0
0
Fork 0

Add XML documentation to Ryujinx.Graphics.Gpu

This commit is contained in:
gdkchan 2019-12-31 17:08:20 -03:00 committed by Thog
parent 4a4e2f7c72
commit f7bcc884e4
10 changed files with 355 additions and 30 deletions

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// GPU engine class ID.
/// </summary>
enum ClassId
{
Engine2D = 0x902d,

View file

@ -1,14 +1,48 @@
namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// Common Maxwell GPU constants.
/// </summary>
static class Constants
{
/// <summary>
/// Maximum number of compute uniform buffers.
/// </summary>
public const int TotalCpUniformBuffers = 8;
/// <summary>
/// Maximum number of compute storage buffers (this is a API limitation).
/// </summary>
public const int TotalCpStorageBuffers = 16;
/// <summary>
/// Maximum number of graphics uniform buffers.
/// </summary>
public const int TotalGpUniformBuffers = 18;
/// <summary>
/// Maximum number of graphics storage buffers (this is a API limitation).
/// </summary>
public const int TotalGpStorageBuffers = 16;
public const int TotalRenderTargets = 8;
public const int TotalShaderStages = 5;
public const int TotalVertexBuffers = 16;
public const int TotalViewports = 8;
/// <summary>
/// Maximum number of render target color buffers.
/// </summary>
public const int TotalRenderTargets = 8;
/// <summary>
/// Number of shader stages.
/// </summary>
public const int TotalShaderStages = 5;
/// <summary>
/// Maximum number of vertex buffers.
/// </summary>
public const int TotalVertexBuffers = 16;
/// <summary>
/// Maximum number of viewports.
/// </summary>
public const int TotalViewports = 8;
}
}

View file

@ -3,6 +3,9 @@ using System.Threading;
namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// GPU DMA pusher, used to push commands to the GPU.
/// </summary>
public class DmaPusher
{
private ConcurrentQueue<ulong> _ibBuffer;
@ -10,6 +13,9 @@ namespace Ryujinx.Graphics.Gpu
private ulong _dmaPut;
private ulong _dmaGet;
/// <summary>
/// Internal GPFIFO state.
/// </summary>
private struct DmaState
{
public int Method;
@ -34,6 +40,10 @@ namespace Ryujinx.Graphics.Gpu
private AutoResetEvent _event;
/// <summary>
/// Creates a new instance of the GPU DMA pusher.
/// </summary>
/// <param name="context">GPU context that the pusher belongs to</param>
internal DmaPusher(GpuContext context)
{
_context = context;
@ -45,6 +55,10 @@ namespace Ryujinx.Graphics.Gpu
_event = new AutoResetEvent(false);
}
/// <summary>
/// Pushes a GPFIFO entry.
/// </summary>
/// <param name="entry">GPFIFO entry</param>
public void Push(ulong entry)
{
_ibBuffer.Enqueue(entry);
@ -52,16 +66,27 @@ namespace Ryujinx.Graphics.Gpu
_event.Set();
}
/// <summary>
/// Waits until commands are pushed to the FIFO.
/// </summary>
/// <returns>True if commands were received, false if wait timed out</returns>
public bool WaitForCommands()
{
return _event.WaitOne(8);
}
/// <summary>
/// Processes commands pushed to the FIFO.
/// </summary>
public void DispatchCalls()
{
while (Step());
}
/// <summary>
/// Processes a single command on the FIFO.
/// </summary>
/// <returns></returns>
private bool Step()
{
if (_dmaGet != _dmaPut)
@ -162,6 +187,10 @@ namespace Ryujinx.Graphics.Gpu
return true;
}
/// <summary>
/// Sets current non-immediate method call state.
/// </summary>
/// <param name="word">Compressed method word</param>
private void SetNonImmediateState(int word)
{
_state.Method = (word >> 0) & 0x1fff;
@ -169,6 +198,10 @@ namespace Ryujinx.Graphics.Gpu
_state.MethodCount = (word >> 16) & 0x1fff;
}
/// <summary>
/// Forwards the method call to GPU engines.
/// </summary>
/// <param name="argument">Call argument</param>
private void CallMethod(int argument)
{
_context.Fifo.CallMethod(new MethodParams(

View file

@ -5,30 +5,68 @@ using System;
namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// GPU emulation context.
/// </summary>
public class GpuContext
{
/// <summary>
/// Host renderer.
/// </summary>
public IRenderer Renderer { get; }
/// <summary>
/// Physical memory access (it actually accesses the process memory, not actual physical memory).
/// </summary>
internal PhysicalMemory PhysicalMemory { get; private set; }
/// <summary>
/// GPU memory manager.
/// </summary>
public MemoryManager MemoryManager { get; }
/// <summary>
/// GPU memory accessor.
/// </summary>
internal MemoryAccessor MemoryAccessor { get; }
/// <summary>
/// GPU engine methods processing.
/// </summary>
internal Methods Methods { get; }
/// <summary>
/// GPU commands FIFO.
/// </summary>
internal NvGpuFifo Fifo { get; }
/// <summary>
/// DMA pusher.
/// </summary>
public DmaPusher DmaPusher { get; }
/// <summary>
/// Presentation window.
/// </summary>
public Window Window { get; }
/// <summary>
/// Internal sequence number, used to avoid needless resource data updates
/// in the middle of a command buffer before synchronizations.
/// </summary>
internal int SequenceNumber { get; private set; }
private readonly Lazy<Capabilities> _caps;
/// <summary>
/// Host hardware capabilities.
/// </summary>
internal Capabilities Capabilities => _caps.Value;
/// <summary>
/// Creates a new instance of the GPU emulation context.
/// </summary>
/// <param name="renderer">Host renderer</param>
public GpuContext(IRenderer renderer)
{
Renderer = renderer;
@ -48,11 +86,20 @@ namespace Ryujinx.Graphics.Gpu
_caps = new Lazy<Capabilities>(Renderer.GetCapabilities);
}
/// <summary>
/// Advances internal sequence number.
/// This forces the update of any modified GPU resource.
/// </summary>
internal void AdvanceSequence()
{
SequenceNumber++;
}
/// <summary>
/// Sets the process memory manager, after the application process is initialized.
/// This is required for any GPU memory access.
/// </summary>
/// <param name="cpuMemory">CPU memory manager</param>
public void SetVmm(ARMeilleure.Memory.MemoryManager cpuMemory)
{
PhysicalMemory = new PhysicalMemory(cpuMemory);

View file

@ -1,12 +1,21 @@
namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// General GPU and graphics configuration.
/// </summary>
public static class GraphicsConfig
{
/// <summary>
/// Base directory used to write shader code dumps.
/// Set to null to disable code dumping.
/// </summary>
public static string ShadersDumpPath;
/// <summary>
/// Fast GPU time calculates the internal GPU time ticks as if the GPU was capable of
/// processing commands almost instantly, instead of using the host timer.
/// This can avoid lower resolution on some games when GPU performance is poor.
/// </summary>
public static bool FastGpuTime = true;
public static bool DisableTUpdate;
public static bool DisableBUpdate;
}
}

View file

@ -5,6 +5,9 @@ using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// Macro code interpreter.
/// </summary>
class MacroInterpreter
{
private enum AssignmentOperation
@ -42,10 +45,6 @@ namespace Ryujinx.Graphics.Gpu
BitwiseNotAnd = 12
}
private GpuContext _context;
private NvGpuFifo _pFifo;
public Queue<int> Fifo { get; private set; }
private int[] _gprs;
@ -61,16 +60,23 @@ namespace Ryujinx.Graphics.Gpu
private int _pc;
public MacroInterpreter(GpuContext context, NvGpuFifo pFifo)
/// <summary>
/// Creates a new instance of the macro code interpreter.
/// </summary>
public MacroInterpreter()
{
_context = context;
_pFifo = pFifo;
Fifo = new Queue<int>();
_gprs = new int[8];
}
/// <summary>
/// Executes a macro program until it exits.
/// </summary>
/// <param name="mme">Code of the program to execute</param>
/// <param name="position">Start position to execute</param>
/// <param name="param">Optional argument passed to the program, 0 if not used</param>
/// <param name="state">Current GPU state</param>
public void Execute(int[] mme, int position, int param, GpuState state)
{
Reset();
@ -88,6 +94,10 @@ namespace Ryujinx.Graphics.Gpu
Step(mme, state);
}
/// <summary>
/// Resets the internal interpreter state.
/// Call each time you run a new program.
/// </summary>
private void Reset()
{
for (int index = 0; index < _gprs.Length; index++)
@ -101,6 +111,12 @@ namespace Ryujinx.Graphics.Gpu
_carry = false;
}
/// <summary>
/// Executes a single instruction of the program.
/// </summary>
/// <param name="mme">Program code to execute</param>
/// <param name="state">Current GPU state</param>
/// <returns>True to continue execution, false if the program exited</returns>
private bool Step(int[] mme, GpuState state)
{
int baseAddr = _pc - 1;
@ -226,12 +242,21 @@ namespace Ryujinx.Graphics.Gpu
return !exit;
}
/// <summary>
/// Fetches a single operation code from the program code.
/// </summary>
/// <param name="mme">Program code</param>
private void FetchOpCode(int[] mme)
{
_opCode = _pipeOp;
_pipeOp = mme[_pc++];
}
/// <summary>
/// Gets the result of the current Arithmetic and Logic unit operation.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <returns>Operation result</returns>
private int GetAluResult(GpuState state)
{
AluOperation op = (AluOperation)(_opCode & 7);
@ -303,6 +328,13 @@ namespace Ryujinx.Graphics.Gpu
throw new ArgumentException(nameof(_opCode));
}
/// <summary>
/// Gets the result of a Arithmetic and Logic operation using registers.
/// </summary>
/// <param name="aluOp">Arithmetic and Logic unit operation with registers</param>
/// <param name="a">First operand value</param>
/// <param name="b">Second operand value</param>
/// <returns>Operation result</returns>
private int GetAluResult(AluRegOperation aluOp, int a, int b)
{
switch (aluOp)
@ -353,43 +385,70 @@ namespace Ryujinx.Graphics.Gpu
throw new ArgumentOutOfRangeException(nameof(aluOp));
}
/// <summary>
/// Extracts a 32-bits signed integer constant from the current operation code.
/// </summary>
/// <returns></returns>
private int GetImm()
{
// Note: The immediate is signed, the sign-extension is intended here.
return _opCode >> 14;
}
/// <summary>
/// Sets the current method address, for method calls.
/// </summary>
/// <param name="value">Packed address and increment value</param>
private void SetMethAddr(int value)
{
_methAddr = (value >> 0) & 0xfff;
_methIncr = (value >> 12) & 0x3f;
}
/// <summary>
/// Sets the destination register value.
/// </summary>
/// <param name="value">Value to set (usually the operation result)</param>
private void SetDstGpr(int value)
{
_gprs[(_opCode >> 8) & 7] = value;
}
/// <summary>
/// Gets first operand value from the respective register.
/// </summary>
/// <returns>Operand value</returns>
private int GetGprA()
{
return GetGprValue((_opCode >> 11) & 7);
}
/// <summary>
/// Gets second operand value from the respective register.
/// </summary>
/// <returns>Operand value</returns>
private int GetGprB()
{
return GetGprValue((_opCode >> 14) & 7);
}
/// <summary>
/// Gets the value from a register, or 0 if the R0 register is specified.
/// </summary>
/// <param name="index">Index of the register</param>
/// <returns>Register value</returns>
private int GetGprValue(int index)
{
return index != 0 ? _gprs[index] : 0;
}
/// <summary>
/// Fetches a call argument from the call argument FIFO.
/// </summary>
/// <returns>The call argument, or 0 if the FIFO is empty</returns>
private int FetchParam()
{
int value;
if (!Fifo.TryDequeue(out value))
if (!Fifo.TryDequeue(out int value))
{
Logger.PrintWarning(LogClass.Gpu, "Macro attempted to fetch an inexistent argument.");
@ -399,11 +458,22 @@ namespace Ryujinx.Graphics.Gpu
return value;
}
/// <summary>
/// Reads data from a GPU register.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="reg">Register offset to read</param>
/// <returns>GPU register value</returns>
private int Read(GpuState state, int reg)
{
return state.Read(reg);
}
/// <summary>
/// Performs a GPU method call.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="value">Call argument</param>
private void Send(GpuState state, int value)
{
MethodParams meth = new MethodParams(_methAddr, value);

View file

@ -1,14 +1,42 @@
namespace Ryujinx.Graphics
{
/// <summary>
/// Method call parameters.
/// </summary>
struct MethodParams
{
public int Method { get; private set; }
public int Argument { get; private set; }
public int SubChannel { get; private set; }
public int MethodCount { get; private set; }
/// <summary>
/// Method offset.
/// </summary>
public int Method { get; }
/// <summary>
/// Method call argument.
/// </summary>
public int Argument { get; }
/// <summary>
/// Sub-channel where the call should be sent.
/// </summary>
public int SubChannel { get; }
/// <summary>
/// For multiple calls to the same method, this is the remaining calls count.
/// </summary>
public int MethodCount { get; }
/// <summary>
/// Indicates if the current call is the last one from a batch of calls to the same method.
/// </summary>
public bool IsLastCall => MethodCount <= 1;
/// <summary>
/// Constructs the method call parameters structure.
/// </summary>
/// <param name="method">Method offset</param>
/// <param name="argument">Method call argument</param>
/// <param name="subChannel">Optional sub-channel where the method should be sent (not required for macro calls)</param>
/// <param name="methodCount">Optional remaining calls count (not required for macro calls)</param>
public MethodParams(
int method,
int argument,

View file

@ -2,6 +2,9 @@ using Ryujinx.Graphics.Gpu.State;
namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// GPU commands FIFO.
/// </summary>
class NvGpuFifo
{
private const int MacrosCount = 0x80;
@ -13,25 +16,36 @@ namespace Ryujinx.Graphics.Gpu
private GpuContext _context;
/// <summary>
/// Cached GPU macro program.
/// </summary>
private struct CachedMacro
{
public int Position { get; private set; }
public int Position { get; }
private bool _executionPending;
private int _argument;
private MacroInterpreter _interpreter;
public CachedMacro(GpuContext context, NvGpuFifo fifo, int position)
/// <summary>
/// Creates a new instance of the GPU cached macro program.
/// </summary>
/// <param name="position">Macro code start position</param>
public CachedMacro(int position)
{
Position = position;
_executionPending = false;
_argument = 0;
_interpreter = new MacroInterpreter(context, fifo);
_interpreter = new MacroInterpreter();
}
/// <summary>
/// Sets the first argument for the macro call.
/// </summary>
/// <param name="argument">First argument</param>
public void StartExecution(int argument)
{
_argument = argument;
@ -39,6 +53,11 @@ namespace Ryujinx.Graphics.Gpu
_executionPending = true;
}
/// <summary>
/// Starts executing the macro program code.
/// </summary>
/// <param name="mme">Program code</param>
/// <param name="state">Current GPU state</param>
public void Execute(int[] mme, GpuState state)
{
if (_executionPending)
@ -49,6 +68,10 @@ namespace Ryujinx.Graphics.Gpu
}
}
/// <summary>
/// Pushes a argument to the macro call argument FIFO.
/// </summary>
/// <param name="argument">Argument to be pushed</param>
public void PushArgument(int argument)
{
_interpreter?.Fifo.Enqueue(argument);
@ -62,11 +85,24 @@ namespace Ryujinx.Graphics.Gpu
private int[] _mme;
/// <summary>
/// GPU sub-channel information.
/// </summary>
private class SubChannel
{
/// <summary>
/// Sub-channel GPU state.
/// </summary>
public GpuState State { get; }
/// <summary>
/// Engine bound to the sub-channel.
/// </summary>
public ClassId Class { get; set; }
/// <summary>
/// Creates a new instance of the GPU sub-channel.
/// </summary>
public SubChannel()
{
State = new GpuState();
@ -75,6 +111,10 @@ namespace Ryujinx.Graphics.Gpu
private SubChannel[] _subChannels;
/// <summary>
/// Creates a new instance of the GPU commands FIFO.
/// </summary>
/// <param name="context">GPU emulation context</param>
public NvGpuFifo(GpuContext context)
{
_context = context;
@ -93,6 +133,10 @@ namespace Ryujinx.Graphics.Gpu
}
}
/// <summary>
/// Calls a GPU method.
/// </summary>
/// <param name="meth">GPU method call parameters</param>
public void CallMethod(MethodParams meth)
{
if ((NvGpuFifoMeth)meth.Method == NvGpuFifoMeth.BindChannel)
@ -137,7 +181,7 @@ namespace Ryujinx.Graphics.Gpu
{
int position = meth.Argument;
_macros[_currMacroBindIndex++] = new CachedMacro(_context, this, position);
_macros[_currMacroBindIndex++] = new CachedMacro(position);
break;
}

View file

@ -1,5 +1,8 @@
namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// GPU commands FIFO processor commands.
/// </summary>
enum NvGpuFifoMeth
{
BindChannel = 0,

View file

@ -7,17 +7,45 @@ namespace Ryujinx.Graphics.Gpu
{
using Texture = Image.Texture;
/// <summary>
/// GPU image presentation window.
/// </summary>
public class Window
{
private readonly GpuContext _context;
/// <summary>
/// Texture presented on the window.
/// </summary>
private struct PresentationTexture
{
public TextureInfo Info { get; }
public ImageCrop Crop { get; }
public Action<object> Callback { get; }
public object UserObj { get; }
/// <summary>
/// Texture information.
/// </summary>
public TextureInfo Info { get; }
/// <summary>
/// Texture crop region.
/// </summary>
public ImageCrop Crop { get; }
/// <summary>
/// Texture release callback.
/// </summary>
public Action<object> Callback { get; }
/// <summary>
/// User defined object, passed to the release callback.
/// </summary>
public object UserObj { get; }
/// <summary>
/// Creates a new instance of the presentation texture.
/// </summary>
/// <param name="info">Information of the texture to be presented</param>
/// <param name="crop">Texture crop region</param>
/// <param name="callback">Texture release callback</param>
/// <param name="userObj">User defined object passed to the release callback, can be used to identify the texture</param>
public PresentationTexture(
TextureInfo info,
ImageCrop crop,
@ -33,6 +61,10 @@ namespace Ryujinx.Graphics.Gpu
private readonly ConcurrentQueue<PresentationTexture> _frameQueue;
/// <summary>
/// Creates a new instance of the GPU presentation window.
/// </summary>
/// <param name="context">GPU emulation context</param>
public Window(GpuContext context)
{
_context = context;
@ -40,6 +72,23 @@ namespace Ryujinx.Graphics.Gpu
_frameQueue = new ConcurrentQueue<PresentationTexture>();
}
/// <summary>
/// Enqueues a frame for presentation.
/// This method is thread safe and can be called from any thread.
/// When the texture is presented and not needed anymore, the release callback is called.
/// It's an error to modify the texture after calling this method, before the release callback is called.
/// </summary>
/// <param name="address">CPU virtual address of the texture data</param>
/// <param name="width">Texture width</param>
/// <param name="height">Texture height</param>
/// <param name="stride">Texture stride for linear texture, should be zero otherwise</param>
/// <param name="isLinear">Indicates if the texture is linear, normally false</param>
/// <param name="gobBlocksInY">GOB blocks in the Y direction, for block linear textures</param>
/// <param name="format">Texture format</param>
/// <param name="bytesPerPixel">Texture format bytes per pixel (must match the format)</param>
/// <param name="crop">Texture crop region</param>
/// <param name="callback">Texture release callback</param>
/// <param name="userObj">User defined object passed to the release callback</param>
public void EnqueueFrameThreadSafe(
ulong address,
int width,
@ -74,6 +123,11 @@ namespace Ryujinx.Graphics.Gpu
_frameQueue.Enqueue(new PresentationTexture(info, crop, callback, userObj));
}
/// <summary>
/// Presents a texture on the queue.
/// If the queue is empty, then no texture is presented.
/// </summary>
/// <param name="swapBuffersCallback">Callback method to call when a new texture should be presented on the screen</param>
public void Present(Action swapBuffersCallback)
{
_context.AdvanceSequence();