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* Scale SamplesPassed counter by RT scale on report Adds a scale factor for samples passed counter report based on the render target scale at the time. This ensures that when a game reads this counter, it appears similar to the result at 1x. This doesn't cover cases where the the render target scale changes during the queried draws, though that might be better to handle along with other scope related issues in a future rework of counters. Games generally don't count for occlusion queries over render target changes anyways. Fixes an issue in the Splatoon games where the special charge would scale too quickly at high res, points at the end of the game would be broken (but still provide a correct winner), and playing at a low res would make it impossible to swim in ink. May also affect LOD scaling in The Witcher 3. * Update Ryujinx.Graphics.Gpu/Engine/Threed/SemaphoreUpdater.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: gdkchan <gab.dark.100@gmail.com>
202 lines
6.9 KiB
C#
202 lines
6.9 KiB
C#
using Ryujinx.Graphics.GAL;
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using System;
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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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/// <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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Payload = 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 = _context.GetTimestamp();
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float divisor = type switch
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{
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ReportCounterType.SamplesPassed => _channel.TextureManager.RenderTargetScale * _channel.TextureManager.RenderTargetScale,
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_ => 1f
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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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if (divisor != 1f)
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{
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result = (ulong)MathF.Ceiling(result / divisor);
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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.Payload:
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resultHandler(null, (ulong)_state.State.SemaphorePayload);
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break;
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case ReportCounterType.SamplesPassed:
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counter = _context.Renderer.ReportCounter(CounterType.SamplesPassed, resultHandler, false);
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break;
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case ReportCounterType.PrimitivesGenerated:
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counter = _context.Renderer.ReportCounter(CounterType.PrimitivesGenerated, resultHandler, false);
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break;
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case ReportCounterType.TransformFeedbackPrimitivesWritten:
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counter = _context.Renderer.ReportCounter(CounterType.TransformFeedbackPrimitivesWritten, resultHandler, false);
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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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}
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}
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