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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.InteropServices;
- 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>
- /// Texture parameters for copy.
- /// </summary>
- private struct TextureParams
- {
- /// <summary>
- /// Copy region X coordinate.
- /// </summary>
- public readonly int RegionX;
- /// <summary>
- /// Copy region Y coordinate.
- /// </summary>
- public readonly int RegionY;
- /// <summary>
- /// Offset from the base pointer of the data in memory.
- /// </summary>
- public readonly int BaseOffset;
- /// <summary>
- /// Bytes per pixel.
- /// </summary>
- public readonly int Bpp;
- /// <summary>
- /// Whether the texture is linear. If false, the texture is block linear.
- /// </summary>
- public readonly bool Linear;
- /// <summary>
- /// Pixel offset from XYZ coordinates calculator.
- /// </summary>
- public readonly OffsetCalculator Calculator;
- /// <summary>
- /// Creates texture parameters.
- /// </summary>
- /// <param name="regionX">Copy region X coordinate</param>
- /// <param name="regionY">Copy region Y coordinate</param>
- /// <param name="baseOffset">Offset from the base pointer of the data in memory</param>
- /// <param name="bpp">Bytes per pixel</param>
- /// <param name="linear">Whether the texture is linear. If false, the texture is block linear</param>
- /// <param name="calculator">Pixel offset from XYZ coordinates calculator</param>
- public TextureParams(int regionX, int regionY, int baseOffset, int bpp, bool linear, OffsetCalculator calculator)
- {
- RegionX = regionX;
- RegionY = regionY;
- BaseOffset = baseOffset;
- Bpp = bpp;
- Linear = linear;
- Calculator = calculator;
- }
- }
- [StructLayout(LayoutKind.Sequential, Size = 3, Pack = 1)]
- private struct UInt24
- {
- public byte Byte0;
- public byte Byte1;
- public byte Byte2;
- }
- /// <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 srcComponents = (int)_state.State.SetRemapComponentsNumSrcComponents + 1;
- int dstComponents = (int)_state.State.SetRemapComponentsNumDstComponents + 1;
- int srcBpp = remap ? srcComponents * componentSize : 1;
- int dstBpp = remap ? dstComponents * 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;
- }
- }
- // 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();
- TextureParams srcParams = new TextureParams(srcRegionX, srcRegionY, srcBaseOffset, srcBpp, srcLinear, srcCalculator);
- TextureParams dstParams = new TextureParams(dstRegionX, dstRegionY, dstBaseOffset, dstBpp, dstLinear, dstCalculator);
- // If remapping is enabled, we always copy the components directly, in order.
- // If it's enabled, but the mapping is just XYZW, we also copy them in order.
- bool isIdentityRemap = !remap ||
- (_state.State.SetRemapComponentsDstX == SetRemapComponentsDst.SrcX &&
- (dstComponents < 2 || _state.State.SetRemapComponentsDstY == SetRemapComponentsDst.SrcY) &&
- (dstComponents < 3 || _state.State.SetRemapComponentsDstZ == SetRemapComponentsDst.SrcZ) &&
- (dstComponents < 4 || _state.State.SetRemapComponentsDstW == SetRemapComponentsDst.SrcW));
- if (isIdentityRemap)
- {
- // The order of the components doesn't change, so we can just copy directly
- // (with layout conversion if necessary).
- switch (srcBpp)
- {
- case 1: Copy<byte>(dstSpan, srcSpan, dstParams, srcParams); break;
- case 2: Copy<ushort>(dstSpan, srcSpan, dstParams, srcParams); break;
- case 4: Copy<uint>(dstSpan, srcSpan, dstParams, srcParams); break;
- case 8: Copy<ulong>(dstSpan, srcSpan, dstParams, srcParams); break;
- case 12: Copy<Bpp12Pixel>(dstSpan, srcSpan, dstParams, srcParams); break;
- case 16: Copy<Vector128<byte>>(dstSpan, srcSpan, dstParams, srcParams); break;
- default: throw new NotSupportedException($"Unable to copy ${srcBpp} bpp pixel format.");
- }
- }
- else
- {
- // The order or value of the components might change.
- switch (componentSize)
- {
- case 1: CopyShuffle<byte>(dstSpan, srcSpan, dstParams, srcParams); break;
- case 2: CopyShuffle<ushort>(dstSpan, srcSpan, dstParams, srcParams); break;
- case 3: CopyShuffle<UInt24>(dstSpan, srcSpan, dstParams, srcParams); break;
- case 4: CopyShuffle<uint>(dstSpan, srcSpan, dstParams, srcParams); break;
- default: throw new NotSupportedException($"Unable to copy ${componentSize} component size.");
- }
- }
- 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 data from one texture to another, while performing layout conversion if necessary.
- /// </summary>
- /// <typeparam name="T">Pixel type</typeparam>
- /// <param name="dstSpan">Destination texture memory region</param>
- /// <param name="srcSpan">Source texture memory region</param>
- /// <param name="dst">Destination texture parameters</param>
- /// <param name="src">Source texture parameters</param>
- private unsafe void Copy<T>(Span<byte> dstSpan, ReadOnlySpan<byte> srcSpan, TextureParams dst, TextureParams src) where T : unmanaged
- {
- int xCount = (int)_state.State.LineLengthIn;
- int yCount = (int)_state.State.LineCount;
- if (src.Linear && dst.Linear && src.Bpp == dst.Bpp)
- {
- // 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++)
- {
- src.Calculator.SetY(src.RegionY + y);
- dst.Calculator.SetY(dst.RegionY + y);
- int srcOffset = src.Calculator.GetOffset(src.RegionX);
- int dstOffset = dst.Calculator.GetOffset(dst.RegionX);
- srcSpan.Slice(srcOffset - src.BaseOffset, xCount * src.Bpp)
- .CopyTo(dstSpan.Slice(dstOffset - dst.BaseOffset, xCount * dst.Bpp));
- }
- }
- else
- {
- fixed (byte* dstPtr = dstSpan, srcPtr = srcSpan)
- {
- byte* dstBase = dstPtr - dst.BaseOffset; // Layout offset is relative to the base, so we need to subtract the span's offset.
- byte* srcBase = srcPtr - src.BaseOffset;
- for (int y = 0; y < yCount; y++)
- {
- src.Calculator.SetY(src.RegionY + y);
- dst.Calculator.SetY(dst.RegionY + y);
- for (int x = 0; x < xCount; x++)
- {
- int srcOffset = src.Calculator.GetOffset(src.RegionX + x);
- int dstOffset = dst.Calculator.GetOffset(dst.RegionX + x);
- *(T*)(dstBase + dstOffset) = *(T*)(srcBase + srcOffset);
- }
- }
- }
- }
- }
- /// <summary>
- /// Sets texture pixel data to a constant value, while performing layout conversion if necessary.
- /// </summary>
- /// <typeparam name="T">Pixel type</typeparam>
- /// <param name="dstSpan">Destination texture memory region</param>
- /// <param name="dst">Destination texture parameters</param>
- /// <param name="fillValue">Constant pixel value to be set</param>
- private unsafe void Fill<T>(Span<byte> dstSpan, TextureParams dst, T fillValue) where T : unmanaged
- {
- int xCount = (int)_state.State.LineLengthIn;
- int yCount = (int)_state.State.LineCount;
- fixed (byte* dstPtr = dstSpan)
- {
- byte* dstBase = dstPtr - dst.BaseOffset; // Layout offset is relative to the base, so we need to subtract the span's offset.
- for (int y = 0; y < yCount; y++)
- {
- dst.Calculator.SetY(dst.RegionY + y);
- for (int x = 0; x < xCount; x++)
- {
- int dstOffset = dst.Calculator.GetOffset(dst.RegionX + x);
- *(T*)(dstBase + dstOffset) = fillValue;
- }
- }
- }
- }
- /// <summary>
- /// Copies data from one texture to another, while performing layout conversion and component shuffling if necessary.
- /// </summary>
- /// <typeparam name="T">Pixel type</typeparam>
- /// <param name="dstSpan">Destination texture memory region</param>
- /// <param name="srcSpan">Source texture memory region</param>
- /// <param name="dst">Destination texture parameters</param>
- /// <param name="src">Source texture parameters</param>
- private void CopyShuffle<T>(Span<byte> dstSpan, ReadOnlySpan<byte> srcSpan, TextureParams dst, TextureParams src) where T : unmanaged
- {
- int dstComponents = (int)_state.State.SetRemapComponentsNumDstComponents + 1;
- for (int i = 0; i < dstComponents; i++)
- {
- SetRemapComponentsDst componentsDst = i switch
- {
- 0 => _state.State.SetRemapComponentsDstX,
- 1 => _state.State.SetRemapComponentsDstY,
- 2 => _state.State.SetRemapComponentsDstZ,
- _ => _state.State.SetRemapComponentsDstW
- };
- switch (componentsDst)
- {
- case SetRemapComponentsDst.SrcX:
- Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan, dst, src);
- break;
- case SetRemapComponentsDst.SrcY:
- Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan.Slice(Unsafe.SizeOf<T>()), dst, src);
- break;
- case SetRemapComponentsDst.SrcZ:
- Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan.Slice(Unsafe.SizeOf<T>() * 2), dst, src);
- break;
- case SetRemapComponentsDst.SrcW:
- Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan.Slice(Unsafe.SizeOf<T>() * 3), dst, src);
- break;
- case SetRemapComponentsDst.ConstA:
- Fill<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), dst, Unsafe.As<uint, T>(ref _state.State.SetRemapConstA));
- break;
- case SetRemapComponentsDst.ConstB:
- Fill<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), dst, Unsafe.As<uint, T>(ref _state.State.SetRemapConstB));
- break;
- }
- }
- }
- /// <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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