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Implement MME shadow RAM (#987)

This commit is contained in:
gdkchan 2020-03-12 22:30:26 -03:00 committed by GitHub
parent d904706fc0
commit ff2bac9c90
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4 changed files with 90 additions and 20 deletions

View file

@ -45,7 +45,7 @@ namespace Ryujinx.Graphics.Gpu
BitwiseNotAnd = 12
}
public Queue<int> Fifo { get; private set; }
public Queue<int> Fifo { get; }
private int[] _gprs;
@ -62,6 +62,8 @@ namespace Ryujinx.Graphics.Gpu
private int _pc;
private ShadowRamControl _shadowCtrl;
/// <summary>
/// Creates a new instance of the macro code interpreter.
/// </summary>
@ -78,8 +80,10 @@ namespace Ryujinx.Graphics.Gpu
/// <param name="mme">Code of the program to execute</param>
/// <param name="position">Start position to execute</param>
/// <param name="param">Optional argument passed to the program, 0 if not used</param>
/// <param name="shadowCtrl">Shadow RAM control register value</param>
/// <param name="state">Current GPU state</param>
public void Execute(int[] mme, int position, int param, GpuState state)
/// <param name="shadowState">Shadow GPU state</param>
public void Execute(int[] mme, int position, int param, ShadowRamControl shadowCtrl, GpuState state, GpuState shadowState)
{
Reset();
@ -87,13 +91,15 @@ namespace Ryujinx.Graphics.Gpu
_pc = position;
_shadowCtrl = shadowCtrl;
FetchOpCode(mme);
while (Step(mme, state));
while (Step(mme, state, shadowState));
// Due to the delay slot, we still need to execute
// one more instruction before we actually exit.
Step(mme, state);
Step(mme, state, shadowState);
}
/// <summary>
@ -118,8 +124,9 @@ namespace Ryujinx.Graphics.Gpu
/// </summary>
/// <param name="mme">Program code to execute</param>
/// <param name="state">Current GPU state</param>
/// <param name="shadowState">Shadow GPU state</param>
/// <returns>True to continue execution, false if the program exited</returns>
private bool Step(int[] mme, GpuState state)
private bool Step(int[] mme, GpuState state, GpuState shadowState)
{
int baseAddr = _pc - 1;
@ -165,7 +172,7 @@ namespace Ryujinx.Graphics.Gpu
{
SetDstGpr(FetchParam());
Send(state, result);
Send(state, shadowState, result);
break;
}
@ -175,7 +182,7 @@ namespace Ryujinx.Graphics.Gpu
{
SetDstGpr(result);
Send(state, result);
Send(state, shadowState, result);
break;
}
@ -197,7 +204,7 @@ namespace Ryujinx.Graphics.Gpu
SetMethAddr(result);
Send(state, FetchParam());
Send(state, shadowState, FetchParam());
break;
}
@ -209,7 +216,7 @@ namespace Ryujinx.Graphics.Gpu
SetMethAddr(result);
Send(state, (result >> 12) & 0x3f);
Send(state, shadowState,(result >> 12) & 0x3f);
break;
}
@ -482,9 +489,21 @@ namespace Ryujinx.Graphics.Gpu
/// Performs a GPU method call.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="shadowState">Shadow GPU state</param>
/// <param name="value">Call argument</param>
private void Send(GpuState state, int value)
private void Send(GpuState state, GpuState shadowState, int value)
{
// TODO: Figure out what TrackWithFilter does, compared to Track.
if (_shadowCtrl == ShadowRamControl.Track ||
_shadowCtrl == ShadowRamControl.TrackWithFilter)
{
shadowState.Write(_methAddr, value);
}
else if (_shadowCtrl == ShadowRamControl.Replay)
{
value = shadowState.Read(_methAddr);
}
MethodParams meth = new MethodParams(_methAddr, value);
state.CallMethod(meth);

View file

@ -1,4 +1,5 @@
using Ryujinx.Graphics.Gpu.State;
using System.IO;
namespace Ryujinx.Graphics.Gpu
{
@ -61,13 +62,13 @@ namespace Ryujinx.Graphics.Gpu
/// </summary>
/// <param name="mme">Program code</param>
/// <param name="state">Current GPU state</param>
public void Execute(int[] mme, GpuState state)
public void Execute(int[] mme, ShadowRamControl shadowCtrl, GpuState state, GpuState shadowState)
{
if (_executionPending)
{
_executionPending = false;
_interpreter?.Execute(mme, Position, _argument, state);
_interpreter?.Execute(mme, Position, _argument, shadowCtrl, state, shadowState);
}
}
@ -84,6 +85,8 @@ namespace Ryujinx.Graphics.Gpu
private int _currMacroPosition;
private int _currMacroBindIndex;
private ShadowRamControl _shadowCtrl;
private CachedMacro[] _macros;
private int[] _mme;
@ -98,6 +101,11 @@ namespace Ryujinx.Graphics.Gpu
/// </summary>
public GpuState State { get; }
/// <summary>
/// Sub-channel shadow GPU state (used as backup storage to restore MME changes).
/// </summary>
public GpuState ShadowState { get; }
/// <summary>
/// Engine bound to the sub-channel.
/// </summary>
@ -109,6 +117,7 @@ namespace Ryujinx.Graphics.Gpu
public SubChannel()
{
State = new GpuState();
ShadowState = new GpuState();
}
}
@ -188,11 +197,22 @@ namespace Ryujinx.Graphics.Gpu
break;
}
case NvGpuFifoMeth.SetMmeShadowRamControl:
{
_shadowCtrl = (ShadowRamControl)meth.Argument;
break;
}
}
}
else if (meth.Method < 0xe00)
{
_subChannels[meth.SubChannel].State.CallMethod(meth);
SubChannel sc = _subChannels[meth.SubChannel];
sc.ShadowState.Write(meth.Method, meth.Argument);
sc.State.CallMethod(meth);
}
else
{
@ -209,7 +229,9 @@ namespace Ryujinx.Graphics.Gpu
if (meth.IsLastCall)
{
_macros[macroIndex].Execute(_mme, _subChannels[meth.SubChannel].State);
SubChannel sc = _subChannels[meth.SubChannel];
_macros[macroIndex].Execute(_mme, _shadowCtrl, sc.State, sc.ShadowState);
_context.Methods.PerformDeferredDraws();
}

View file

@ -5,11 +5,12 @@ namespace Ryujinx.Graphics.Gpu
/// </summary>
enum NvGpuFifoMeth
{
BindChannel = 0,
WaitForIdle = 0x44,
SetMacroUploadAddress = 0x45,
SendMacroCodeData = 0x46,
SetMacroBindingIndex = 0x47,
BindMacro = 0x48
BindChannel = 0,
WaitForIdle = 0x44,
SetMacroUploadAddress = 0x45,
SendMacroCodeData = 0x46,
SetMacroBindingIndex = 0x47,
BindMacro = 0x48,
SetMmeShadowRamControl = 0x49
}
}

View file

@ -0,0 +1,28 @@
namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// Shadow RAM Control setting.
/// </summary>
enum ShadowRamControl
{
/// <summary>
/// Track data writes and store them on shadow RAM.
/// </summary>
Track = 0,
/// <summary>
/// Track data writes and store them on shadow RAM, with filtering.
/// </summary>
TrackWithFilter = 1,
/// <summary>
/// Writes data directly without storing on shadow RAM.
/// </summary>
Passthrough = 2,
/// <summary>
/// Ignore data being written and replace with data on shadow RAM instead.
/// </summary>
Replay = 3
}
}