
/// <summary>
/// Channel texture bindings manager.
/// </summary>
internal TextureManager TextureManager { get; }
/// <summary>
/// Current channel memory manager.
/// </summary>
internal MemoryManager MemoryManager => _memoryManager;
/// <summary>
/// Creates a new instance of a GPU channel.
/// </summary>
/// <param name="context">GPU context that the channel belongs to</param>
internal GpuChannel(GpuContext context)
{
_context = context;
_device = context.GPFifo;
_processor = new GPFifoProcessor(context, this);
BufferManager = new BufferManager(context, this);
TextureManager = new TextureManager(context, this);
}
/// <summary>
/// Binds a memory manager to the channel.
/// All submitted and in-flight commands will use the specified memory manager for any memory operations.
/// </summary>
/// <param name="memoryManager">The new memory manager to be bound</param>
public void BindMemory(MemoryManager memoryManager)
{
var oldMemoryManager = Interlocked.Exchange(ref _memoryManager, memoryManager ?? throw new ArgumentNullException(nameof(memoryManager)));
memoryManager.Physical.IncrementReferenceCount();
if (oldMemoryManager != null)
{
oldMemoryManager.Physical.BufferCache.NotifyBuffersModified -= BufferManager.Rebind;
oldMemoryManager.Physical.DecrementReferenceCount();
}
memoryManager.Physical.BufferCache.NotifyBuffersModified += BufferManager.Rebind;
}
/// <summary>
/// Writes data directly to the state of the specified class.
/// </summary>
/// <param name="classId">ID of the class to write the data into</param>
/// <param name="offset">State offset in bytes</param>
/// <param name="value">Value to be written</param>
public void Write(ClassId classId, int offset, uint value)
{
_processor.Write(classId, offset, (int)value);
}
/// <summary>
/// Push a GPFIFO entry in the form of a prefetched command buffer.
/// It is intended to be used by nvservices to handle special cases.
/// </summary>
/// <param name="commandBuffer">The command buffer containing the prefetched commands</param>
public void PushHostCommandBuffer(int[] commandBuffer)
{
_device.PushHostCommandBuffer(_processor, commandBuffer);
}
/// <summary>
/// Pushes GPFIFO entries.
/// </summary>
/// <param name="entries">GPFIFO entries</param>
public void PushEntries(ReadOnlySpan<ulong> entries)
{
_device.PushEntries(_processor, entries);
}
/// <summary>
/// Disposes the GPU channel.
/// It's an error to use the GPU channel after disposal.
/// </summary>
public void Dispose()
{
_context.DeferredActions.Enqueue(Destroy);
}
/// <summary>
/// Performs disposal of the host GPU resources used by this channel, that are not shared.
/// This must only be called from the render thread.
/// </summary>
private void Destroy()
{
TextureManager.Dispose();
var oldMemoryManager = Interlocked.Exchange(ref _memoryManager, null);
if (oldMemoryManager != null)
{
oldMemoryManager.Physical.BufferCache.NotifyBuffersModified -= BufferManager.Rebind;
oldMemoryManager.Physical.DecrementReferenceCount();
}
}
}
}