40b21cc3c4
* 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
223 lines
7.9 KiB
C#
223 lines
7.9 KiB
C#
using Ryujinx.Common;
|
|
using Ryujinx.Graphics.GAL;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|
{
|
|
/// <summary>
|
|
/// Semaphore updater.
|
|
/// </summary>
|
|
class SemaphoreUpdater
|
|
{
|
|
private const int NsToTicksFractionNumerator = 384;
|
|
private const int NsToTicksFractionDenominator = 625;
|
|
|
|
/// <summary>
|
|
/// GPU semaphore operation.
|
|
/// </summary>
|
|
private enum SemaphoreOperation
|
|
{
|
|
Release = 0,
|
|
Acquire = 1,
|
|
Counter = 2
|
|
}
|
|
|
|
/// <summary>
|
|
/// Counter type for GPU counter reset.
|
|
/// </summary>
|
|
private enum ResetCounterType
|
|
{
|
|
SamplesPassed = 1,
|
|
ZcullStats = 2,
|
|
TransformFeedbackPrimitivesWritten = 0x10,
|
|
InputVertices = 0x12,
|
|
InputPrimitives = 0x13,
|
|
VertexShaderInvocations = 0x15,
|
|
TessControlShaderInvocations = 0x16,
|
|
TessEvaluationShaderInvocations = 0x17,
|
|
TessEvaluationShaderPrimitives = 0x18,
|
|
GeometryShaderInvocations = 0x1a,
|
|
GeometryShaderPrimitives = 0x1b,
|
|
ClipperInputPrimitives = 0x1c,
|
|
ClipperOutputPrimitives = 0x1d,
|
|
FragmentShaderInvocations = 0x1e,
|
|
PrimitivesGenerated = 0x1f
|
|
}
|
|
|
|
/// <summary>
|
|
/// Counter type for GPU counter reporting.
|
|
/// </summary>
|
|
private enum ReportCounterType
|
|
{
|
|
Zero = 0,
|
|
InputVertices = 1,
|
|
InputPrimitives = 3,
|
|
VertexShaderInvocations = 5,
|
|
GeometryShaderInvocations = 7,
|
|
GeometryShaderPrimitives = 9,
|
|
ZcullStats0 = 0xa,
|
|
TransformFeedbackPrimitivesWritten = 0xb,
|
|
ZcullStats1 = 0xc,
|
|
ZcullStats2 = 0xe,
|
|
ClipperInputPrimitives = 0xf,
|
|
ZcullStats3 = 0x10,
|
|
ClipperOutputPrimitives = 0x11,
|
|
PrimitivesGenerated = 0x12,
|
|
FragmentShaderInvocations = 0x13,
|
|
SamplesPassed = 0x15,
|
|
TransformFeedbackOffset = 0x1a,
|
|
TessControlShaderInvocations = 0x1b,
|
|
TessEvaluationShaderInvocations = 0x1d,
|
|
TessEvaluationShaderPrimitives = 0x1f
|
|
}
|
|
|
|
private readonly GpuContext _context;
|
|
private readonly GpuChannel _channel;
|
|
private readonly DeviceStateWithShadow<ThreedClassState> _state;
|
|
|
|
/// <summary>
|
|
/// Creates a new instance of the semaphore updater.
|
|
/// </summary>
|
|
/// <param name="context">GPU context</param>
|
|
/// <param name="channel">GPU channel</param>
|
|
/// <param name="state">Channel state</param>
|
|
public SemaphoreUpdater(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state)
|
|
{
|
|
_context = context;
|
|
_channel = channel;
|
|
_state = state;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Resets the value of an internal GPU counter back to zero.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void ResetCounter(int argument)
|
|
{
|
|
ResetCounterType type = (ResetCounterType)argument;
|
|
|
|
switch (type)
|
|
{
|
|
case ResetCounterType.SamplesPassed:
|
|
_context.Renderer.ResetCounter(CounterType.SamplesPassed);
|
|
break;
|
|
case ResetCounterType.PrimitivesGenerated:
|
|
_context.Renderer.ResetCounter(CounterType.PrimitivesGenerated);
|
|
break;
|
|
case ResetCounterType.TransformFeedbackPrimitivesWritten:
|
|
_context.Renderer.ResetCounter(CounterType.TransformFeedbackPrimitivesWritten);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Writes a GPU counter to guest memory.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void Report(int argument)
|
|
{
|
|
SemaphoreOperation op = (SemaphoreOperation)(argument & 3);
|
|
ReportCounterType type = (ReportCounterType)((argument >> 23) & 0x1f);
|
|
|
|
switch (op)
|
|
{
|
|
case SemaphoreOperation.Release: ReleaseSemaphore(); break;
|
|
case SemaphoreOperation.Counter: ReportCounter(type); break;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Writes (or Releases) a GPU semaphore value to guest memory.
|
|
/// </summary>
|
|
private void ReleaseSemaphore()
|
|
{
|
|
_channel.MemoryManager.Write(_state.State.SemaphoreAddress.Pack(), _state.State.SemaphorePayload);
|
|
|
|
_context.AdvanceSequence();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Packed GPU counter data (including GPU timestamp) in memory.
|
|
/// </summary>
|
|
private struct CounterData
|
|
{
|
|
public ulong Counter;
|
|
public ulong Timestamp;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Writes a GPU counter to guest memory.
|
|
/// This also writes the current timestamp value.
|
|
/// </summary>
|
|
/// <param name="type">Counter to be written to memory</param>
|
|
private void ReportCounter(ReportCounterType type)
|
|
{
|
|
ulong gpuVa = _state.State.SemaphoreAddress.Pack();
|
|
|
|
ulong ticks = ConvertNanosecondsToTicks((ulong)PerformanceCounter.ElapsedNanoseconds);
|
|
|
|
if (GraphicsConfig.FastGpuTime)
|
|
{
|
|
// Divide by some amount to report time as if operations were performed faster than they really are.
|
|
// This can prevent some games from switching to a lower resolution because rendering is too slow.
|
|
ticks /= 256;
|
|
}
|
|
|
|
ICounterEvent counter = null;
|
|
|
|
void resultHandler(object evt, ulong result)
|
|
{
|
|
CounterData counterData = new CounterData
|
|
{
|
|
Counter = result,
|
|
Timestamp = ticks
|
|
};
|
|
|
|
if (counter?.Invalid != true)
|
|
{
|
|
_channel.MemoryManager.Write(gpuVa, counterData);
|
|
}
|
|
}
|
|
|
|
switch (type)
|
|
{
|
|
case ReportCounterType.Zero:
|
|
resultHandler(null, 0);
|
|
break;
|
|
case ReportCounterType.SamplesPassed:
|
|
counter = _context.Renderer.ReportCounter(CounterType.SamplesPassed, resultHandler);
|
|
break;
|
|
case ReportCounterType.PrimitivesGenerated:
|
|
counter = _context.Renderer.ReportCounter(CounterType.PrimitivesGenerated, resultHandler);
|
|
break;
|
|
case ReportCounterType.TransformFeedbackPrimitivesWritten:
|
|
counter = _context.Renderer.ReportCounter(CounterType.TransformFeedbackPrimitivesWritten, resultHandler);
|
|
break;
|
|
}
|
|
|
|
_channel.MemoryManager.CounterCache.AddOrUpdate(gpuVa, counter);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Converts a nanoseconds timestamp value to Maxwell time ticks.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The frequency is 614400000 Hz.
|
|
/// </remarks>
|
|
/// <param name="nanoseconds">Timestamp in nanoseconds</param>
|
|
/// <returns>Maxwell ticks</returns>
|
|
private static ulong ConvertNanosecondsToTicks(ulong nanoseconds)
|
|
{
|
|
// We need to divide first to avoid overflows.
|
|
// We fix up the result later by calculating the difference and adding
|
|
// that to the result.
|
|
ulong divided = nanoseconds / NsToTicksFractionDenominator;
|
|
|
|
ulong rounded = divided * NsToTicksFractionDenominator;
|
|
|
|
ulong errorBias = (nanoseconds - rounded) * NsToTicksFractionNumerator / NsToTicksFractionDenominator;
|
|
|
|
return divided * NsToTicksFractionNumerator + errorBias;
|
|
}
|
|
}
|
|
}
|