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- using Ryujinx.Common;
- using Ryujinx.Graphics.Device;
- using Ryujinx.Graphics.Texture;
- using System;
- using System.Collections.Generic;
- using System.Runtime.InteropServices;
- using System.Runtime.Intrinsics;
- namespace Ryujinx.Graphics.Gpu.Engine.InlineToMemory
- {
- /// <summary>
- /// Represents a Inline-to-Memory engine class.
- /// </summary>
- class InlineToMemoryClass : IDeviceState
- {
- private readonly GpuContext _context;
- private readonly GpuChannel _channel;
- private readonly DeviceState<InlineToMemoryClassState> _state;
- private bool _isLinear;
- private int _offset;
- private int _size;
- private ulong _dstGpuVa;
- private int _dstX;
- private int _dstY;
- private int _dstWidth;
- private int _dstHeight;
- private int _dstStride;
- private int _dstGobBlocksInY;
- private int _dstGobBlocksInZ;
- private int _lineLengthIn;
- private int _lineCount;
- private bool _finished;
- private int[] _buffer;
- /// <summary>
- /// Creates a new instance of the Inline-to-Memory engine class.
- /// </summary>
- /// <param name="context">GPU context</param>
- /// <param name="channel">GPU channel</param>
- /// <param name="initializeState">Indicates if the internal state should be initialized. Set to false if part of another engine</param>
- public InlineToMemoryClass(GpuContext context, GpuChannel channel, bool initializeState)
- {
- _context = context;
- _channel = channel;
- if (initializeState)
- {
- _state = new DeviceState<InlineToMemoryClassState>(new Dictionary<string, RwCallback>
- {
- { nameof(InlineToMemoryClassState.LaunchDma), new RwCallback(LaunchDma, null) },
- { nameof(InlineToMemoryClassState.LoadInlineData), new RwCallback(LoadInlineData, null) }
- });
- }
- }
- /// <summary>
- /// Creates a new instance of the inline-to-memory engine class.
- /// </summary>
- /// <param name="context">GPU context</param>
- /// <param name="channel">GPU channel</param>
- public InlineToMemoryClass(GpuContext context, GpuChannel channel) : this(context, channel, true)
- {
- }
- /// <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 Inline-to-Memory engine DMA copy.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void LaunchDma(int argument)
- {
- LaunchDma(ref _state.State, argument);
- }
- /// <summary>
- /// Launches Inline-to-Memory engine DMA copy.
- /// </summary>
- /// <param name="state">Current class state</param>
- /// <param name="argument">Method call argument</param>
- public void LaunchDma(ref InlineToMemoryClassState state, int argument)
- {
- _isLinear = (argument & 1) != 0;
- _offset = 0;
- _size = (int)(BitUtils.AlignUp(state.LineLengthIn, 4) * state.LineCount);
- int count = _size / 4;
- if (_buffer == null || _buffer.Length < count)
- {
- _buffer = new int[count];
- }
- ulong dstGpuVa = ((ulong)state.OffsetOutUpperValue << 32) | state.OffsetOut;
- _dstGpuVa = dstGpuVa;
- _dstX = state.SetDstOriginBytesXV;
- _dstY = state.SetDstOriginSamplesYV;
- _dstWidth = (int)state.SetDstWidth;
- _dstHeight = (int)state.SetDstHeight;
- _dstStride = (int)state.PitchOut;
- _dstGobBlocksInY = 1 << (int)state.SetDstBlockSizeHeight;
- _dstGobBlocksInZ = 1 << (int)state.SetDstBlockSizeDepth;
- _lineLengthIn = (int)state.LineLengthIn;
- _lineCount = (int)state.LineCount;
- _finished = false;
- }
- /// <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)
- {
- if (!_finished)
- {
- int copySize = Math.Min(data.Length, _buffer.Length - _offset);
- data.Slice(0, copySize).CopyTo(new Span<int>(_buffer).Slice(_offset, copySize));
- _offset += copySize;
- if (_offset * 4 >= _size)
- {
- FinishTransfer();
- }
- }
- }
- /// <summary>
- /// Pushes a word of data to the Inline-to-Memory engine.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- public void LoadInlineData(int argument)
- {
- if (!_finished)
- {
- _buffer[_offset++] = argument;
- if (_offset * 4 >= _size)
- {
- FinishTransfer();
- }
- }
- }
- /// <summary>
- /// Performs actual copy of the inline data after the transfer is finished.
- /// </summary>
- private void FinishTransfer()
- {
- var memoryManager = _channel.MemoryManager;
- var data = MemoryMarshal.Cast<int, byte>(_buffer).Slice(0, _size);
- if (_isLinear && _lineCount == 1)
- {
- memoryManager.WriteTrackedResource(_dstGpuVa, data.Slice(0, _lineLengthIn));
- _context.AdvanceSequence();
- }
- else
- {
- // TODO: Verify if the destination X/Y and width/height are taken into account
- // for linear texture transfers. If not, we can use the fast path for that aswell.
- // Right now the copy code at the bottom assumes that it is used on both which might be incorrect.
- if (!_isLinear)
- {
- var target = memoryManager.Physical.TextureCache.FindTexture(
- memoryManager,
- _dstGpuVa,
- 1,
- _dstStride,
- _dstHeight,
- _lineLengthIn,
- _lineCount,
- _isLinear,
- _dstGobBlocksInY,
- _dstGobBlocksInZ);
- if (target != null)
- {
- target.SetData(data, 0, 0, new GAL.Rectangle<int>(_dstX, _dstY, _lineLengthIn / target.Info.FormatInfo.BytesPerPixel, _lineCount));
- return;
- }
- }
- var dstCalculator = new OffsetCalculator(
- _dstWidth,
- _dstHeight,
- _dstStride,
- _isLinear,
- _dstGobBlocksInY,
- 1);
- int srcOffset = 0;
- for (int y = _dstY; y < _dstY + _lineCount; y++)
- {
- int x1 = _dstX;
- int x2 = _dstX + _lineLengthIn;
- int x1Round = BitUtils.AlignUp(_dstX, 16);
- int x2Trunc = BitUtils.AlignDown(x2, 16);
- int x = x1;
- if (x1Round <= x2)
- {
- for (; x < x1Round; x++, srcOffset++)
- {
- int dstOffset = dstCalculator.GetOffset(x, y);
- ulong dstAddress = _dstGpuVa + (uint)dstOffset;
- memoryManager.Write(dstAddress, data[srcOffset]);
- }
- }
- for (; x < x2Trunc; x += 16, srcOffset += 16)
- {
- int dstOffset = dstCalculator.GetOffset(x, y);
- ulong dstAddress = _dstGpuVa + (uint)dstOffset;
- memoryManager.Write(dstAddress, MemoryMarshal.Cast<byte, Vector128<byte>>(data.Slice(srcOffset, 16))[0]);
- }
- for (; x < x2; x++, srcOffset++)
- {
- int dstOffset = dstCalculator.GetOffset(x, y);
- ulong dstAddress = _dstGpuVa + (uint)dstOffset;
- memoryManager.Write(dstAddress, data[srcOffset]);
- }
- // All lines must be aligned to 4 bytes, as the data is pushed one word at a time.
- // If our copy length is not a multiple of 4, then we need to skip the padding bytes here.
- int misalignment = _lineLengthIn & 3;
- if (misalignment != 0)
- {
- srcOffset += 4 - misalignment;
- }
- }
- _context.AdvanceSequence();
- }
- _finished = true;
- }
- }
- }
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