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- using Ryujinx.Graphics.Device;
- using Ryujinx.Graphics.GAL;
- using Ryujinx.Graphics.Gpu.Engine.InlineToMemory;
- using Ryujinx.Graphics.Gpu.Engine.Threed;
- using Ryujinx.Graphics.Gpu.Engine.Types;
- using Ryujinx.Graphics.Gpu.Image;
- using Ryujinx.Graphics.Gpu.Shader;
- using Ryujinx.Graphics.Shader;
- using System;
- using System.Collections.Generic;
- using System.Runtime.CompilerServices;
- namespace Ryujinx.Graphics.Gpu.Engine.Compute
- {
- /// <summary>
- /// Represents a compute engine class.
- /// </summary>
- class ComputeClass : IDeviceState
- {
- private readonly GpuContext _context;
- private readonly GpuChannel _channel;
- private readonly ThreedClass _3dEngine;
- private readonly DeviceState<ComputeClassState> _state;
- private readonly InlineToMemoryClass _i2mClass;
- /// <summary>
- /// Creates a new instance of the compute engine class.
- /// </summary>
- /// <param name="context">GPU context</param>
- /// <param name="channel">GPU channel</param>
- /// <param name="threedEngine">3D engine</param>
- public ComputeClass(GpuContext context, GpuChannel channel, ThreedClass threedEngine)
- {
- _context = context;
- _channel = channel;
- _3dEngine = threedEngine;
- _state = new DeviceState<ComputeClassState>(new Dictionary<string, RwCallback>
- {
- { nameof(ComputeClassState.LaunchDma), new RwCallback(LaunchDma, null) },
- { nameof(ComputeClassState.LoadInlineData), new RwCallback(LoadInlineData, null) },
- { nameof(ComputeClassState.SendSignalingPcasB), new RwCallback(SendSignalingPcasB, null) }
- });
- _i2mClass = new InlineToMemoryClass(context, channel, initializeState: false);
- }
- /// <summary>
- /// Reads data from the class registers.
- /// </summary>
- /// <param name="offset">Register byte offset</param>
- /// <returns>Data at the specified offset</returns>
- public int Read(int offset) => _state.Read(offset);
- /// <summary>
- /// Writes data to the class registers.
- /// </summary>
- /// <param name="offset">Register byte offset</param>
- /// <param name="data">Data to be written</param>
- public void Write(int offset, int data) => _state.Write(offset, data);
- /// <summary>
- /// Launches the Inline-to-Memory DMA copy operation.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void LaunchDma(int argument)
- {
- _i2mClass.LaunchDma(ref Unsafe.As<ComputeClassState, InlineToMemoryClassState>(ref _state.State), argument);
- }
- /// <summary>
- /// Pushes a block of data to the Inline-to-Memory engine.
- /// </summary>
- /// <param name="data">Data to push</param>
- public void LoadInlineData(ReadOnlySpan<int> data)
- {
- _i2mClass.LoadInlineData(data);
- }
- /// <summary>
- /// Pushes a word of data to the Inline-to-Memory engine.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void LoadInlineData(int argument)
- {
- _i2mClass.LoadInlineData(argument);
- }
- /// <summary>
- /// Performs the compute dispatch operation.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void SendSignalingPcasB(int argument)
- {
- var memoryManager = _channel.MemoryManager;
- // Since we're going to change the state, make sure any pending instanced draws are done.
- _3dEngine.PerformDeferredDraws();
- // Make sure all pending uniform buffer data is written to memory.
- _3dEngine.FlushUboDirty();
- uint qmdAddress = _state.State.SendPcasA;
- var qmd = _channel.MemoryManager.Read<ComputeQmd>((ulong)qmdAddress << 8);
- ulong shaderGpuVa = ((ulong)_state.State.SetProgramRegionAAddressUpper << 32) | _state.State.SetProgramRegionB;
- shaderGpuVa += (uint)qmd.ProgramOffset;
- int localMemorySize = qmd.ShaderLocalMemoryLowSize + qmd.ShaderLocalMemoryHighSize;
- int sharedMemorySize = Math.Min(qmd.SharedMemorySize, _context.Capabilities.MaximumComputeSharedMemorySize);
- for (int index = 0; index < Constants.TotalCpUniformBuffers; index++)
- {
- if (!qmd.ConstantBufferValid(index))
- {
- continue;
- }
- ulong gpuVa = (uint)qmd.ConstantBufferAddrLower(index) | (ulong)qmd.ConstantBufferAddrUpper(index) << 32;
- ulong size = (ulong)qmd.ConstantBufferSize(index);
- _channel.BufferManager.SetComputeUniformBuffer(index, gpuVa, size);
- }
- ulong samplerPoolGpuVa = ((ulong)_state.State.SetTexSamplerPoolAOffsetUpper << 32) | _state.State.SetTexSamplerPoolB;
- ulong texturePoolGpuVa = ((ulong)_state.State.SetTexHeaderPoolAOffsetUpper << 32) | _state.State.SetTexHeaderPoolB;
- GpuChannelPoolState poolState = new GpuChannelPoolState(
- texturePoolGpuVa,
- _state.State.SetTexHeaderPoolCMaximumIndex,
- _state.State.SetBindlessTextureConstantBufferSlotSelect);
- GpuChannelComputeState computeState = new GpuChannelComputeState(
- qmd.CtaThreadDimension0,
- qmd.CtaThreadDimension1,
- qmd.CtaThreadDimension2,
- localMemorySize,
- sharedMemorySize);
- CachedShaderProgram cs = memoryManager.Physical.ShaderCache.GetComputeShader(_channel, poolState, computeState, shaderGpuVa);
- _context.Renderer.Pipeline.SetProgram(cs.HostProgram);
- _channel.TextureManager.SetComputeSamplerPool(samplerPoolGpuVa, _state.State.SetTexSamplerPoolCMaximumIndex, qmd.SamplerIndex);
- _channel.TextureManager.SetComputeTexturePool(texturePoolGpuVa, _state.State.SetTexHeaderPoolCMaximumIndex);
- _channel.TextureManager.SetComputeTextureBufferIndex(_state.State.SetBindlessTextureConstantBufferSlotSelect);
- ShaderProgramInfo info = cs.Shaders[0].Info;
- for (int index = 0; index < info.CBuffers.Count; index++)
- {
- BufferDescriptor cb = info.CBuffers[index];
- // NVN uses the "hardware" constant buffer for anything that is less than 8,
- // and those are already bound above.
- // Anything greater than or equal to 8 uses the emulated constant buffers.
- // They are emulated using global memory loads.
- if (cb.Slot < 8)
- {
- continue;
- }
- ulong cbDescAddress = _channel.BufferManager.GetComputeUniformBufferAddress(0);
- int cbDescOffset = 0x260 + (cb.Slot - 8) * 0x10;
- cbDescAddress += (ulong)cbDescOffset;
- SbDescriptor cbDescriptor = _channel.MemoryManager.Physical.Read<SbDescriptor>(cbDescAddress);
- _channel.BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size);
- }
- for (int index = 0; index < info.SBuffers.Count; index++)
- {
- BufferDescriptor sb = info.SBuffers[index];
- ulong sbDescAddress = _channel.BufferManager.GetComputeUniformBufferAddress(0);
- int sbDescOffset = 0x310 + sb.Slot * 0x10;
- sbDescAddress += (ulong)sbDescOffset;
- SbDescriptor sbDescriptor = _channel.MemoryManager.Physical.Read<SbDescriptor>(sbDescAddress);
- _channel.BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags);
- }
- _channel.BufferManager.SetComputeStorageBufferBindings(info.SBuffers);
- _channel.BufferManager.SetComputeUniformBufferBindings(info.CBuffers);
- int maxTextureBinding = -1;
- int maxImageBinding = -1;
- TextureBindingInfo[] textureBindings = _channel.TextureManager.RentComputeTextureBindings(info.Textures.Count);
- for (int index = 0; index < info.Textures.Count; index++)
- {
- var descriptor = info.Textures[index];
- Target target = ShaderTexture.GetTarget(descriptor.Type);
- textureBindings[index] = new TextureBindingInfo(
- target,
- descriptor.Binding,
- descriptor.CbufSlot,
- descriptor.HandleIndex,
- descriptor.Flags);
- if (descriptor.Binding > maxTextureBinding)
- {
- maxTextureBinding = descriptor.Binding;
- }
- }
- TextureBindingInfo[] imageBindings = _channel.TextureManager.RentComputeImageBindings(info.Images.Count);
- for (int index = 0; index < info.Images.Count; index++)
- {
- var descriptor = info.Images[index];
- Target target = ShaderTexture.GetTarget(descriptor.Type);
- Format format = ShaderTexture.GetFormat(descriptor.Format);
- imageBindings[index] = new TextureBindingInfo(
- target,
- format,
- descriptor.Binding,
- descriptor.CbufSlot,
- descriptor.HandleIndex,
- descriptor.Flags);
- if (descriptor.Binding > maxImageBinding)
- {
- maxImageBinding = descriptor.Binding;
- }
- }
- _channel.TextureManager.SetComputeMaxBindings(maxTextureBinding, maxImageBinding);
- // Should never return false for mismatching spec state, since the shader was fetched above.
- _channel.TextureManager.CommitComputeBindings(cs.SpecializationState);
- _channel.BufferManager.CommitComputeBindings();
- _context.Renderer.Pipeline.DispatchCompute(qmd.CtaRasterWidth, qmd.CtaRasterHeight, qmd.CtaRasterDepth);
- _3dEngine.ForceShaderUpdate();
- }
- }
- }
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