Fix MME shadow RAM implementation (#1051)
This commit is contained in:
parent
1c9aba6de1
commit
9261ec6bc8
3 changed files with 50 additions and 59 deletions
|
@ -82,8 +82,7 @@ namespace Ryujinx.Graphics.Gpu
|
||||||
/// <param name="param">Optional argument passed to the program, 0 if not used</param>
|
/// <param name="param">Optional argument passed to the program, 0 if not used</param>
|
||||||
/// <param name="shadowCtrl">Shadow RAM control register value</param>
|
/// <param name="shadowCtrl">Shadow RAM control register value</param>
|
||||||
/// <param name="state">Current GPU state</param>
|
/// <param name="state">Current GPU state</param>
|
||||||
/// <param name="shadowState">Shadow GPU state</param>
|
public void Execute(int[] mme, int position, int param, ShadowRamControl shadowCtrl, GpuState state)
|
||||||
public void Execute(int[] mme, int position, int param, ShadowRamControl shadowCtrl, GpuState state, GpuState shadowState)
|
|
||||||
{
|
{
|
||||||
Reset();
|
Reset();
|
||||||
|
|
||||||
|
@ -95,11 +94,11 @@ namespace Ryujinx.Graphics.Gpu
|
||||||
|
|
||||||
FetchOpCode(mme);
|
FetchOpCode(mme);
|
||||||
|
|
||||||
while (Step(mme, state, shadowState));
|
while (Step(mme, state));
|
||||||
|
|
||||||
// Due to the delay slot, we still need to execute
|
// Due to the delay slot, we still need to execute
|
||||||
// one more instruction before we actually exit.
|
// one more instruction before we actually exit.
|
||||||
Step(mme, state, shadowState);
|
Step(mme, state);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -124,9 +123,8 @@ namespace Ryujinx.Graphics.Gpu
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="mme">Program code to execute</param>
|
/// <param name="mme">Program code to execute</param>
|
||||||
/// <param name="state">Current GPU state</param>
|
/// <param name="state">Current GPU state</param>
|
||||||
/// <param name="shadowState">Shadow GPU state</param>
|
|
||||||
/// <returns>True to continue execution, false if the program exited</returns>
|
/// <returns>True to continue execution, false if the program exited</returns>
|
||||||
private bool Step(int[] mme, GpuState state, GpuState shadowState)
|
private bool Step(int[] mme, GpuState state)
|
||||||
{
|
{
|
||||||
int baseAddr = _pc - 1;
|
int baseAddr = _pc - 1;
|
||||||
|
|
||||||
|
@ -172,7 +170,7 @@ namespace Ryujinx.Graphics.Gpu
|
||||||
{
|
{
|
||||||
SetDstGpr(FetchParam());
|
SetDstGpr(FetchParam());
|
||||||
|
|
||||||
Send(state, shadowState, result);
|
Send(state, result);
|
||||||
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -182,7 +180,7 @@ namespace Ryujinx.Graphics.Gpu
|
||||||
{
|
{
|
||||||
SetDstGpr(result);
|
SetDstGpr(result);
|
||||||
|
|
||||||
Send(state, shadowState, result);
|
Send(state, result);
|
||||||
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -204,7 +202,7 @@ namespace Ryujinx.Graphics.Gpu
|
||||||
|
|
||||||
SetMethAddr(result);
|
SetMethAddr(result);
|
||||||
|
|
||||||
Send(state, shadowState, FetchParam());
|
Send(state, FetchParam());
|
||||||
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -216,7 +214,7 @@ namespace Ryujinx.Graphics.Gpu
|
||||||
|
|
||||||
SetMethAddr(result);
|
SetMethAddr(result);
|
||||||
|
|
||||||
Send(state, shadowState,(result >> 12) & 0x3f);
|
Send(state, (result >> 12) & 0x3f);
|
||||||
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -489,24 +487,12 @@ namespace Ryujinx.Graphics.Gpu
|
||||||
/// Performs a GPU method call.
|
/// Performs a GPU method call.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="state">Current GPU state</param>
|
/// <param name="state">Current GPU state</param>
|
||||||
/// <param name="shadowState">Shadow GPU state</param>
|
|
||||||
/// <param name="value">Call argument</param>
|
/// <param name="value">Call argument</param>
|
||||||
private void Send(GpuState state, GpuState shadowState, int value)
|
private void Send(GpuState state, int value)
|
||||||
{
|
{
|
||||||
// TODO: Figure out what TrackWithFilter does, compared to Track.
|
|
||||||
if (_shadowCtrl == ShadowRamControl.Track ||
|
|
||||||
_shadowCtrl == ShadowRamControl.TrackWithFilter)
|
|
||||||
{
|
|
||||||
shadowState.Write(_methAddr, value);
|
|
||||||
}
|
|
||||||
else if (_shadowCtrl == ShadowRamControl.Replay)
|
|
||||||
{
|
|
||||||
value = shadowState.Read(_methAddr);
|
|
||||||
}
|
|
||||||
|
|
||||||
MethodParams meth = new MethodParams(_methAddr, value);
|
MethodParams meth = new MethodParams(_methAddr, value);
|
||||||
|
|
||||||
state.CallMethod(meth);
|
state.CallMethod(meth, _shadowCtrl);
|
||||||
|
|
||||||
_methAddr += _methIncr;
|
_methAddr += _methIncr;
|
||||||
}
|
}
|
||||||
|
|
|
@ -62,13 +62,13 @@ namespace Ryujinx.Graphics.Gpu
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="mme">Program code</param>
|
/// <param name="mme">Program code</param>
|
||||||
/// <param name="state">Current GPU state</param>
|
/// <param name="state">Current GPU state</param>
|
||||||
public void Execute(int[] mme, ShadowRamControl shadowCtrl, GpuState state, GpuState shadowState)
|
public void Execute(int[] mme, ShadowRamControl shadowCtrl, GpuState state)
|
||||||
{
|
{
|
||||||
if (_executionPending)
|
if (_executionPending)
|
||||||
{
|
{
|
||||||
_executionPending = false;
|
_executionPending = false;
|
||||||
|
|
||||||
_interpreter?.Execute(mme, Position, _argument, shadowCtrl, state, shadowState);
|
_interpreter?.Execute(mme, Position, _argument, shadowCtrl, state);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -101,11 +101,6 @@ namespace Ryujinx.Graphics.Gpu
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public GpuState State { get; }
|
public GpuState State { get; }
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Sub-channel shadow GPU state (used as backup storage to restore MME changes).
|
|
||||||
/// </summary>
|
|
||||||
public GpuState ShadowState { get; }
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Engine bound to the sub-channel.
|
/// Engine bound to the sub-channel.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -117,7 +112,6 @@ namespace Ryujinx.Graphics.Gpu
|
||||||
public SubChannel()
|
public SubChannel()
|
||||||
{
|
{
|
||||||
State = new GpuState();
|
State = new GpuState();
|
||||||
ShadowState = new GpuState();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -202,11 +196,7 @@ namespace Ryujinx.Graphics.Gpu
|
||||||
}
|
}
|
||||||
else if (meth.Method < 0xe00)
|
else if (meth.Method < 0xe00)
|
||||||
{
|
{
|
||||||
SubChannel sc = _subChannels[meth.SubChannel];
|
_subChannels[meth.SubChannel].State.CallMethod(meth, _shadowCtrl);
|
||||||
|
|
||||||
sc.ShadowState.Write(meth.Method, meth.Argument);
|
|
||||||
|
|
||||||
sc.State.CallMethod(meth);
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -223,9 +213,7 @@ namespace Ryujinx.Graphics.Gpu
|
||||||
|
|
||||||
if (meth.IsLastCall)
|
if (meth.IsLastCall)
|
||||||
{
|
{
|
||||||
SubChannel sc = _subChannels[meth.SubChannel];
|
_macros[macroIndex].Execute(_mme, _shadowCtrl, _subChannels[meth.SubChannel].State);
|
||||||
|
|
||||||
_macros[macroIndex].Execute(_mme, _shadowCtrl, sc.State, sc.ShadowState);
|
|
||||||
|
|
||||||
_context.Methods.PerformDeferredDraws();
|
_context.Methods.PerformDeferredDraws();
|
||||||
}
|
}
|
||||||
|
|
|
@ -12,7 +12,8 @@ namespace Ryujinx.Graphics.Gpu.State
|
||||||
|
|
||||||
public delegate void MethodCallback(GpuState state, int argument);
|
public delegate void MethodCallback(GpuState state, int argument);
|
||||||
|
|
||||||
private int[] _backingMemory;
|
private readonly int[] _memory;
|
||||||
|
private readonly int[] _shadow;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// GPU register information.
|
/// GPU register information.
|
||||||
|
@ -29,14 +30,15 @@ namespace Ryujinx.Graphics.Gpu.State
|
||||||
public bool Modified;
|
public bool Modified;
|
||||||
}
|
}
|
||||||
|
|
||||||
private Register[] _registers;
|
private readonly Register[] _registers;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Creates a new instance of the GPU state.
|
/// Creates a new instance of the GPU state.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public GpuState()
|
public GpuState()
|
||||||
{
|
{
|
||||||
_backingMemory = new int[RegistersCount];
|
_memory = new int[RegistersCount];
|
||||||
|
_shadow = new int[RegistersCount];
|
||||||
|
|
||||||
_registers = new Register[RegistersCount];
|
_registers = new Register[RegistersCount];
|
||||||
|
|
||||||
|
@ -62,25 +64,40 @@ namespace Ryujinx.Graphics.Gpu.State
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
InitializeDefaultState();
|
InitializeDefaultState(_memory);
|
||||||
|
InitializeDefaultState(_shadow);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Calls a GPU method, using this state.
|
/// Calls a GPU method, using this state.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="meth">The GPU method to be called</param>
|
/// <param name="meth">The GPU method to be called</param>
|
||||||
public void CallMethod(MethodParams meth)
|
/// <param name="shadowCtrl">Shadow RAM control register value</param>
|
||||||
|
public void CallMethod(MethodParams meth, ShadowRamControl shadowCtrl)
|
||||||
{
|
{
|
||||||
|
int value = meth.Argument;
|
||||||
|
|
||||||
|
// TODO: Figure out what TrackWithFilter does, compared to Track.
|
||||||
|
if (shadowCtrl == ShadowRamControl.Track ||
|
||||||
|
shadowCtrl == ShadowRamControl.TrackWithFilter)
|
||||||
|
{
|
||||||
|
_shadow[meth.Method] = value;
|
||||||
|
}
|
||||||
|
else if (shadowCtrl == ShadowRamControl.Replay)
|
||||||
|
{
|
||||||
|
value = _shadow[meth.Method];
|
||||||
|
}
|
||||||
|
|
||||||
Register register = _registers[meth.Method];
|
Register register = _registers[meth.Method];
|
||||||
|
|
||||||
if (_backingMemory[meth.Method] != meth.Argument)
|
if (_memory[meth.Method] != value)
|
||||||
{
|
{
|
||||||
_registers[(int)register.BaseOffset].Modified = true;
|
_registers[(int)register.BaseOffset].Modified = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
_backingMemory[meth.Method] = meth.Argument;
|
_memory[meth.Method] = value;
|
||||||
|
|
||||||
register.Callback?.Invoke(this, meth.Argument);
|
register.Callback?.Invoke(this, value);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -90,7 +107,7 @@ namespace Ryujinx.Graphics.Gpu.State
|
||||||
/// <returns>Data at the register</returns>
|
/// <returns>Data at the register</returns>
|
||||||
public int Read(int offset)
|
public int Read(int offset)
|
||||||
{
|
{
|
||||||
return _backingMemory[offset];
|
return _memory[offset];
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -100,7 +117,7 @@ namespace Ryujinx.Graphics.Gpu.State
|
||||||
/// <param name="value">Value to be written</param>
|
/// <param name="value">Value to be written</param>
|
||||||
public void Write(int offset, int value)
|
public void Write(int offset, int value)
|
||||||
{
|
{
|
||||||
_backingMemory[offset] = value;
|
_memory[offset] = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -109,29 +126,29 @@ namespace Ryujinx.Graphics.Gpu.State
|
||||||
/// <param name="offset">The offset to be written</param>
|
/// <param name="offset">The offset to be written</param>
|
||||||
public void SetUniformBufferOffset(int offset)
|
public void SetUniformBufferOffset(int offset)
|
||||||
{
|
{
|
||||||
_backingMemory[(int)MethodOffset.UniformBufferState + 3] = offset;
|
_memory[(int)MethodOffset.UniformBufferState + 3] = offset;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Initializes registers with the default state.
|
/// Initializes registers with the default state.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private void InitializeDefaultState()
|
private static void InitializeDefaultState(int[] memory)
|
||||||
{
|
{
|
||||||
// Enable Rasterizer
|
// Enable Rasterizer
|
||||||
_backingMemory[(int)MethodOffset.RasterizeEnable] = 1;
|
memory[(int)MethodOffset.RasterizeEnable] = 1;
|
||||||
|
|
||||||
// Depth ranges.
|
// Depth ranges.
|
||||||
for (int index = 0; index < Constants.TotalViewports; index++)
|
for (int index = 0; index < Constants.TotalViewports; index++)
|
||||||
{
|
{
|
||||||
_backingMemory[(int)MethodOffset.ViewportExtents + index * 4 + 2] = 0;
|
memory[(int)MethodOffset.ViewportExtents + index * 4 + 2] = 0;
|
||||||
_backingMemory[(int)MethodOffset.ViewportExtents + index * 4 + 3] = 0x3F800000;
|
memory[(int)MethodOffset.ViewportExtents + index * 4 + 3] = 0x3F800000;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Viewport transform enable.
|
// Viewport transform enable.
|
||||||
_backingMemory[(int)MethodOffset.ViewportTransformEnable] = 1;
|
memory[(int)MethodOffset.ViewportTransformEnable] = 1;
|
||||||
|
|
||||||
// Default front stencil mask.
|
// Default front stencil mask.
|
||||||
_backingMemory[0x4e7] = 0xff;
|
memory[0x4e7] = 0xff;
|
||||||
|
|
||||||
// Conditional rendering condition.
|
// Conditional rendering condition.
|
||||||
_backingMemory[0x556] = (int)Condition.Always;
|
_backingMemory[0x556] = (int)Condition.Always;
|
||||||
|
@ -139,7 +156,7 @@ namespace Ryujinx.Graphics.Gpu.State
|
||||||
// Default color mask.
|
// Default color mask.
|
||||||
for (int index = 0; index < Constants.TotalRenderTargets; index++)
|
for (int index = 0; index < Constants.TotalRenderTargets; index++)
|
||||||
{
|
{
|
||||||
_backingMemory[(int)MethodOffset.RtColorMask + index] = 0x1111;
|
memory[(int)MethodOffset.RtColorMask + index] = 0x1111;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Default blend states
|
// Default blend states
|
||||||
|
@ -342,7 +359,7 @@ namespace Ryujinx.Graphics.Gpu.State
|
||||||
/// <returns>The data at the specified location</returns>
|
/// <returns>The data at the specified location</returns>
|
||||||
public T Get<T>(MethodOffset offset) where T : struct
|
public T Get<T>(MethodOffset offset) where T : struct
|
||||||
{
|
{
|
||||||
return MemoryMarshal.Cast<int, T>(_backingMemory.AsSpan().Slice((int)offset))[0];
|
return MemoryMarshal.Cast<int, T>(_memory.AsSpan().Slice((int)offset))[0];
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|
Reference in a new issue