mirror of
https://github.com/Ryujinx/Ryujinx.git
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2c48750ff0
* Fix compilation warnings and use new LibHac APIs for executable loading * Migrate NSO loader to the new reader and fix kip loader * Fix CS0162 restore * Remove extra return lines * Address Moose's comment
220 lines
No EOL
6.6 KiB
C#
220 lines
No EOL
6.6 KiB
C#
using Ryujinx.Graphics.Gpu.State;
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using System.IO;
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namespace Ryujinx.Graphics.Gpu
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{
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/// <summary>
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/// GPU commands FIFO.
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/// </summary>
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class NvGpuFifo
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{
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private const int MacrosCount = 0x80;
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private const int MacroIndexMask = MacrosCount - 1;
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// Note: The size of the macro memory is unknown, we just make
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// a guess here and use 256kb as the size. Increase if needed.
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private const int MmeWords = 256 * 256;
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private GpuContext _context;
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/// <summary>
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/// Cached GPU macro program.
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/// </summary>
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private struct CachedMacro
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{
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/// <summary>
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/// Word offset of the code on the code memory.
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/// </summary>
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public int Position { get; }
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private bool _executionPending;
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private int _argument;
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private MacroInterpreter _interpreter;
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/// <summary>
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/// Creates a new instance of the GPU cached macro program.
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/// </summary>
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/// <param name="position">Macro code start position</param>
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public CachedMacro(int position)
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{
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Position = position;
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_executionPending = false;
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_argument = 0;
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_interpreter = new MacroInterpreter();
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}
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/// <summary>
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/// Sets the first argument for the macro call.
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/// </summary>
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/// <param name="argument">First argument</param>
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public void StartExecution(int argument)
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{
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_argument = argument;
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_executionPending = true;
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}
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/// <summary>
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/// Starts executing the macro program code.
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/// </summary>
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/// <param name="mme">Program code</param>
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/// <param name="state">Current GPU state</param>
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public void Execute(int[] mme, ShadowRamControl shadowCtrl, GpuState state)
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{
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if (_executionPending)
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{
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_executionPending = false;
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_interpreter?.Execute(mme, Position, _argument, shadowCtrl, state);
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}
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}
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/// <summary>
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/// Pushes an argument to the macro call argument FIFO.
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/// </summary>
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/// <param name="argument">Argument to be pushed</param>
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public void PushArgument(int argument)
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{
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_interpreter?.Fifo.Enqueue(argument);
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}
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}
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private ShadowRamControl _shadowCtrl;
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private CachedMacro[] _macros;
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private int[] _mme;
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/// <summary>
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/// GPU sub-channel information.
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/// </summary>
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private class SubChannel
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{
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/// <summary>
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/// Sub-channel GPU state.
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/// </summary>
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public GpuState State { get; }
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/// <summary>
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/// Engine bound to the sub-channel.
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/// </summary>
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public ClassId Class { get; set; }
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/// <summary>
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/// Creates a new instance of the GPU sub-channel.
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/// </summary>
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public SubChannel()
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{
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State = new GpuState();
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}
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}
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private SubChannel[] _subChannels;
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private SubChannel _fifoChannel;
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/// <summary>
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/// Creates a new instance of the GPU commands FIFO.
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/// </summary>
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/// <param name="context">GPU emulation context</param>
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public NvGpuFifo(GpuContext context)
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{
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_context = context;
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_macros = new CachedMacro[MacrosCount];
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_mme = new int[MmeWords];
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_fifoChannel = new SubChannel();
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_context.Methods.RegisterCallbacksForFifo(_fifoChannel.State);
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_subChannels = new SubChannel[8];
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for (int index = 0; index < _subChannels.Length; index++)
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{
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_subChannels[index] = new SubChannel();
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_context.Methods.RegisterCallbacks(_subChannels[index].State);
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}
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}
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/// <summary>
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/// Send macro code/data to the MME
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/// </summary>
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/// <param name="index">The index in the MME</param>
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/// <param name="data">The data to use</param>
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public void SendMacroCodeData(int index, int data)
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{
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_mme[index] = data;
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}
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/// <summary>
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/// Bind a macro index to a position for the MME
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/// </summary>
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/// <param name="index">The macro index</param>
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/// <param name="position">The position of the macro</param>
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public void BindMacro(int index, int position)
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{
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_macros[index] = new CachedMacro(position);
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}
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/// <summary>
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/// Change the shadow RAM setting
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/// </summary>
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/// <param name="shadowCtrl">The new Shadow RAM setting</param>
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public void SetMmeShadowRamControl(ShadowRamControl shadowCtrl)
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{
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_shadowCtrl = shadowCtrl;
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}
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/// <summary>
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/// Calls a GPU method.
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/// </summary>
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/// <param name="meth">GPU method call parameters</param>
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public void CallMethod(MethodParams meth)
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{
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if ((MethodOffset)meth.Method == MethodOffset.BindChannel)
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{
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_subChannels[meth.SubChannel] = new SubChannel
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{
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Class = (ClassId)meth.Argument
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};
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_context.Methods.RegisterCallbacks(_subChannels[meth.SubChannel].State);
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}
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else if (meth.Method < 0x60)
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{
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// TODO: check if macros are shared between subchannels or not. For now let's assume they are.
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_fifoChannel.State.CallMethod(meth, _shadowCtrl);
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}
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else if (meth.Method < 0xe00)
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{
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_subChannels[meth.SubChannel].State.CallMethod(meth, _shadowCtrl);
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}
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else
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{
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int macroIndex = (meth.Method >> 1) & MacroIndexMask;
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if ((meth.Method & 1) != 0)
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{
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_macros[macroIndex].PushArgument(meth.Argument);
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}
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else
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{
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_macros[macroIndex].StartExecution(meth.Argument);
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}
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if (meth.IsLastCall)
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{
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_macros[macroIndex].Execute(_mme, _shadowCtrl, _subChannels[meth.SubChannel].State);
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_context.Methods.PerformDeferredDraws();
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}
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}
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}
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}
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} |