NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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using ChocolArm64.Memory;
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2018-06-09 02:15:56 +02:00
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using Ryujinx.Graphics.Gal;
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2018-06-24 02:39:25 +02:00
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using Ryujinx.HLE.Gpu.Memory;
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2018-04-26 04:11:26 +02:00
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using System;
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2018-06-24 02:39:25 +02:00
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namespace Ryujinx.HLE.Gpu.Texture
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2018-04-26 04:11:26 +02:00
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{
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static class TextureHelper
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{
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2018-06-24 02:39:25 +02:00
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public static ISwizzle GetSwizzle(TextureInfo Texture, int Width, int Bpp)
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2018-04-26 04:11:26 +02:00
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{
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switch (Texture.Swizzle)
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{
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2018-06-23 07:00:44 +02:00
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case TextureSwizzle._1dBuffer:
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2018-04-26 04:11:26 +02:00
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case TextureSwizzle.Pitch:
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case TextureSwizzle.PitchColorKey:
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return new LinearSwizzle(Texture.Pitch, Bpp);
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case TextureSwizzle.BlockLinear:
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case TextureSwizzle.BlockLinearColorKey:
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return new BlockLinearSwizzle(Width, Bpp, Texture.BlockHeight);
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}
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throw new NotImplementedException(Texture.Swizzle.ToString());
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}
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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2018-06-09 02:15:56 +02:00
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public static int GetTextureSize(GalTexture Texture)
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{
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switch (Texture.Format)
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{
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2018-07-10 04:01:59 +02:00
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case GalTextureFormat.R32G32B32A32:
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return Texture.Width * Texture.Height * 16;
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case GalTextureFormat.R16G16B16A16:
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return Texture.Width * Texture.Height * 8;
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case GalTextureFormat.A8B8G8R8:
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case GalTextureFormat.R32:
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case GalTextureFormat.ZF32:
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return Texture.Width * Texture.Height * 4;
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case GalTextureFormat.A1B5G5R5:
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case GalTextureFormat.B5G6R5:
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case GalTextureFormat.G8R8:
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case GalTextureFormat.R16:
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return Texture.Width * Texture.Height * 2;
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case GalTextureFormat.R8:
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return Texture.Width * Texture.Height;
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2018-06-09 02:15:56 +02:00
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case GalTextureFormat.BC1:
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case GalTextureFormat.BC4:
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{
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2018-07-13 02:27:59 +02:00
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return CompressedTextureSize(Texture.Width, Texture.Height, 4, 4, 8);
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2018-06-09 02:15:56 +02:00
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}
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2018-06-10 06:00:43 +02:00
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case GalTextureFormat.BC7U:
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2018-06-09 02:15:56 +02:00
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case GalTextureFormat.BC2:
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case GalTextureFormat.BC3:
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case GalTextureFormat.BC5:
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case GalTextureFormat.Astc2D4x4:
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{
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2018-07-13 02:27:59 +02:00
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return CompressedTextureSize(Texture.Width, Texture.Height, 4, 4, 16);
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}
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case GalTextureFormat.Astc2D5x5:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 5, 5, 16);
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}
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case GalTextureFormat.Astc2D6x6:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 6, 6, 16);
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}
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case GalTextureFormat.Astc2D8x8:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 8, 8, 16);
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}
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case GalTextureFormat.Astc2D10x10:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 10, 10, 16);
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}
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case GalTextureFormat.Astc2D12x12:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 12, 12, 16);
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}
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case GalTextureFormat.Astc2D5x4:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 5, 4, 16);
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}
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case GalTextureFormat.Astc2D6x5:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 6, 5, 16);
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}
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case GalTextureFormat.Astc2D8x6:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 8, 6, 16);
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}
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case GalTextureFormat.Astc2D10x8:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 10, 8, 16);
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}
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case GalTextureFormat.Astc2D12x10:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 12, 10, 16);
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}
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case GalTextureFormat.Astc2D8x5:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 8, 5, 16);
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}
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case GalTextureFormat.Astc2D10x5:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 10, 5, 16);
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}
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case GalTextureFormat.Astc2D10x6:
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{
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return CompressedTextureSize(Texture.Width, Texture.Height, 10, 6, 16);
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2018-06-09 02:15:56 +02:00
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}
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}
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throw new NotImplementedException(Texture.Format.ToString());
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}
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2018-07-13 02:27:59 +02:00
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public static int CompressedTextureSize(int TextureWidth, int TextureHeight, int BlockWidth, int BlockHeight, int Bpb)
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{
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int W = (TextureWidth + (BlockWidth - 1)) / BlockWidth;
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int H = (TextureHeight + (BlockHeight - 1)) / BlockHeight;
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return W * H * Bpb;
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}
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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public static (AMemory Memory, long Position) GetMemoryAndPosition(
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IAMemory Memory,
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long Position)
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{
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if (Memory is NvGpuVmm Vmm)
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{
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return (Vmm.Memory, Vmm.GetPhysicalAddress(Position));
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}
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return ((AMemory)Memory, Position);
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}
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2018-04-26 04:11:26 +02:00
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}
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}
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