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- using Ryujinx.Graphics.Memory;
- using Ryujinx.Graphics.Texture;
- using System.Collections.Generic;
- using Ryujinx.Profiler;
- namespace Ryujinx.Graphics.Graphics3d
- {
- class NvGpuEngineM2mf : INvGpuEngine
- {
- public int[] Registers { get; private set; }
- private NvGpu _gpu;
- private Dictionary<int, NvGpuMethod> _methods;
- public NvGpuEngineM2mf(NvGpu gpu)
- {
- _gpu = gpu;
- Registers = new int[0x1d6];
- _methods = new Dictionary<int, NvGpuMethod>();
- void AddMethod(int meth, int count, int stride, NvGpuMethod method)
- {
- while (count-- > 0)
- {
- _methods.Add(meth, method);
- meth += stride;
- }
- }
- AddMethod(0xc0, 1, 1, Execute);
- }
- public void CallMethod(NvGpuVmm vmm, GpuMethodCall methCall)
- {
- if (_methods.TryGetValue(methCall.Method, out NvGpuMethod method))
- {
- ProfileConfig profile = Profiles.GPU.EngineM2mf.CallMethod;
- profile.SessionItem = method.Method.Name;
- Profile.Begin(profile);
- method(vmm, methCall);
- Profile.End(profile);
- }
- else
- {
- WriteRegister(methCall);
- }
- }
- private void Execute(NvGpuVmm vmm, GpuMethodCall methCall)
- {
- Profile.Begin(Profiles.GPU.EngineM2mf.Execute);
- // TODO: Some registers and copy modes are still not implemented.
- int control = methCall.Argument;
- bool srcLinear = ((control >> 7) & 1) != 0;
- bool dstLinear = ((control >> 8) & 1) != 0;
- bool copy2D = ((control >> 9) & 1) != 0;
- long srcAddress = MakeInt64From2xInt32(NvGpuEngineM2mfReg.SrcAddress);
- long dstAddress = MakeInt64From2xInt32(NvGpuEngineM2mfReg.DstAddress);
- int srcPitch = ReadRegister(NvGpuEngineM2mfReg.SrcPitch);
- int dstPitch = ReadRegister(NvGpuEngineM2mfReg.DstPitch);
- int xCount = ReadRegister(NvGpuEngineM2mfReg.XCount);
- int yCount = ReadRegister(NvGpuEngineM2mfReg.YCount);
- int swizzle = ReadRegister(NvGpuEngineM2mfReg.Swizzle);
- int dstBlkDim = ReadRegister(NvGpuEngineM2mfReg.DstBlkDim);
- int dstSizeX = ReadRegister(NvGpuEngineM2mfReg.DstSizeX);
- int dstSizeY = ReadRegister(NvGpuEngineM2mfReg.DstSizeY);
- int dstSizeZ = ReadRegister(NvGpuEngineM2mfReg.DstSizeZ);
- int dstPosXY = ReadRegister(NvGpuEngineM2mfReg.DstPosXY);
- int dstPosZ = ReadRegister(NvGpuEngineM2mfReg.DstPosZ);
- int srcBlkDim = ReadRegister(NvGpuEngineM2mfReg.SrcBlkDim);
- int srcSizeX = ReadRegister(NvGpuEngineM2mfReg.SrcSizeX);
- int srcSizeY = ReadRegister(NvGpuEngineM2mfReg.SrcSizeY);
- int srcSizeZ = ReadRegister(NvGpuEngineM2mfReg.SrcSizeZ);
- int srcPosXY = ReadRegister(NvGpuEngineM2mfReg.SrcPosXY);
- int srcPosZ = ReadRegister(NvGpuEngineM2mfReg.SrcPosZ);
- int srcCpp = ((swizzle >> 20) & 7) + 1;
- int dstCpp = ((swizzle >> 24) & 7) + 1;
- int dstPosX = (dstPosXY >> 0) & 0xffff;
- int dstPosY = (dstPosXY >> 16) & 0xffff;
- int srcPosX = (srcPosXY >> 0) & 0xffff;
- int srcPosY = (srcPosXY >> 16) & 0xffff;
- int srcBlockHeight = 1 << ((srcBlkDim >> 4) & 0xf);
- int dstBlockHeight = 1 << ((dstBlkDim >> 4) & 0xf);
- long srcPa = vmm.GetPhysicalAddress(srcAddress);
- long dstPa = vmm.GetPhysicalAddress(dstAddress);
- if (copy2D)
- {
- if (srcLinear)
- {
- srcPosX = srcPosY = srcPosZ = 0;
- }
- if (dstLinear)
- {
- dstPosX = dstPosY = dstPosZ = 0;
- }
- if (srcLinear && dstLinear)
- {
- for (int y = 0; y < yCount; y++)
- {
- int srcOffset = (srcPosY + y) * srcPitch + srcPosX * srcCpp;
- int dstOffset = (dstPosY + y) * dstPitch + dstPosX * dstCpp;
- long src = srcPa + (uint)srcOffset;
- long dst = dstPa + (uint)dstOffset;
- vmm.Memory.CopyBytes(src, dst, xCount * srcCpp);
- }
- }
- else
- {
- ISwizzle srcSwizzle;
- if (srcLinear)
- {
- srcSwizzle = new LinearSwizzle(srcPitch, srcCpp, srcSizeX, srcSizeY);
- }
- else
- {
- srcSwizzle = new BlockLinearSwizzle(
- srcSizeX,
- srcSizeY, 1,
- srcBlockHeight, 1,
- srcCpp);
- }
- ISwizzle dstSwizzle;
- if (dstLinear)
- {
- dstSwizzle = new LinearSwizzle(dstPitch, dstCpp, srcSizeX, srcSizeY);
- }
- else
- {
- dstSwizzle = new BlockLinearSwizzle(
- dstSizeX,
- dstSizeY, 1,
- dstBlockHeight, 1,
- dstCpp);
- }
- // Calculate the bits per pixel
- int bpp = srcPitch / xCount;
- // Copying all the bits at the same time corrupts the texture, unknown why but probably because the texture isn't linear
- // To avoid this we will simply loop more times to cover all the bits,
- // this allows up to recalculate the memory locations for each iteration around the loop
- xCount *= bpp / srcCpp;
- for (int y = 0; y < yCount; y++)
- for (int x = 0; x < xCount; x++)
- {
- int srcOffset = srcSwizzle.GetSwizzleOffset(srcPosX + x, srcPosY + y, 0);
- int dstOffset = dstSwizzle.GetSwizzleOffset(dstPosX + x, dstPosY + y, 0);
- long src = srcPa + (uint)srcOffset;
- long dst = dstPa + (uint)dstOffset;
- vmm.Memory.CopyBytes(src, dst, srcCpp);
- }
- }
- }
- else
- {
- vmm.Memory.CopyBytes(srcPa, dstPa, xCount);
- }
- Profile.End(Profiles.GPU.EngineM2mf.Execute);
- }
- private long MakeInt64From2xInt32(NvGpuEngineM2mfReg reg)
- {
- return
- (long)Registers[(int)reg + 0] << 32 |
- (uint)Registers[(int)reg + 1];
- }
- private void WriteRegister(GpuMethodCall methCall)
- {
- Registers[methCall.Method] = methCall.Argument;
- }
- private int ReadRegister(NvGpuEngineM2mfReg reg)
- {
- return Registers[(int)reg];
- }
- private void WriteRegister(NvGpuEngineM2mfReg reg, int value)
- {
- Registers[(int)reg] = value;
- }
- }
- }
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