644de99e86
* Implement GPU syncpoints This adds support for GPU syncpoints on the GPU backend & nvservices. Everything that was implemented here is based on my researches, hardware testing of the GM20B and reversing of nvservices (8.1.0). Thanks to @fincs for the informations about some behaviours of the pusher and for the initial informations about syncpoints. * syncpoint: address gdkchan's comments * Add some missing logic to handle SubmitGpfifo correctly * Handle the NV event API correctly * evnt => hostEvent * Finish addressing gdkchan's comments * nvservices: write the output buffer even when an error is returned * dma pusher: Implemnet prefetch barrier lso fix when the commands should be prefetch. * Partially fix prefetch barrier * Add a missing syncpoint check in QueryEvent of NvHostSyncPt * Address Ac_K's comments and fix GetSyncpoint for ChannelResourcePolicy == Channel * fix SyncptWait & SyncptWaitEx cmds logic * Address ripinperi's comments * Address gdkchan's comments * Move user event management to the control channel * Fix mm implementation, nvdec works again * Address ripinperi's comments * Address gdkchan's comments * Implement nvhost-ctrl close accurately + make nvservices dispose channels when stopping the emulator * Fix typo in MultiMediaOperationType
36 lines
885 B
C#
36 lines
885 B
C#
using Ryujinx.Graphics.Gpu;
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using Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.HLE.HOS.Services.Nv.Types
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{
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[StructLayout(LayoutKind.Sequential, Size = 0x8)]
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internal struct NvFence
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{
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public const uint InvalidSyncPointId = uint.MaxValue;
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public uint Id;
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public uint Value;
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public bool IsValid()
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{
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return Id != InvalidSyncPointId;
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}
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public void UpdateValue(NvHostSyncpt hostSyncpt)
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{
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Value = hostSyncpt.ReadSyncpointValue(Id);
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}
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public bool Wait(GpuContext gpuContext, TimeSpan timeout)
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{
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if (IsValid())
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{
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return gpuContext.Synchronization.WaitOnSyncpoint(Id, Value, timeout);
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}
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return false;
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}
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}
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}
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