mirror of
https://git.naxdy.org/Mirror/Ryujinx.git
synced 2024-11-16 10:05:25 +00:00
c963b3c804
* Generic Math Update Updated Several functions in Ryujinx.Common/Utilities/BitUtils to use generic math * Updated BitUtil calls * Removed Whitespace * Switched decrement * Fixed changed method calls. The method calls were originally changed on accident due to me relying too much on intellisense doing stuff for me * Update Ryujinx.Common/Utilities/BitUtils.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: gdkchan <gab.dark.100@gmail.com>
272 lines
9.3 KiB
C#
272 lines
9.3 KiB
C#
using Ryujinx.Common;
|
|
using Ryujinx.Graphics.Device;
|
|
using Ryujinx.Graphics.Texture;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Runtime.InteropServices;
|
|
using System.Runtime.Intrinsics;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Engine.InlineToMemory
|
|
{
|
|
/// <summary>
|
|
/// Represents a Inline-to-Memory engine class.
|
|
/// </summary>
|
|
class InlineToMemoryClass : IDeviceState
|
|
{
|
|
private readonly GpuContext _context;
|
|
private readonly GpuChannel _channel;
|
|
private readonly DeviceState<InlineToMemoryClassState> _state;
|
|
|
|
private bool _isLinear;
|
|
|
|
private int _offset;
|
|
private int _size;
|
|
|
|
private ulong _dstGpuVa;
|
|
private int _dstX;
|
|
private int _dstY;
|
|
private int _dstWidth;
|
|
private int _dstHeight;
|
|
private int _dstStride;
|
|
private int _dstGobBlocksInY;
|
|
private int _dstGobBlocksInZ;
|
|
private int _lineLengthIn;
|
|
private int _lineCount;
|
|
|
|
private bool _finished;
|
|
|
|
private int[] _buffer;
|
|
|
|
/// <summary>
|
|
/// Creates a new instance of the Inline-to-Memory engine class.
|
|
/// </summary>
|
|
/// <param name="context">GPU context</param>
|
|
/// <param name="channel">GPU channel</param>
|
|
/// <param name="initializeState">Indicates if the internal state should be initialized. Set to false if part of another engine</param>
|
|
public InlineToMemoryClass(GpuContext context, GpuChannel channel, bool initializeState)
|
|
{
|
|
_context = context;
|
|
_channel = channel;
|
|
|
|
if (initializeState)
|
|
{
|
|
_state = new DeviceState<InlineToMemoryClassState>(new Dictionary<string, RwCallback>
|
|
{
|
|
{ nameof(InlineToMemoryClassState.LaunchDma), new RwCallback(LaunchDma, null) },
|
|
{ nameof(InlineToMemoryClassState.LoadInlineData), new RwCallback(LoadInlineData, null) }
|
|
});
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a new instance of the inline-to-memory engine class.
|
|
/// </summary>
|
|
/// <param name="context">GPU context</param>
|
|
/// <param name="channel">GPU channel</param>
|
|
public InlineToMemoryClass(GpuContext context, GpuChannel channel) : this(context, channel, true)
|
|
{
|
|
}
|
|
|
|
/// <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>
|
|
/// Launches Inline-to-Memory engine DMA copy.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void LaunchDma(int argument)
|
|
{
|
|
LaunchDma(ref _state.State, argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Launches Inline-to-Memory engine DMA copy.
|
|
/// </summary>
|
|
/// <param name="state">Current class state</param>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void LaunchDma(ref InlineToMemoryClassState state, int argument)
|
|
{
|
|
_isLinear = (argument & 1) != 0;
|
|
|
|
_offset = 0;
|
|
_size = (int)(BitUtils.AlignUp<uint>(state.LineLengthIn, 4) * state.LineCount);
|
|
|
|
int count = _size / 4;
|
|
|
|
if (_buffer == null || _buffer.Length < count)
|
|
{
|
|
_buffer = new int[count];
|
|
}
|
|
|
|
ulong dstGpuVa = ((ulong)state.OffsetOutUpperValue << 32) | state.OffsetOut;
|
|
|
|
_dstGpuVa = dstGpuVa;
|
|
_dstX = state.SetDstOriginBytesXV;
|
|
_dstY = state.SetDstOriginSamplesYV;
|
|
_dstWidth = (int)state.SetDstWidth;
|
|
_dstHeight = (int)state.SetDstHeight;
|
|
_dstStride = (int)state.PitchOut;
|
|
_dstGobBlocksInY = 1 << (int)state.SetDstBlockSizeHeight;
|
|
_dstGobBlocksInZ = 1 << (int)state.SetDstBlockSizeDepth;
|
|
_lineLengthIn = (int)state.LineLengthIn;
|
|
_lineCount = (int)state.LineCount;
|
|
|
|
_finished = false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Pushes a block of data to the Inline-to-Memory engine.
|
|
/// </summary>
|
|
/// <param name="data">Data to push</param>
|
|
public void LoadInlineData(ReadOnlySpan<int> data)
|
|
{
|
|
if (!_finished)
|
|
{
|
|
int copySize = Math.Min(data.Length, _buffer.Length - _offset);
|
|
data.Slice(0, copySize).CopyTo(new Span<int>(_buffer).Slice(_offset, copySize));
|
|
|
|
_offset += copySize;
|
|
|
|
if (_offset * 4 >= _size)
|
|
{
|
|
FinishTransfer();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Pushes a word of data to the Inline-to-Memory engine.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void LoadInlineData(int argument)
|
|
{
|
|
if (!_finished)
|
|
{
|
|
_buffer[_offset++] = argument;
|
|
|
|
if (_offset * 4 >= _size)
|
|
{
|
|
FinishTransfer();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs actual copy of the inline data after the transfer is finished.
|
|
/// </summary>
|
|
private void FinishTransfer()
|
|
{
|
|
var memoryManager = _channel.MemoryManager;
|
|
|
|
var data = MemoryMarshal.Cast<int, byte>(_buffer).Slice(0, _size);
|
|
|
|
if (_isLinear && _lineCount == 1)
|
|
{
|
|
memoryManager.WriteTrackedResource(_dstGpuVa, data.Slice(0, _lineLengthIn));
|
|
_context.AdvanceSequence();
|
|
}
|
|
else
|
|
{
|
|
// TODO: Verify if the destination X/Y and width/height are taken into account
|
|
// for linear texture transfers. If not, we can use the fast path for that aswell.
|
|
// Right now the copy code at the bottom assumes that it is used on both which might be incorrect.
|
|
if (!_isLinear)
|
|
{
|
|
var target = memoryManager.Physical.TextureCache.FindTexture(
|
|
memoryManager,
|
|
_dstGpuVa,
|
|
1,
|
|
_dstStride,
|
|
_dstHeight,
|
|
_lineLengthIn,
|
|
_lineCount,
|
|
_isLinear,
|
|
_dstGobBlocksInY,
|
|
_dstGobBlocksInZ);
|
|
|
|
if (target != null)
|
|
{
|
|
target.SetData(data, 0, 0, new GAL.Rectangle<int>(_dstX, _dstY, _lineLengthIn / target.Info.FormatInfo.BytesPerPixel, _lineCount));
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
var dstCalculator = new OffsetCalculator(
|
|
_dstWidth,
|
|
_dstHeight,
|
|
_dstStride,
|
|
_isLinear,
|
|
_dstGobBlocksInY,
|
|
1);
|
|
|
|
int srcOffset = 0;
|
|
|
|
for (int y = _dstY; y < _dstY + _lineCount; y++)
|
|
{
|
|
int x1 = _dstX;
|
|
int x2 = _dstX + _lineLengthIn;
|
|
int x1Round = BitUtils.AlignUp(_dstX, 16);
|
|
int x2Trunc = BitUtils.AlignDown(x2, 16);
|
|
|
|
int x = x1;
|
|
|
|
if (x1Round <= x2)
|
|
{
|
|
for (; x < x1Round; x++, srcOffset++)
|
|
{
|
|
int dstOffset = dstCalculator.GetOffset(x, y);
|
|
|
|
ulong dstAddress = _dstGpuVa + (uint)dstOffset;
|
|
|
|
memoryManager.Write(dstAddress, data[srcOffset]);
|
|
}
|
|
}
|
|
|
|
for (; x < x2Trunc; x += 16, srcOffset += 16)
|
|
{
|
|
int dstOffset = dstCalculator.GetOffset(x, y);
|
|
|
|
ulong dstAddress = _dstGpuVa + (uint)dstOffset;
|
|
|
|
memoryManager.Write(dstAddress, MemoryMarshal.Cast<byte, Vector128<byte>>(data.Slice(srcOffset, 16))[0]);
|
|
}
|
|
|
|
for (; x < x2; x++, srcOffset++)
|
|
{
|
|
int dstOffset = dstCalculator.GetOffset(x, y);
|
|
|
|
ulong dstAddress = _dstGpuVa + (uint)dstOffset;
|
|
|
|
memoryManager.Write(dstAddress, data[srcOffset]);
|
|
}
|
|
|
|
// All lines must be aligned to 4 bytes, as the data is pushed one word at a time.
|
|
// If our copy length is not a multiple of 4, then we need to skip the padding bytes here.
|
|
int misalignment = _lineLengthIn & 3;
|
|
|
|
if (misalignment != 0)
|
|
{
|
|
srcOffset += 4 - misalignment;
|
|
}
|
|
}
|
|
|
|
_context.AdvanceSequence();
|
|
}
|
|
|
|
_finished = true;
|
|
}
|
|
}
|
|
}
|