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ryujinx-final/Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClass.cs

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using Ryujinx.Graphics.Device;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.InlineToMemory;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
/// <summary>
/// Represents a 3D engine class.
/// </summary>
class ThreedClass : IDeviceState
{
private readonly GpuContext _context;
private readonly DeviceStateWithShadow<ThreedClassState> _state;
private readonly InlineToMemoryClass _i2mClass;
private readonly DrawManager _drawManager;
private readonly SemaphoreUpdater _semaphoreUpdater;
private readonly ConstantBufferUpdater _cbUpdater;
private readonly StateUpdater _stateUpdater;
/// <summary>
/// Creates a new instance of the 3D engine class.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="channel">GPU channel</param>
public ThreedClass(GpuContext context, GpuChannel channel)
{
_context = context;
_state = new DeviceStateWithShadow<ThreedClassState>(new Dictionary<string, RwCallback>
{
{ nameof(ThreedClassState.LaunchDma), new RwCallback(LaunchDma, null) },
{ nameof(ThreedClassState.LoadInlineData), new RwCallback(LoadInlineData, null) },
{ nameof(ThreedClassState.SyncpointAction), new RwCallback(IncrementSyncpoint, null) },
{ nameof(ThreedClassState.InvalidateSamplerCacheNoWfi), new RwCallback(InvalidateSamplerCacheNoWfi, null) },
{ nameof(ThreedClassState.InvalidateTextureHeaderCacheNoWfi), new RwCallback(InvalidateTextureHeaderCacheNoWfi, null) },
{ nameof(ThreedClassState.TextureBarrier), new RwCallback(TextureBarrier, null) },
{ nameof(ThreedClassState.TextureBarrierTiled), new RwCallback(TextureBarrierTiled, null) },
{ nameof(ThreedClassState.DrawTextureSrcY), new RwCallback(DrawTexture, null) },
{ nameof(ThreedClassState.VbElementU8), new RwCallback(VbElementU8, null) },
{ nameof(ThreedClassState.VbElementU16), new RwCallback(VbElementU16, null) },
{ nameof(ThreedClassState.VbElementU32), new RwCallback(VbElementU32, null) },
{ nameof(ThreedClassState.ResetCounter), new RwCallback(ResetCounter, null) },
{ nameof(ThreedClassState.RenderEnableCondition), new RwCallback(null, Zero) },
{ nameof(ThreedClassState.DrawEnd), new RwCallback(DrawEnd, null) },
{ nameof(ThreedClassState.DrawBegin), new RwCallback(DrawBegin, null) },
{ nameof(ThreedClassState.DrawIndexedSmall), new RwCallback(DrawIndexedSmall, null) },
{ nameof(ThreedClassState.DrawIndexedSmall2), new RwCallback(DrawIndexedSmall2, null) },
{ nameof(ThreedClassState.DrawIndexedSmallIncInstance), new RwCallback(DrawIndexedSmallIncInstance, null) },
{ nameof(ThreedClassState.DrawIndexedSmallIncInstance2), new RwCallback(DrawIndexedSmallIncInstance2, null) },
{ nameof(ThreedClassState.IndexBufferCount), new RwCallback(SetIndexBufferCount, null) },
{ nameof(ThreedClassState.Clear), new RwCallback(Clear, null) },
{ nameof(ThreedClassState.SemaphoreControl), new RwCallback(Report, null) },
{ nameof(ThreedClassState.SetFalcon04), new RwCallback(SetFalcon04, null) },
{ nameof(ThreedClassState.UniformBufferUpdateData), new RwCallback(ConstantBufferUpdate, null) },
{ nameof(ThreedClassState.UniformBufferBindVertex), new RwCallback(ConstantBufferBindVertex, null) },
{ nameof(ThreedClassState.UniformBufferBindTessControl), new RwCallback(ConstantBufferBindTessControl, null) },
{ nameof(ThreedClassState.UniformBufferBindTessEvaluation), new RwCallback(ConstantBufferBindTessEvaluation, null) },
{ nameof(ThreedClassState.UniformBufferBindGeometry), new RwCallback(ConstantBufferBindGeometry, null) },
{ nameof(ThreedClassState.UniformBufferBindFragment), new RwCallback(ConstantBufferBindFragment, null) }
});
_i2mClass = new InlineToMemoryClass(context, channel, initializeState: false);
var drawState = new DrawState();
_drawManager = new DrawManager(context, channel, _state, drawState);
_semaphoreUpdater = new SemaphoreUpdater(context, channel, _state);
_cbUpdater = new ConstantBufferUpdater(channel, _state);
_stateUpdater = new StateUpdater(context, channel, _state, drawState);
// This defaults to "always", even without any register write.
// Reads just return 0, regardless of what was set there.
_state.State.RenderEnableCondition = Condition.Always;
}
/// <summary>
/// Reads data from the class registers.
/// </summary>
/// <param name="offset">Register byte offset</param>
/// <returns>Data at the specified offset</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
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>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Write(int offset, int data)
{
_state.WriteWithRedundancyCheck(offset, data, out bool valueChanged);
if (valueChanged)
{
_stateUpdater.SetDirty(offset);
}
}
/// <summary>
/// Sets the shadow ram control value of all sub-channels.
/// </summary>
/// <param name="control">New shadow ram control value</param>
public void SetShadowRamControl(int control)
{
_state.State.SetMmeShadowRamControl = (uint)control;
}
/// <summary>
/// Updates current host state for all registers modified since the last call to this method.
/// </summary>
public void UpdateState()
{
_cbUpdater.FlushUboDirty();
_stateUpdater.Update();
}
/// <summary>
/// Updates current host state for all registers modified since the last call to this method.
/// </summary>
/// <param name="mask">Mask where each bit set indicates that the respective state group index should be checked</param>
public void UpdateState(ulong mask)
{
_stateUpdater.Update(mask);
}
/// <summary>
/// Updates render targets (color and depth-stencil buffers) based on current render target state.
/// </summary>
/// <param name="useControl">Use draw buffers information from render target control register</param>
/// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
public void UpdateRenderTargetState(bool useControl, int singleUse = -1)
{
_stateUpdater.UpdateRenderTargetState(useControl, singleUse);
}
/// <summary>
/// Updates scissor based on current render target state.
/// </summary>
public void UpdateScissorState()
{
_stateUpdater.UpdateScissorState();
}
/// <summary>
/// Marks the entire state as dirty, forcing a full host state update before the next draw.
/// </summary>
public void ForceStateDirty()
{
_drawManager.ForceStateDirty();
_stateUpdater.SetAllDirty();
}
/// <summary>
/// Marks the specified register offset as dirty, forcing the associated state to update on the next draw.
/// </summary>
/// <param name="offset">Register offset</param>
public void ForceStateDirty(int offset)
{
_stateUpdater.SetDirty(offset);
}
/// <summary>
/// Forces the shaders to be rebound on the next draw.
/// </summary>
public void ForceShaderUpdate()
{
_stateUpdater.ForceShaderUpdate();
}
/// <summary>
/// Flushes any queued UBO updates.
/// </summary>
public void FlushUboDirty()
{
_cbUpdater.FlushUboDirty();
}
/// <summary>
/// Perform any deferred draws.
/// </summary>
public void PerformDeferredDraws()
{
_drawManager.PerformDeferredDraws();
}
/// <summary>
/// Updates the currently bound constant buffer.
/// </summary>
/// <param name="data">Data to be written to the buffer</param>
public void ConstantBufferUpdate(ReadOnlySpan<int> data)
{
_cbUpdater.Update(data);
}
/// <summary>
/// Launches the Inline-to-Memory DMA copy operation.
/// </summary>
/// <param name="argument">Method call argument</param>
private void LaunchDma(int argument)
{
_i2mClass.LaunchDma(ref Unsafe.As<ThreedClassState, InlineToMemoryClassState>(ref _state.State), argument);
}
/// <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)
{
_i2mClass.LoadInlineData(data);
}
/// <summary>
/// Pushes a word of data to the Inline-to-Memory engine.
/// </summary>
/// <param name="argument">Method call argument</param>
private void LoadInlineData(int argument)
{
_i2mClass.LoadInlineData(argument);
}
/// <summary>
/// Performs an incrementation on a syncpoint.
/// </summary>
/// <param name="argument">Method call argument</param>
public void IncrementSyncpoint(int argument)
{
uint syncpointId = (uint)argument & 0xFFFF;
Replace CacheResourceWrite with more general "precise" write (#2684) * Replace CacheResourceWrite with more general "precise" write The goal of CacheResourceWrite was to notify GPU resources when they were modified directly, by looking up the modified address/size in a structure and calling a method on each resource. The downside of this is that each resource cache has to be queried individually, they all have to implement their own way to do this, and it can only signal to resources using the same PhysicalMemory instance. This PR adds the ability to signal a write as "precise" on the tracking, which signals a special handler (if present) which can be used to avoid unnecessary flush actions, or maybe even more. For buffers, precise writes specifically do not flush, and instead punch a hole in the modified range list to indicate that the data on GPU has been replaced. The downside is that precise actions must ignore the page protection bits and always signal - as they need to notify the target resource to ignore the sequence number optimization. I had to reintroduce the sequence number increment after I2M, as removing it was causing issues in rabbids kingdom battle. However - all resources modified by I2M are notified directly to lower their sequence number, so the problem is likely that another unrelated resource is not being properly updated. Thankfully, doing this does not affect performance in the games I tested. This should fix regressions from #2624. Test any games that were broken by that. (RF4, rabbids kingdom battle) I've also added a sequence number increment to ThreedClass.IncrementSyncpoint, as it seems to fix buffer corruption in OpenGL homebrew. (this was a regression from removing sequence number increment from constant buffer update - another unrelated resource thing) * Add tests. * Add XML docs for GpuRegionHandle * Skip UpdateProtection if only precise actions were called This allows precise actions to skip reprotection costs.
2021-09-29 00:27:03 +00:00
_context.AdvanceSequence();
_context.CreateHostSyncIfNeeded(true);
_context.Renderer.UpdateCounters(); // Poll the query counters, the game may want an updated result.
_context.Synchronization.IncrementSyncpoint(syncpointId);
}
/// <summary>
/// Invalidates the cache with the sampler descriptors from the sampler pool.
/// </summary>
/// <param name="argument">Method call argument (unused)</param>
private void InvalidateSamplerCacheNoWfi(int argument)
{
_context.AdvanceSequence();
}
/// <summary>
/// Invalidates the cache with the texture descriptors from the texture pool.
/// </summary>
/// <param name="argument">Method call argument (unused)</param>
private void InvalidateTextureHeaderCacheNoWfi(int argument)
{
_context.AdvanceSequence();
}
/// <summary>
/// Issues a texture barrier.
/// This waits until previous texture writes from the GPU to finish, before
/// performing new operations with said textures.
/// </summary>
/// <param name="argument">Method call argument (unused)</param>
private void TextureBarrier(int argument)
{
_context.Renderer.Pipeline.TextureBarrier();
}
/// <summary>
/// Issues a texture barrier.
/// This waits until previous texture writes from the GPU to finish, before
/// performing new operations with said textures.
/// This performs a per-tile wait, it is only valid if both the previous write
/// and current access has the same access patterns.
/// This may be faster than the regular barrier on tile-based rasterizers.
/// </summary>
/// <param name="argument">Method call argument (unused)</param>
private void TextureBarrierTiled(int argument)
{
_context.Renderer.Pipeline.TextureBarrierTiled();
}
/// <summary>
/// Draws a texture, without needing to specify shader programs.
/// </summary>
/// <param name="argument">Method call argument</param>
private void DrawTexture(int argument)
{
_drawManager.DrawTexture(this, argument);
}
/// <summary>
/// Pushes four 8-bit index buffer elements.
/// </summary>
/// <param name="argument">Method call argument</param>
private void VbElementU8(int argument)
{
_drawManager.VbElementU8(argument);
}
/// <summary>
/// Pushes two 16-bit index buffer elements.
/// </summary>
/// <param name="argument">Method call argument</param>
private void VbElementU16(int argument)
{
_drawManager.VbElementU16(argument);
}
/// <summary>
/// Pushes one 32-bit index buffer element.
/// </summary>
/// <param name="argument">Method call argument</param>
private void VbElementU32(int argument)
{
_drawManager.VbElementU32(argument);
}
/// <summary>
/// Resets the value of an internal GPU counter back to zero.
/// </summary>
/// <param name="argument">Method call argument</param>
private void ResetCounter(int argument)
{
_semaphoreUpdater.ResetCounter(argument);
}
/// <summary>
/// Finishes the draw call.
/// This draws geometry on the bound buffers based on the current GPU state.
/// </summary>
/// <param name="argument">Method call argument</param>
private void DrawEnd(int argument)
{
_drawManager.DrawEnd(this, argument);
}
/// <summary>
/// Starts draw.
/// This sets primitive type and instanced draw parameters.
/// </summary>
/// <param name="argument">Method call argument</param>
private void DrawBegin(int argument)
{
_drawManager.DrawBegin(argument);
}
/// <summary>
/// Sets the index buffer count.
/// This also sets internal state that indicates that the next draw is an indexed draw.
/// </summary>
/// <param name="argument">Method call argument</param>
private void SetIndexBufferCount(int argument)
{
_drawManager.SetIndexBufferCount(argument);
}
/// <summary>
/// Performs a indexed draw with a low number of index buffer elements.
/// </summary>
/// <param name="argument">Method call argument</param>
private void DrawIndexedSmall(int argument)
{
_drawManager.DrawIndexedSmall(this, argument);
}
/// <summary>
/// Performs a indexed draw with a low number of index buffer elements.
/// </summary>
/// <param name="argument">Method call argument</param>
private void DrawIndexedSmall2(int argument)
{
_drawManager.DrawIndexedSmall2(this, argument);
}
/// <summary>
/// Performs a indexed draw with a low number of index buffer elements,
/// while also pre-incrementing the current instance value.
/// </summary>
/// <param name="argument">Method call argument</param>
private void DrawIndexedSmallIncInstance(int argument)
{
_drawManager.DrawIndexedSmallIncInstance(this, argument);
}
/// <summary>
/// Performs a indexed draw with a low number of index buffer elements,
/// while also pre-incrementing the current instance value.
/// </summary>
/// <param name="argument">Method call argument</param>
private void DrawIndexedSmallIncInstance2(int argument)
{
_drawManager.DrawIndexedSmallIncInstance2(this, argument);
}
/// <summary>
/// Clears the current color and depth-stencil buffers.
/// Which buffers should be cleared is also specified on the argument.
/// </summary>
/// <param name="argument">Method call argument</param>
private void Clear(int argument)
{
_drawManager.Clear(this, argument);
}
/// <summary>
/// Writes a GPU counter to guest memory.
/// </summary>
/// <param name="argument">Method call argument</param>
private void Report(int argument)
{
_semaphoreUpdater.Report(argument);
}
/// <summary>
/// Performs high-level emulation of Falcon microcode function number "4".
/// </summary>
/// <param name="argument">Method call argument</param>
private void SetFalcon04(int argument)
{
_state.State.SetMmeShadowScratch[0] = 1;
}
/// <summary>
/// Updates the uniform buffer data with inline data.
/// </summary>
/// <param name="argument">New uniform buffer data word</param>
private void ConstantBufferUpdate(int argument)
{
_cbUpdater.Update(argument);
}
/// <summary>
/// Binds a uniform buffer for the vertex shader stage.
/// </summary>
/// <param name="argument">Method call argument</param>
private void ConstantBufferBindVertex(int argument)
{
_cbUpdater.BindVertex(argument);
}
/// <summary>
/// Binds a uniform buffer for the tessellation control shader stage.
/// </summary>
/// <param name="argument">Method call argument</param>
private void ConstantBufferBindTessControl(int argument)
{
_cbUpdater.BindTessControl(argument);
}
/// <summary>
/// Binds a uniform buffer for the tessellation evaluation shader stage.
/// </summary>
/// <param name="argument">Method call argument</param>
private void ConstantBufferBindTessEvaluation(int argument)
{
_cbUpdater.BindTessEvaluation(argument);
}
/// <summary>
/// Binds a uniform buffer for the geometry shader stage.
/// </summary>
/// <param name="argument">Method call argument</param>
private void ConstantBufferBindGeometry(int argument)
{
_cbUpdater.BindGeometry(argument);
}
/// <summary>
/// Binds a uniform buffer for the fragment shader stage.
/// </summary>
/// <param name="argument">Method call argument</param>
private void ConstantBufferBindFragment(int argument)
{
_cbUpdater.BindFragment(argument);
}
/// <summary>
/// Generic register read function that just returns 0.
/// </summary>
/// <returns>Zero</returns>
private static int Zero()
{
return 0;
}
/// <summary>
/// Performs a indirect multi-draw, with parameters from a GPU buffer.
/// </summary>
/// <param name="indexCount">Index Buffer Count</param>
/// <param name="topology">Primitive topology</param>
/// <param name="indirectBuffer">GPU buffer with the draw parameters, such as count, first index, etc</param>
/// <param name="parameterBuffer">GPU buffer with the draw count</param>
/// <param name="maxDrawCount">Maximum number of draws that can be made</param>
/// <param name="stride">Distance in bytes between each element on the <paramref name="indirectBuffer"/> array</param>
public void MultiDrawIndirectCount(
int indexCount,
PrimitiveTopology topology,
BufferRange indirectBuffer,
BufferRange parameterBuffer,
int maxDrawCount,
int stride)
{
_drawManager.MultiDrawIndirectCount(this, indexCount, topology, indirectBuffer, parameterBuffer, maxDrawCount, stride);
}
}
}