mirror of
https://github.com/ryujinx-mirror/ryujinx.git
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40b21cc3c4
* 3D engine now uses DeviceState too, plus new state modification tracking * Remove old methods code * Remove GpuState and friends * Optimize DeviceState, force inline some functions * This change was not supposed to go in * Proper channel initialization * Optimize state read/write methods even more * Fix debug build * Do not dirty state if the write is redundant * The YControl register should dirty either the viewport or front face state too, to update the host origin * Avoid redundant vertex buffer updates * Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace * Comments and nits * Fix rebase * PR feedback * Move changed = false to improve codegen * PR feedback * Carry RyuJIT a bit more
223 lines
7.9 KiB
C#
223 lines
7.9 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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/// <summary>
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/// Semaphore updater.
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/// </summary>
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class SemaphoreUpdater
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{
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private const int NsToTicksFractionNumerator = 384;
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private const int NsToTicksFractionDenominator = 625;
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/// <summary>
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/// GPU semaphore operation.
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/// </summary>
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private enum SemaphoreOperation
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{
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Release = 0,
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Acquire = 1,
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Counter = 2
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}
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/// <summary>
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/// Counter type for GPU counter reset.
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/// </summary>
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private enum ResetCounterType
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{
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SamplesPassed = 1,
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ZcullStats = 2,
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TransformFeedbackPrimitivesWritten = 0x10,
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InputVertices = 0x12,
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InputPrimitives = 0x13,
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VertexShaderInvocations = 0x15,
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TessControlShaderInvocations = 0x16,
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TessEvaluationShaderInvocations = 0x17,
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TessEvaluationShaderPrimitives = 0x18,
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GeometryShaderInvocations = 0x1a,
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GeometryShaderPrimitives = 0x1b,
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ClipperInputPrimitives = 0x1c,
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ClipperOutputPrimitives = 0x1d,
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FragmentShaderInvocations = 0x1e,
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PrimitivesGenerated = 0x1f
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}
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/// <summary>
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/// Counter type for GPU counter reporting.
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/// </summary>
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private enum ReportCounterType
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{
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Zero = 0,
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InputVertices = 1,
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InputPrimitives = 3,
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VertexShaderInvocations = 5,
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GeometryShaderInvocations = 7,
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GeometryShaderPrimitives = 9,
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ZcullStats0 = 0xa,
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TransformFeedbackPrimitivesWritten = 0xb,
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ZcullStats1 = 0xc,
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ZcullStats2 = 0xe,
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ClipperInputPrimitives = 0xf,
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ZcullStats3 = 0x10,
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ClipperOutputPrimitives = 0x11,
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PrimitivesGenerated = 0x12,
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FragmentShaderInvocations = 0x13,
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SamplesPassed = 0x15,
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TransformFeedbackOffset = 0x1a,
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TessControlShaderInvocations = 0x1b,
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TessEvaluationShaderInvocations = 0x1d,
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TessEvaluationShaderPrimitives = 0x1f
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}
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private readonly GpuContext _context;
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private readonly GpuChannel _channel;
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private readonly DeviceStateWithShadow<ThreedClassState> _state;
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/// <summary>
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/// Creates a new instance of the semaphore updater.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="channel">GPU channel</param>
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/// <param name="state">Channel state</param>
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public SemaphoreUpdater(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state)
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{
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_context = context;
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_channel = channel;
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_state = state;
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}
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/// <summary>
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/// Resets the value of an internal GPU counter back to zero.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void ResetCounter(int argument)
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{
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ResetCounterType type = (ResetCounterType)argument;
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switch (type)
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{
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case ResetCounterType.SamplesPassed:
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_context.Renderer.ResetCounter(CounterType.SamplesPassed);
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break;
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case ResetCounterType.PrimitivesGenerated:
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_context.Renderer.ResetCounter(CounterType.PrimitivesGenerated);
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break;
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case ResetCounterType.TransformFeedbackPrimitivesWritten:
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_context.Renderer.ResetCounter(CounterType.TransformFeedbackPrimitivesWritten);
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break;
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}
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}
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/// <summary>
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/// Writes a GPU counter to guest memory.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void Report(int argument)
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{
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SemaphoreOperation op = (SemaphoreOperation)(argument & 3);
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ReportCounterType type = (ReportCounterType)((argument >> 23) & 0x1f);
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switch (op)
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{
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case SemaphoreOperation.Release: ReleaseSemaphore(); break;
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case SemaphoreOperation.Counter: ReportCounter(type); break;
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}
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}
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/// <summary>
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/// Writes (or Releases) a GPU semaphore value to guest memory.
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/// </summary>
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private void ReleaseSemaphore()
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{
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_channel.MemoryManager.Write(_state.State.SemaphoreAddress.Pack(), _state.State.SemaphorePayload);
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_context.AdvanceSequence();
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}
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/// <summary>
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/// Packed GPU counter data (including GPU timestamp) in memory.
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/// </summary>
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private struct CounterData
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{
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public ulong Counter;
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public ulong Timestamp;
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}
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/// <summary>
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/// Writes a GPU counter to guest memory.
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/// This also writes the current timestamp value.
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/// </summary>
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/// <param name="type">Counter to be written to memory</param>
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private void ReportCounter(ReportCounterType type)
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{
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ulong gpuVa = _state.State.SemaphoreAddress.Pack();
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ulong ticks = ConvertNanosecondsToTicks((ulong)PerformanceCounter.ElapsedNanoseconds);
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if (GraphicsConfig.FastGpuTime)
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{
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// Divide by some amount to report time as if operations were performed faster than they really are.
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// This can prevent some games from switching to a lower resolution because rendering is too slow.
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ticks /= 256;
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}
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ICounterEvent counter = null;
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void resultHandler(object evt, ulong result)
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{
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CounterData counterData = new CounterData
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{
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Counter = result,
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Timestamp = ticks
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};
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if (counter?.Invalid != true)
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{
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_channel.MemoryManager.Write(gpuVa, counterData);
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}
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}
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switch (type)
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{
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case ReportCounterType.Zero:
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resultHandler(null, 0);
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break;
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case ReportCounterType.SamplesPassed:
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counter = _context.Renderer.ReportCounter(CounterType.SamplesPassed, resultHandler);
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break;
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case ReportCounterType.PrimitivesGenerated:
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counter = _context.Renderer.ReportCounter(CounterType.PrimitivesGenerated, resultHandler);
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break;
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case ReportCounterType.TransformFeedbackPrimitivesWritten:
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counter = _context.Renderer.ReportCounter(CounterType.TransformFeedbackPrimitivesWritten, resultHandler);
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break;
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}
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_channel.MemoryManager.CounterCache.AddOrUpdate(gpuVa, counter);
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}
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/// <summary>
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/// Converts a nanoseconds timestamp value to Maxwell time ticks.
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/// </summary>
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/// <remarks>
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/// The frequency is 614400000 Hz.
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/// </remarks>
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/// <param name="nanoseconds">Timestamp in nanoseconds</param>
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/// <returns>Maxwell ticks</returns>
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private static ulong ConvertNanosecondsToTicks(ulong nanoseconds)
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{
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// We need to divide first to avoid overflows.
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// We fix up the result later by calculating the difference and adding
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// that to the result.
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ulong divided = nanoseconds / NsToTicksFractionDenominator;
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ulong rounded = divided * NsToTicksFractionDenominator;
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ulong errorBias = (nanoseconds - rounded) * NsToTicksFractionNumerator / NsToTicksFractionDenominator;
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return divided * NsToTicksFractionNumerator + errorBias;
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}
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}
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}
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