mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-23 07:32:02 +00:00
db4242c5dc
* Implement DMA texture copy component shuffle * Set UInt24 alignment to 1
635 lines
28 KiB
C#
635 lines
28 KiB
C#
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);
|
|
}
|
|
}
|
|
}
|