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- using Ryujinx.Graphics.Device;
- using Ryujinx.Graphics.Gpu.Engine.Compute;
- using Ryujinx.Graphics.Gpu.Engine.Dma;
- using Ryujinx.Graphics.Gpu.Engine.InlineToMemory;
- using Ryujinx.Graphics.Gpu.Engine.Threed;
- using Ryujinx.Graphics.Gpu.Engine.Twod;
- using Ryujinx.Graphics.Gpu.Memory;
- using System;
- using System.Runtime.CompilerServices;
- namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
- {
- /// <summary>
- /// Represents a GPU General Purpose FIFO command processor.
- /// </summary>
- class GPFifoProcessor
- {
- private const int MacrosCount = 0x80;
- private const int MacroIndexMask = MacrosCount - 1;
- private const int LoadInlineDataMethodOffset = 0x6d;
- private const int UniformBufferUpdateDataMethodOffset = 0x8e4;
- private readonly GpuChannel _channel;
- /// <summary>
- /// Channel memory manager.
- /// </summary>
- public MemoryManager MemoryManager => _channel.MemoryManager;
- /// <summary>
- /// 3D Engine.
- /// </summary>
- public ThreedClass ThreedClass => _3dClass;
- /// <summary>
- /// Internal GPFIFO state.
- /// </summary>
- private struct DmaState
- {
- public int Method;
- public int SubChannel;
- public int MethodCount;
- public bool NonIncrementing;
- public bool IncrementOnce;
- }
- private DmaState _state;
- private readonly ThreedClass _3dClass;
- private readonly ComputeClass _computeClass;
- private readonly InlineToMemoryClass _i2mClass;
- private readonly TwodClass _2dClass;
- private readonly DmaClass _dmaClass;
- private readonly GPFifoClass _fifoClass;
- /// <summary>
- /// Creates a new instance of the GPU General Purpose FIFO command processor.
- /// </summary>
- /// <param name="context">GPU context</param>
- /// <param name="channel">Channel that the GPFIFO processor belongs to</param>
- public GPFifoProcessor(GpuContext context, GpuChannel channel)
- {
- _channel = channel;
- _fifoClass = new GPFifoClass(context, this);
- _3dClass = new ThreedClass(context, channel, _fifoClass);
- _computeClass = new ComputeClass(context, channel, _3dClass);
- _i2mClass = new InlineToMemoryClass(context, channel);
- _2dClass = new TwodClass(channel);
- _dmaClass = new DmaClass(context, channel, _3dClass);
- }
- /// <summary>
- /// Processes a command buffer.
- /// </summary>
- /// <param name="baseGpuVa">Base GPU virtual address of the command buffer</param>
- /// <param name="commandBuffer">Command buffer</param>
- public void Process(ulong baseGpuVa, ReadOnlySpan<int> commandBuffer)
- {
- for (int index = 0; index < commandBuffer.Length; index++)
- {
- int command = commandBuffer[index];
- ulong gpuVa = baseGpuVa + (ulong)index * 4;
- if (_state.MethodCount != 0)
- {
- if (TryFastI2mBufferUpdate(commandBuffer, ref index))
- {
- continue;
- }
- Send(gpuVa, _state.Method, command, _state.SubChannel, _state.MethodCount <= 1);
- if (!_state.NonIncrementing)
- {
- _state.Method++;
- }
- if (_state.IncrementOnce)
- {
- _state.NonIncrementing = true;
- }
- _state.MethodCount--;
- }
- else
- {
- CompressedMethod meth = Unsafe.As<int, CompressedMethod>(ref command);
- if (TryFastUniformBufferUpdate(meth, commandBuffer, index))
- {
- index += meth.MethodCount;
- continue;
- }
- switch (meth.SecOp)
- {
- case SecOp.IncMethod:
- case SecOp.NonIncMethod:
- case SecOp.OneInc:
- _state.Method = meth.MethodAddress;
- _state.SubChannel = meth.MethodSubchannel;
- _state.MethodCount = meth.MethodCount;
- _state.IncrementOnce = meth.SecOp == SecOp.OneInc;
- _state.NonIncrementing = meth.SecOp == SecOp.NonIncMethod;
- break;
- case SecOp.ImmdDataMethod:
- Send(gpuVa, meth.MethodAddress, meth.ImmdData, meth.MethodSubchannel, true);
- break;
- }
- }
- }
- _3dClass.FlushUboDirty();
- }
- /// <summary>
- /// Tries to perform a fast Inline-to-Memory data update.
- /// If successful, all data will be copied at once, and <see cref="DmaState.MethodCount"/>
- /// command buffer entries will be consumed.
- /// </summary>
- /// <param name="commandBuffer">Command buffer where the data is contained</param>
- /// <param name="offset">Offset at <paramref name="commandBuffer"/> where the data is located, auto-incremented on success</param>
- /// <returns>True if the fast copy was successful, false otherwise</returns>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- private bool TryFastI2mBufferUpdate(ReadOnlySpan<int> commandBuffer, ref int offset)
- {
- if (_state.Method == LoadInlineDataMethodOffset && _state.NonIncrementing && _state.SubChannel <= 2)
- {
- int availableCount = commandBuffer.Length - offset;
- int consumeCount = Math.Min(_state.MethodCount, availableCount);
- var data = commandBuffer.Slice(offset, consumeCount);
- if (_state.SubChannel == 0)
- {
- _3dClass.LoadInlineData(data);
- }
- else if (_state.SubChannel == 1)
- {
- _computeClass.LoadInlineData(data);
- }
- else /* if (_state.SubChannel == 2) */
- {
- _i2mClass.LoadInlineData(data);
- }
- offset += consumeCount - 1;
- _state.MethodCount -= consumeCount;
- return true;
- }
- return false;
- }
- /// <summary>
- /// Tries to perform a fast constant buffer data update.
- /// If successful, all data will be copied at once, and <see cref="CompressedMethod.MethodCount"/> + 1
- /// command buffer entries will be consumed.
- /// </summary>
- /// <param name="meth">Compressed method to be checked</param>
- /// <param name="commandBuffer">Command buffer where <paramref name="meth"/> is contained</param>
- /// <param name="offset">Offset at <paramref name="commandBuffer"/> where <paramref name="meth"/> is located</param>
- /// <returns>True if the fast copy was successful, false otherwise</returns>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- private bool TryFastUniformBufferUpdate(CompressedMethod meth, ReadOnlySpan<int> commandBuffer, int offset)
- {
- int availableCount = commandBuffer.Length - offset;
- if (meth.MethodAddress == UniformBufferUpdateDataMethodOffset &&
- meth.MethodCount < availableCount &&
- meth.SecOp == SecOp.NonIncMethod)
- {
- _3dClass.ConstantBufferUpdate(commandBuffer.Slice(offset + 1, meth.MethodCount));
- return true;
- }
- return false;
- }
- /// <summary>
- /// Sends a uncompressed method for processing by the graphics pipeline.
- /// </summary>
- /// <param name="gpuVa">GPU virtual address where the command word is located</param>
- /// <param name="meth">Method to be processed</param>
- private void Send(ulong gpuVa, int offset, int argument, int subChannel, bool isLastCall)
- {
- if (offset < 0x60)
- {
- _fifoClass.Write(offset * 4, argument);
- }
- else if (offset < 0xe00)
- {
- offset *= 4;
- switch (subChannel)
- {
- case 0:
- _3dClass.Write(offset, argument);
- break;
- case 1:
- _computeClass.Write(offset, argument);
- break;
- case 2:
- _i2mClass.Write(offset, argument);
- break;
- case 3:
- _2dClass.Write(offset, argument);
- break;
- case 4:
- _dmaClass.Write(offset, argument);
- break;
- }
- }
- else
- {
- IDeviceState state = subChannel switch
- {
- 0 => _3dClass,
- 3 => _2dClass,
- _ => null
- };
- if (state != null)
- {
- int macroIndex = (offset >> 1) & MacroIndexMask;
- if ((offset & 1) != 0)
- {
- _fifoClass.MmePushArgument(macroIndex, gpuVa, argument);
- }
- else
- {
- _fifoClass.MmeStart(macroIndex, argument);
- }
- if (isLastCall)
- {
- _fifoClass.CallMme(macroIndex, state);
- _3dClass.PerformDeferredDraws();
- }
- }
- }
- }
- /// <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, int value)
- {
- switch (classId)
- {
- case ClassId.Threed:
- _3dClass.Write(offset, value);
- break;
- case ClassId.Compute:
- _computeClass.Write(offset, value);
- break;
- case ClassId.InlineToMemory:
- _i2mClass.Write(offset, value);
- break;
- case ClassId.Twod:
- _2dClass.Write(offset, value);
- break;
- case ClassId.Dma:
- _dmaClass.Write(offset, value);
- break;
- case ClassId.GPFifo:
- _fifoClass.Write(offset, value);
- break;
- }
- }
- /// <summary>
- /// Sets the shadow ram control value of all sub-channels.
- /// </summary>
- /// <param name="control">New shadow ram control value</param>
- public void SetShadowRamControl(int control)
- {
- _3dClass.SetShadowRamControl(control);
- }
- /// <summary>
- /// Forces a full host state update by marking all state as modified,
- /// and also requests all GPU resources in use to be rebound.
- /// </summary>
- public void ForceAllDirty()
- {
- _3dClass.ForceStateDirty();
- _channel.BufferManager.Rebind();
- _channel.TextureManager.Rebind();
- }
- /// <summary>
- /// Perform any deferred draws.
- /// </summary>
- public void PerformDeferredDraws()
- {
- _3dClass.PerformDeferredDraws();
- }
- }
- }
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