2018-04-26 04:11:26 +02:00
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using Ryujinx.Graphics.Gal;
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2018-09-08 19:51:50 +02:00
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using Ryujinx.Graphics.Memory;
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using Ryujinx.Graphics.Texture;
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2018-04-26 04:11:26 +02:00
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using System.Collections.Generic;
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2018-09-08 19:51:50 +02:00
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namespace Ryujinx.Graphics
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2018-04-26 04:11:26 +02:00
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{
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2018-09-08 19:51:50 +02:00
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public class NvGpuEngine2d : INvGpuEngine
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2018-04-26 04:11:26 +02:00
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{
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private enum CopyOperation
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{
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SrcCopyAnd,
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RopAnd,
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Blend,
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SrcCopy,
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Rop,
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SrcCopyPremult,
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BlendPremult
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}
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public int[] Registers { get; private set; }
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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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private NvGpu Gpu;
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2018-04-26 04:11:26 +02:00
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private Dictionary<int, NvGpuMethod> Methods;
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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 NvGpuEngine2d(NvGpu Gpu)
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2018-04-26 04:11:26 +02:00
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{
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this.Gpu = Gpu;
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Registers = new int[0xe00];
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Methods = new Dictionary<int, NvGpuMethod>();
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void AddMethod(int Meth, int Count, int Stride, NvGpuMethod Method)
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{
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while (Count-- > 0)
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{
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Methods.Add(Meth, Method);
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Meth += Stride;
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}
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}
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AddMethod(0xb5, 1, 1, TextureCopy);
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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 void CallMethod(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
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2018-04-26 04:11:26 +02:00
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{
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if (Methods.TryGetValue(PBEntry.Method, out NvGpuMethod Method))
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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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Method(Vmm, PBEntry);
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2018-04-26 04:11:26 +02:00
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}
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else
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{
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WriteRegister(PBEntry);
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}
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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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private void TextureCopy(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
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2018-04-26 04:11:26 +02:00
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{
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CopyOperation Operation = (CopyOperation)ReadRegister(NvGpuEngine2dReg.CopyOperation);
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2018-09-18 06:30:35 +02:00
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int SrcFormat = ReadRegister(NvGpuEngine2dReg.SrcFormat);
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2018-04-26 04:11:26 +02:00
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bool SrcLinear = ReadRegister(NvGpuEngine2dReg.SrcLinear) != 0;
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int SrcWidth = ReadRegister(NvGpuEngine2dReg.SrcWidth);
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int SrcHeight = ReadRegister(NvGpuEngine2dReg.SrcHeight);
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2018-07-19 07:30:21 +02:00
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int SrcPitch = ReadRegister(NvGpuEngine2dReg.SrcPitch);
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int SrcBlkDim = ReadRegister(NvGpuEngine2dReg.SrcBlockDimensions);
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2018-04-26 04:11:26 +02:00
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2018-09-18 06:30:35 +02:00
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int DstFormat = ReadRegister(NvGpuEngine2dReg.DstFormat);
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2018-04-26 04:11:26 +02:00
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bool DstLinear = ReadRegister(NvGpuEngine2dReg.DstLinear) != 0;
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int DstWidth = ReadRegister(NvGpuEngine2dReg.DstWidth);
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int DstHeight = ReadRegister(NvGpuEngine2dReg.DstHeight);
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int DstPitch = ReadRegister(NvGpuEngine2dReg.DstPitch);
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int DstBlkDim = ReadRegister(NvGpuEngine2dReg.DstBlockDimensions);
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2018-09-18 06:30:35 +02:00
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GalImageFormat SrcImgFormat = ImageUtils.ConvertSurface((GalSurfaceFormat)SrcFormat);
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GalImageFormat DstImgFormat = ImageUtils.ConvertSurface((GalSurfaceFormat)DstFormat);
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2018-07-19 07:30:21 +02:00
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2018-09-18 06:30:35 +02:00
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GalMemoryLayout SrcLayout = GetLayout(SrcLinear);
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GalMemoryLayout DstLayout = GetLayout(DstLinear);
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2018-04-26 04:11:26 +02:00
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2018-07-19 07:30:21 +02:00
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int SrcBlockHeight = 1 << ((SrcBlkDim >> 4) & 0xf);
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2018-04-26 04:11:26 +02:00
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int DstBlockHeight = 1 << ((DstBlkDim >> 4) & 0xf);
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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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long SrcAddress = MakeInt64From2xInt32(NvGpuEngine2dReg.SrcAddress);
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long DstAddress = MakeInt64From2xInt32(NvGpuEngine2dReg.DstAddress);
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2018-04-26 04:11:26 +02:00
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2018-07-19 07:30:21 +02:00
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long SrcKey = Vmm.GetPhysicalAddress(SrcAddress);
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long DstKey = Vmm.GetPhysicalAddress(DstAddress);
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2018-09-18 06:30:35 +02:00
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GalImage SrcTexture = new GalImage(
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SrcWidth,
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SrcHeight, 1,
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SrcBlockHeight,
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SrcLayout,
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SrcImgFormat);
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GalImage DstTexture = new GalImage(
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DstWidth,
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DstHeight, 1,
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DstBlockHeight,
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DstLayout,
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DstImgFormat);
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Gpu.ResourceManager.SendTexture(Vmm, SrcKey, SrcTexture);
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Gpu.ResourceManager.SendTexture(Vmm, DstKey, DstTexture);
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Gpu.Renderer.RenderTarget.Copy(
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SrcKey,
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DstKey,
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0,
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0,
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SrcWidth,
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SrcHeight,
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0,
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0,
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DstWidth,
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DstHeight);
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}
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2018-07-19 07:30:21 +02:00
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2018-09-18 06:30:35 +02:00
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private static GalMemoryLayout GetLayout(bool Linear)
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{
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return Linear
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? GalMemoryLayout.Pitch
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: GalMemoryLayout.BlockLinear;
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2018-04-26 04:11:26 +02:00
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}
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private long MakeInt64From2xInt32(NvGpuEngine2dReg Reg)
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{
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return
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(long)Registers[(int)Reg + 0] << 32 |
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(uint)Registers[(int)Reg + 1];
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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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private void WriteRegister(NvGpuPBEntry PBEntry)
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2018-04-26 04:11:26 +02:00
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{
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int ArgsCount = PBEntry.Arguments.Count;
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if (ArgsCount > 0)
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{
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Registers[PBEntry.Method] = PBEntry.Arguments[ArgsCount - 1];
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}
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}
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private int ReadRegister(NvGpuEngine2dReg Reg)
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{
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return Registers[(int)Reg];
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}
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private void WriteRegister(NvGpuEngine2dReg Reg, int Value)
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{
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Registers[(int)Reg] = Value;
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}
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}
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}
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