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- using Ryujinx.Common;
- using Ryujinx.Graphics.Device;
- using Ryujinx.Graphics.Gpu.Engine.Threed;
- using Ryujinx.Graphics.Gpu.Memory;
- using Ryujinx.Graphics.Texture;
- using System;
- using System.Collections.Generic;
- using System.Runtime.CompilerServices;
- using System.Runtime.Intrinsics;
- namespace Ryujinx.Graphics.Gpu.Engine.Dma
- {
- /// <summary>
- /// Represents a DMA copy engine class.
- /// </summary>
- class DmaClass : IDeviceState
- {
- private readonly GpuContext _context;
- private readonly GpuChannel _channel;
- private readonly ThreedClass _3dEngine;
- private readonly DeviceState<DmaClassState> _state;
- /// <summary>
- /// Copy flags passed on DMA launch.
- /// </summary>
- [Flags]
- private enum CopyFlags
- {
- SrcLinear = 1 << 7,
- DstLinear = 1 << 8,
- MultiLineEnable = 1 << 9,
- RemapEnable = 1 << 10
- }
- /// <summary>
- /// Creates a new instance of the DMA copy engine class.
- /// </summary>
- /// <param name="context">GPU context</param>
- /// <param name="channel">GPU channel</param>
- /// <param name="threedEngine">3D engine</param>
- public DmaClass(GpuContext context, GpuChannel channel, ThreedClass threedEngine)
- {
- _context = context;
- _channel = channel;
- _3dEngine = threedEngine;
- _state = new DeviceState<DmaClassState>(new Dictionary<string, RwCallback>
- {
- { nameof(DmaClassState.LaunchDma), new RwCallback(LaunchDma, null) }
- });
- }
- /// <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>
- /// Determine if a buffer-to-texture region covers the entirety of a texture.
- /// </summary>
- /// <param name="tex">Texture to compare</param>
- /// <param name="linear">True if the texture is linear, false if block linear</param>
- /// <param name="bpp">Texture bytes per pixel</param>
- /// <param name="stride">Texture stride</param>
- /// <param name="xCount">Number of pixels to be copied</param>
- /// <param name="yCount">Number of lines to be copied</param>
- /// <returns></returns>
- private static bool IsTextureCopyComplete(DmaTexture tex, bool linear, int bpp, int stride, int xCount, int yCount)
- {
- if (linear)
- {
- // If the stride is negative, the texture has to be flipped, so
- // the fast copy is not trivial, use the slow path.
- if (stride <= 0)
- {
- return false;
- }
- int alignWidth = Constants.StrideAlignment / bpp;
- return stride / bpp == BitUtils.AlignUp(xCount, alignWidth);
- }
- else
- {
- int alignWidth = Constants.GobAlignment / bpp;
- return tex.RegionX == 0 &&
- tex.RegionY == 0 &&
- tex.Width == BitUtils.AlignUp(xCount, alignWidth) &&
- tex.Height == yCount;
- }
- }
- /// <summary>
- /// Releases a semaphore for a given LaunchDma method call.
- /// </summary>
- /// <param name="argument">The LaunchDma call argument</param>
- private void ReleaseSemaphore(int argument)
- {
- LaunchDmaSemaphoreType type = (LaunchDmaSemaphoreType)((argument >> 3) & 0x3);
- if (type != LaunchDmaSemaphoreType.None)
- {
- ulong address = ((ulong)_state.State.SetSemaphoreA << 32) | _state.State.SetSemaphoreB;
- if (type == LaunchDmaSemaphoreType.ReleaseOneWordSemaphore)
- {
- _channel.MemoryManager.Write(address, _state.State.SetSemaphorePayload);
- }
- else /* if (type == LaunchDmaSemaphoreType.ReleaseFourWordSemaphore) */
- {
- _channel.MemoryManager.Write(address + 8, _context.GetTimestamp());
- _channel.MemoryManager.Write(address, (ulong)_state.State.SetSemaphorePayload);
- }
- }
- }
- /// <summary>
- /// Performs a buffer to buffer, or buffer to texture copy.
- /// </summary>
- /// <param name="argument">The LaunchDma call argument</param>
- private void DmaCopy(int argument)
- {
- var memoryManager = _channel.MemoryManager;
- CopyFlags copyFlags = (CopyFlags)argument;
- bool srcLinear = copyFlags.HasFlag(CopyFlags.SrcLinear);
- bool dstLinear = copyFlags.HasFlag(CopyFlags.DstLinear);
- bool copy2D = copyFlags.HasFlag(CopyFlags.MultiLineEnable);
- bool remap = copyFlags.HasFlag(CopyFlags.RemapEnable);
- uint size = _state.State.LineLengthIn;
- if (size == 0)
- {
- return;
- }
- ulong srcGpuVa = ((ulong)_state.State.OffsetInUpperUpper << 32) | _state.State.OffsetInLower;
- ulong dstGpuVa = ((ulong)_state.State.OffsetOutUpperUpper << 32) | _state.State.OffsetOutLower;
- int xCount = (int)_state.State.LineLengthIn;
- int yCount = (int)_state.State.LineCount;
- _3dEngine.CreatePendingSyncs();
- _3dEngine.FlushUboDirty();
- if (copy2D)
- {
- // Buffer to texture copy.
- int componentSize = (int)_state.State.SetRemapComponentsComponentSize + 1;
- int srcBpp = remap ? ((int)_state.State.SetRemapComponentsNumSrcComponents + 1) * componentSize : 1;
- int dstBpp = remap ? ((int)_state.State.SetRemapComponentsNumDstComponents + 1) * componentSize : 1;
- var dst = Unsafe.As<uint, DmaTexture>(ref _state.State.SetDstBlockSize);
- var src = Unsafe.As<uint, DmaTexture>(ref _state.State.SetSrcBlockSize);
- int srcRegionX = 0, srcRegionY = 0, dstRegionX = 0, dstRegionY = 0;
- if (!srcLinear)
- {
- srcRegionX = src.RegionX;
- srcRegionY = src.RegionY;
- }
- if (!dstLinear)
- {
- dstRegionX = dst.RegionX;
- dstRegionY = dst.RegionY;
- }
- int srcStride = (int)_state.State.PitchIn;
- int dstStride = (int)_state.State.PitchOut;
- var srcCalculator = new OffsetCalculator(
- src.Width,
- src.Height,
- srcStride,
- srcLinear,
- src.MemoryLayout.UnpackGobBlocksInY(),
- src.MemoryLayout.UnpackGobBlocksInZ(),
- srcBpp);
- var dstCalculator = new OffsetCalculator(
- dst.Width,
- dst.Height,
- dstStride,
- dstLinear,
- dst.MemoryLayout.UnpackGobBlocksInY(),
- dst.MemoryLayout.UnpackGobBlocksInZ(),
- dstBpp);
- (int srcBaseOffset, int srcSize) = srcCalculator.GetRectangleRange(srcRegionX, srcRegionY, xCount, yCount);
- (int dstBaseOffset, int dstSize) = dstCalculator.GetRectangleRange(dstRegionX, dstRegionY, xCount, yCount);
- if (srcLinear && srcStride < 0)
- {
- srcBaseOffset += srcStride * (yCount - 1);
- }
- if (dstLinear && dstStride < 0)
- {
- dstBaseOffset += dstStride * (yCount - 1);
- }
- ReadOnlySpan<byte> srcSpan = memoryManager.GetSpan(srcGpuVa + (ulong)srcBaseOffset, srcSize, true);
- bool completeSource = IsTextureCopyComplete(src, srcLinear, srcBpp, srcStride, xCount, yCount);
- bool completeDest = IsTextureCopyComplete(dst, dstLinear, dstBpp, dstStride, xCount, yCount);
- if (completeSource && completeDest)
- {
- var target = memoryManager.Physical.TextureCache.FindTexture(
- memoryManager,
- dstGpuVa,
- dstBpp,
- dstStride,
- dst.Height,
- xCount,
- yCount,
- dstLinear,
- dst.MemoryLayout.UnpackGobBlocksInY(),
- dst.MemoryLayout.UnpackGobBlocksInZ());
- if (target != null)
- {
- byte[] data;
- if (srcLinear)
- {
- data = LayoutConverter.ConvertLinearStridedToLinear(
- target.Info.Width,
- target.Info.Height,
- 1,
- 1,
- xCount * srcBpp,
- srcStride,
- target.Info.FormatInfo.BytesPerPixel,
- srcSpan);
- }
- else
- {
- data = LayoutConverter.ConvertBlockLinearToLinear(
- src.Width,
- src.Height,
- src.Depth,
- 1,
- 1,
- 1,
- 1,
- 1,
- srcBpp,
- src.MemoryLayout.UnpackGobBlocksInY(),
- src.MemoryLayout.UnpackGobBlocksInZ(),
- 1,
- new SizeInfo((int)target.Size),
- srcSpan);
- }
- target.SynchronizeMemory();
- target.SetData(data);
- target.SignalModified();
- return;
- }
- else if (srcCalculator.LayoutMatches(dstCalculator))
- {
- // No layout conversion has to be performed, just copy the data entirely.
- memoryManager.Write(dstGpuVa + (ulong)dstBaseOffset, srcSpan);
- return;
- }
- }
- unsafe bool Convert<T>(Span<byte> dstSpan, ReadOnlySpan<byte> srcSpan) where T : unmanaged
- {
- if (srcLinear && dstLinear && srcBpp == dstBpp)
- {
- // Optimized path for purely linear copies - we don't need to calculate every single byte offset,
- // and we can make use of Span.CopyTo which is very very fast (even compared to pointers)
- for (int y = 0; y < yCount; y++)
- {
- srcCalculator.SetY(srcRegionY + y);
- dstCalculator.SetY(dstRegionY + y);
- int srcOffset = srcCalculator.GetOffset(srcRegionX);
- int dstOffset = dstCalculator.GetOffset(dstRegionX);
- srcSpan.Slice(srcOffset - srcBaseOffset, xCount * srcBpp)
- .CopyTo(dstSpan.Slice(dstOffset - dstBaseOffset, xCount * dstBpp));
- }
- }
- else
- {
- fixed (byte* dstPtr = dstSpan, srcPtr = srcSpan)
- {
- byte* dstBase = dstPtr - dstBaseOffset; // Layout offset is relative to the base, so we need to subtract the span's offset.
- byte* srcBase = srcPtr - srcBaseOffset;
- for (int y = 0; y < yCount; y++)
- {
- srcCalculator.SetY(srcRegionY + y);
- dstCalculator.SetY(dstRegionY + y);
- for (int x = 0; x < xCount; x++)
- {
- int srcOffset = srcCalculator.GetOffset(srcRegionX + x);
- int dstOffset = dstCalculator.GetOffset(dstRegionX + x);
- *(T*)(dstBase + dstOffset) = *(T*)(srcBase + srcOffset);
- }
- }
- }
- }
- return true;
- }
- // OPT: This allocates a (potentially) huge temporary array and then copies an existing
- // region of memory into it, data that might get overwritten entirely anyways. Ideally this should
- // all be rewritten to use pooled arrays, but that gets complicated with packed data and strides
- Span<byte> dstSpan = memoryManager.GetSpan(dstGpuVa + (ulong)dstBaseOffset, dstSize).ToArray();
- bool _ = srcBpp switch
- {
- 1 => Convert<byte>(dstSpan, srcSpan),
- 2 => Convert<ushort>(dstSpan, srcSpan),
- 4 => Convert<uint>(dstSpan, srcSpan),
- 8 => Convert<ulong>(dstSpan, srcSpan),
- 12 => Convert<Bpp12Pixel>(dstSpan, srcSpan),
- 16 => Convert<Vector128<byte>>(dstSpan, srcSpan),
- _ => throw new NotSupportedException($"Unable to copy ${srcBpp} bpp pixel format.")
- };
- memoryManager.Write(dstGpuVa + (ulong)dstBaseOffset, dstSpan);
- }
- else
- {
- if (remap &&
- _state.State.SetRemapComponentsDstX == SetRemapComponentsDst.ConstA &&
- _state.State.SetRemapComponentsDstY == SetRemapComponentsDst.ConstA &&
- _state.State.SetRemapComponentsDstZ == SetRemapComponentsDst.ConstA &&
- _state.State.SetRemapComponentsDstW == SetRemapComponentsDst.ConstA &&
- _state.State.SetRemapComponentsNumSrcComponents == SetRemapComponentsNumComponents.One &&
- _state.State.SetRemapComponentsNumDstComponents == SetRemapComponentsNumComponents.One &&
- _state.State.SetRemapComponentsComponentSize == SetRemapComponentsComponentSize.Four)
- {
- // Fast path for clears when remap is enabled.
- memoryManager.Physical.BufferCache.ClearBuffer(memoryManager, dstGpuVa, size * 4, _state.State.SetRemapConstA);
- }
- else
- {
- // TODO: Implement remap functionality.
- // Buffer to buffer copy.
- bool srcIsPitchKind = memoryManager.GetKind(srcGpuVa).IsPitch();
- bool dstIsPitchKind = memoryManager.GetKind(dstGpuVa).IsPitch();
- if (!srcIsPitchKind && dstIsPitchKind)
- {
- CopyGobBlockLinearToLinear(memoryManager, srcGpuVa, dstGpuVa, size);
- }
- else if (srcIsPitchKind && !dstIsPitchKind)
- {
- CopyGobLinearToBlockLinear(memoryManager, srcGpuVa, dstGpuVa, size);
- }
- else
- {
- memoryManager.Physical.BufferCache.CopyBuffer(memoryManager, srcGpuVa, dstGpuVa, size);
- }
- }
- }
- }
- /// <summary>
- /// Copies block linear data with block linear GOBs to a block linear destination with linear GOBs.
- /// </summary>
- /// <param name="memoryManager">GPU memory manager</param>
- /// <param name="srcGpuVa">Source GPU virtual address</param>
- /// <param name="dstGpuVa">Destination GPU virtual address</param>
- /// <param name="size">Size in bytes of the copy</param>
- private static void CopyGobBlockLinearToLinear(MemoryManager memoryManager, ulong srcGpuVa, ulong dstGpuVa, ulong size)
- {
- if (((srcGpuVa | dstGpuVa | size) & 0xf) == 0)
- {
- for (ulong offset = 0; offset < size; offset += 16)
- {
- Vector128<byte> data = memoryManager.Read<Vector128<byte>>(ConvertGobLinearToBlockLinearAddress(srcGpuVa + offset), true);
- memoryManager.Write(dstGpuVa + offset, data);
- }
- }
- else
- {
- for (ulong offset = 0; offset < size; offset++)
- {
- byte data = memoryManager.Read<byte>(ConvertGobLinearToBlockLinearAddress(srcGpuVa + offset), true);
- memoryManager.Write(dstGpuVa + offset, data);
- }
- }
- }
- /// <summary>
- /// Copies block linear data with linear GOBs to a block linear destination with block linear GOBs.
- /// </summary>
- /// <param name="memoryManager">GPU memory manager</param>
- /// <param name="srcGpuVa">Source GPU virtual address</param>
- /// <param name="dstGpuVa">Destination GPU virtual address</param>
- /// <param name="size">Size in bytes of the copy</param>
- private static void CopyGobLinearToBlockLinear(MemoryManager memoryManager, ulong srcGpuVa, ulong dstGpuVa, ulong size)
- {
- if (((srcGpuVa | dstGpuVa | size) & 0xf) == 0)
- {
- for (ulong offset = 0; offset < size; offset += 16)
- {
- Vector128<byte> data = memoryManager.Read<Vector128<byte>>(srcGpuVa + offset, true);
- memoryManager.Write(ConvertGobLinearToBlockLinearAddress(dstGpuVa + offset), data);
- }
- }
- else
- {
- for (ulong offset = 0; offset < size; offset++)
- {
- byte data = memoryManager.Read<byte>(srcGpuVa + offset, true);
- memoryManager.Write(ConvertGobLinearToBlockLinearAddress(dstGpuVa + offset), data);
- }
- }
- }
- /// <summary>
- /// Calculates the GOB block linear address from a linear address.
- /// </summary>
- /// <param name="address">Linear address</param>
- /// <returns>Block linear address</returns>
- private static ulong ConvertGobLinearToBlockLinearAddress(ulong address)
- {
- // y2 y1 y0 x5 x4 x3 x2 x1 x0 -> x5 y2 y1 x4 y0 x3 x2 x1 x0
- return (address & ~0x1f0UL) |
- ((address & 0x40) >> 2) |
- ((address & 0x10) << 1) |
- ((address & 0x180) >> 1) |
- ((address & 0x20) << 3);
- }
- /// <summary>
- /// Performs a buffer to buffer, or buffer to texture copy, then optionally releases a semaphore.
- /// </summary>
- /// <param name="argument">Method call argument</param>
- private void LaunchDma(int argument)
- {
- DmaCopy(argument);
- ReleaseSemaphore(argument);
- }
- }
- }
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