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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2018-06-11 02:46:42 +02:00
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using Ryujinx.HLE.Logging;
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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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using System;
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using System.Diagnostics;
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2018-06-11 02:46:42 +02:00
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namespace Ryujinx.HLE.OsHle.Services.Nv.NvGpuGpu
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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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{
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class NvGpuGpuIoctl
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{
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private static Stopwatch PTimer;
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private static double TicksToNs;
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static NvGpuGpuIoctl()
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{
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PTimer = new Stopwatch();
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PTimer.Start();
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TicksToNs = (1.0 / Stopwatch.Frequency) * 1_000_000_000;
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}
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public static int ProcessIoctl(ServiceCtx Context, int Cmd)
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{
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switch (Cmd & 0xffff)
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{
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case 0x4701: return ZcullGetCtxSize (Context);
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case 0x4702: return ZcullGetInfo (Context);
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case 0x4703: return ZbcSetTable (Context);
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case 0x4705: return GetCharacteristics(Context);
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case 0x4706: return GetTpcMasks (Context);
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case 0x4714: return GetActiveSlotMask (Context);
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case 0x471c: return GetGpuTime (Context);
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}
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throw new NotImplementedException(Cmd.ToString("x8"));
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}
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private static int ZcullGetCtxSize(ServiceCtx Context)
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{
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2018-06-03 00:46:09 +02:00
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long OutputPosition = Context.Request.GetBufferType0x22().Position;
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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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2018-05-11 05:19:51 +02:00
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NvGpuGpuZcullGetCtxSize Args = new NvGpuGpuZcullGetCtxSize();
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Args.Size = 1;
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AMemoryHelper.Write(Context.Memory, OutputPosition, Args);
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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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Context.Ns.Log.PrintStub(LogClass.ServiceNv, "Stubbed.");
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return NvResult.Success;
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}
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private static int ZcullGetInfo(ServiceCtx Context)
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{
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2018-06-03 00:46:09 +02:00
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long OutputPosition = Context.Request.GetBufferType0x22().Position;
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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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2018-05-11 05:19:51 +02:00
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NvGpuGpuZcullGetInfo Args = new NvGpuGpuZcullGetInfo();
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Args.WidthAlignPixels = 0x20;
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Args.HeightAlignPixels = 0x20;
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Args.PixelSquaresByAliquots = 0x400;
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Args.AliquotTotal = 0x800;
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Args.RegionByteMultiplier = 0x20;
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Args.RegionHeaderSize = 0x20;
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Args.SubregionHeaderSize = 0xc0;
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Args.SubregionWidthAlignPixels = 0x20;
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Args.SubregionHeightAlignPixels = 0x40;
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Args.SubregionCount = 0x10;
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AMemoryHelper.Write(Context.Memory, OutputPosition, Args);
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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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Context.Ns.Log.PrintStub(LogClass.ServiceNv, "Stubbed.");
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return NvResult.Success;
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}
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private static int ZbcSetTable(ServiceCtx Context)
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{
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2018-06-03 00:46:09 +02:00
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long InputPosition = Context.Request.GetBufferType0x21().Position;
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long OutputPosition = Context.Request.GetBufferType0x22().Position;
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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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Context.Ns.Log.PrintStub(LogClass.ServiceNv, "Stubbed.");
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return NvResult.Success;
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}
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private static int GetCharacteristics(ServiceCtx Context)
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{
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2018-06-03 00:46:09 +02:00
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long InputPosition = Context.Request.GetBufferType0x21().Position;
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long OutputPosition = Context.Request.GetBufferType0x22().Position;
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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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NvGpuGpuGetCharacteristics Args = AMemoryHelper.Read<NvGpuGpuGetCharacteristics>(Context.Memory, InputPosition);
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Args.BufferSize = 0xa0;
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Args.Arch = 0x120;
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Args.Impl = 0xb;
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Args.Rev = 0xa1;
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Args.NumGpc = 0x1;
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Args.L2CacheSize = 0x40000;
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Args.OnBoardVideoMemorySize = 0x0;
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Args.NumTpcPerGpc = 0x2;
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Args.BusType = 0x20;
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Args.BigPageSize = 0x20000;
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Args.CompressionPageSize = 0x20000;
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Args.PdeCoverageBitCount = 0x1b;
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Args.AvailableBigPageSizes = 0x30000;
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Args.GpcMask = 0x1;
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Args.SmArchSmVersion = 0x503;
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Args.SmArchSpaVersion = 0x503;
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Args.SmArchWarpCount = 0x80;
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Args.GpuVaBitCount = 0x28;
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Args.Reserved = 0x0;
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Args.Flags = 0x55;
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Args.TwodClass = 0x902d;
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Args.ThreedClass = 0xb197;
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Args.ComputeClass = 0xb1c0;
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Args.GpfifoClass = 0xb06f;
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Args.InlineToMemoryClass = 0xa140;
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Args.DmaCopyClass = 0xb0b5;
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Args.MaxFbpsCount = 0x1;
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Args.FbpEnMask = 0x0;
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Args.MaxLtcPerFbp = 0x2;
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Args.MaxLtsPerLtc = 0x1;
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Args.MaxTexPerTpc = 0x0;
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Args.MaxGpcCount = 0x1;
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Args.RopL2EnMask0 = 0x21d70;
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Args.RopL2EnMask1 = 0x0;
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Args.ChipName = 0x6230326d67;
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Args.GrCompbitStoreBaseHw = 0x0;
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AMemoryHelper.Write(Context.Memory, OutputPosition, Args);
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return NvResult.Success;
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}
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private static int GetTpcMasks(ServiceCtx Context)
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{
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2018-06-03 00:46:09 +02:00
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long InputPosition = Context.Request.GetBufferType0x21().Position;
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long OutputPosition = Context.Request.GetBufferType0x22().Position;
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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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2018-05-14 03:10:45 +02:00
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NvGpuGpuGetTpcMasks Args = AMemoryHelper.Read<NvGpuGpuGetTpcMasks>(Context.Memory, InputPosition);
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if (Args.MaskBufferSize != 0)
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{
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Args.TpcMask = 3;
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}
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AMemoryHelper.Write(Context.Memory, OutputPosition, Args);
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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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return NvResult.Success;
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}
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private static int GetActiveSlotMask(ServiceCtx Context)
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{
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2018-06-03 00:46:09 +02:00
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long OutputPosition = Context.Request.GetBufferType0x22().Position;
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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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2018-05-11 05:19:51 +02:00
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NvGpuGpuGetActiveSlotMask Args = new NvGpuGpuGetActiveSlotMask();
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Args.Slot = 0x07;
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Args.Mask = 0x01;
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AMemoryHelper.Write(Context.Memory, OutputPosition, Args);
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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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Context.Ns.Log.PrintStub(LogClass.ServiceNv, "Stubbed.");
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return NvResult.Success;
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}
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private static int GetGpuTime(ServiceCtx Context)
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{
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2018-06-03 00:46:09 +02:00
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long OutputPosition = Context.Request.GetBufferType0x22().Position;
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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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Context.Memory.WriteInt64(OutputPosition, GetPTimerNanoSeconds());
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return NvResult.Success;
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}
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private static long GetPTimerNanoSeconds()
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{
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double Ticks = PTimer.ElapsedTicks;
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return (long)(Ticks * TicksToNs) & 0xff_ffff_ffff_ffff;
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}
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}
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}
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