Ryujinx/Ryujinx.Graphics.Gpu/NvGpuFifo.cs

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using Ryujinx.Graphics.Gpu.State;
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using System.IO;
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namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// GPU commands FIFO.
/// </summary>
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class NvGpuFifo
{
private const int MacrosCount = 0x80;
private const int MacroIndexMask = MacrosCount - 1;
// Note: The size of the macro memory is unknown, we just make
// a guess here and use 256kb as the size. Increase if needed.
private const int MmeWords = 256 * 256;
private GpuContext _context;
/// <summary>
/// Cached GPU macro program.
/// </summary>
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private struct CachedMacro
{
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/// <summary>
/// Word offset of the code on the code memory.
/// </summary>
public int Position { get; }
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private bool _executionPending;
private int _argument;
private MacroInterpreter _interpreter;
/// <summary>
/// Creates a new instance of the GPU cached macro program.
/// </summary>
/// <param name="position">Macro code start position</param>
public CachedMacro(int position)
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{
Position = position;
_executionPending = false;
_argument = 0;
_interpreter = new MacroInterpreter();
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}
/// <summary>
/// Sets the first argument for the macro call.
/// </summary>
/// <param name="argument">First argument</param>
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public void StartExecution(int argument)
{
_argument = argument;
_executionPending = true;
}
/// <summary>
/// Starts executing the macro program code.
/// </summary>
/// <param name="mme">Program code</param>
/// <param name="state">Current GPU state</param>
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public void Execute(int[] mme, ShadowRamControl shadowCtrl, GpuState state, GpuState shadowState)
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{
if (_executionPending)
{
_executionPending = false;
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_interpreter?.Execute(mme, Position, _argument, shadowCtrl, state, shadowState);
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}
}
/// <summary>
/// Pushes an argument to the macro call argument FIFO.
/// </summary>
/// <param name="argument">Argument to be pushed</param>
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public void PushArgument(int argument)
{
_interpreter?.Fifo.Enqueue(argument);
}
}
private int _currMacroPosition;
private int _currMacroBindIndex;
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private ShadowRamControl _shadowCtrl;
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private CachedMacro[] _macros;
private int[] _mme;
/// <summary>
/// GPU sub-channel information.
/// </summary>
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private class SubChannel
{
/// <summary>
/// Sub-channel GPU state.
/// </summary>
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public GpuState State { get; }
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/// <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>
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public ClassId Class { get; set; }
/// <summary>
/// Creates a new instance of the GPU sub-channel.
/// </summary>
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public SubChannel()
{
State = new GpuState();
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ShadowState = new GpuState();
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}
}
private SubChannel[] _subChannels;
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private SubChannel _fifoChannel;
/// <summary>
/// Creates a new instance of the GPU commands FIFO.
/// </summary>
/// <param name="context">GPU emulation context</param>
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public NvGpuFifo(GpuContext context)
{
_context = context;
_macros = new CachedMacro[MacrosCount];
_mme = new int[MmeWords];
_fifoChannel = new SubChannel();
_context.Methods.RegisterCallbacksForFifo(_fifoChannel.State);
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_subChannels = new SubChannel[8];
for (int index = 0; index < _subChannels.Length; index++)
{
_subChannels[index] = new SubChannel();
_context.Methods.RegisterCallbacks(_subChannels[index].State);
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}
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}
/// <summary>
/// Send macro code/data to the MME
/// </summary>
/// <param name="index">The index in the MME</param>
/// <param name="data">The data to use</param>
public void SendMacroCodeData(int index, int data)
{
_mme[index] = data;
}
/// <summary>
/// Bind a macro index to a position for the MME
/// </summary>
/// <param name="index">The macro index</param>
/// <param name="position">The position of the macro</param>
public void BindMacro(int index, int position)
{
_macros[index] = new CachedMacro(position);
}
/// <summary>
/// Change the shadow RAM setting
/// </summary>
/// <param name="shadowCtrl">The new Shadow RAM setting</param>
public void SetMmeShadowRamControl(ShadowRamControl shadowCtrl)
{
_shadowCtrl = shadowCtrl;
}
/// <summary>
/// Calls a GPU method.
/// </summary>
/// <param name="meth">GPU method call parameters</param>
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public void CallMethod(MethodParams meth)
{
if ((MethodOffset)meth.Method == MethodOffset.BindChannel)
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{
_subChannels[meth.SubChannel] = new SubChannel
{
Class = (ClassId)meth.Argument
};
_context.Methods.RegisterCallbacks(_subChannels[meth.SubChannel].State);
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}
else if (meth.Method < 0x60)
{
// TODO: check if macros are shared between subchannels or not. For now let's assume they are.
_fifoChannel.State.CallMethod(meth);
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}
else if (meth.Method < 0xe00)
{
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SubChannel sc = _subChannels[meth.SubChannel];
sc.ShadowState.Write(meth.Method, meth.Argument);
sc.State.CallMethod(meth);
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}
else
{
int macroIndex = (meth.Method >> 1) & MacroIndexMask;
if ((meth.Method & 1) != 0)
{
_macros[macroIndex].PushArgument(meth.Argument);
}
else
{
_macros[macroIndex].StartExecution(meth.Argument);
}
if (meth.IsLastCall)
{
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SubChannel sc = _subChannels[meth.SubChannel];
_macros[macroIndex].Execute(_mme, _shadowCtrl, sc.State, sc.ShadowState);
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_context.Methods.PerformDeferredDraws();
}
}
}
}
}