Fixup channel submit IOCTL syncpoint parameters (#2774)

* Fixup channel submit IOCTL syncpoint parameters

The current arguments worked by happenstance as games only ever submit
one syncpoint and request one fence back, if a game were to do something
other than this then the arguments would've been parsed entirely wrong.

* Address feedback
This commit is contained in:
Billy Laws 2021-10-24 22:34:44 +01:00 committed by GitHub
parent 85d8d1d7ca
commit 8c4e4ab3b3
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2 changed files with 10 additions and 24 deletions

View file

@ -148,8 +148,7 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostChannel
Span<Reloc> relocs = GetSpanAndSkip<Reloc>(ref arguments, submitHeader.RelocsCount);
Span<uint> relocShifts = GetSpanAndSkip<uint>(ref arguments, submitHeader.RelocsCount);
Span<SyncptIncr> syncptIncrs = GetSpanAndSkip<SyncptIncr>(ref arguments, submitHeader.SyncptIncrsCount);
Span<SyncptIncr> waitChecks = GetSpanAndSkip<SyncptIncr>(ref arguments, submitHeader.SyncptIncrsCount); // ?
Span<Fence> fences = GetSpanAndSkip<Fence>(ref arguments, submitHeader.FencesCount);
Span<uint> fenceThresholds = GetSpanAndSkip<uint>(ref arguments, submitHeader.FencesCount);
lock (_device)
{
@ -159,8 +158,7 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostChannel
uint id = syncptIncr.Id;
fences[i].Id = id;
fences[i].Thresh = Context.Device.System.HostSyncpoint.IncrementSyncpointMax(id, syncptIncr.Incrs);
fenceThresholds[i] = Context.Device.System.HostSyncpoint.IncrementSyncpointMax(id, syncptIncr.Incrs);
}
foreach (CommandBuffer commandBuffer in commandBuffers)
@ -173,14 +171,6 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostChannel
}
}
fences[0].Thresh = Context.Device.System.HostSyncpoint.IncrementSyncpointMax(fences[0].Id, 1);
Span<int> tmpCmdBuff = stackalloc int[1];
tmpCmdBuff[0] = (4 << 28) | (int)fences[0].Id;
_host1xContext.Host1x.Submit(tmpCmdBuff, _contextId);
return NvInternalResult.Success;
}

View file

@ -24,13 +24,9 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostChannel.Types
{
public uint Id;
public uint Incrs;
}
[StructLayout(LayoutKind.Sequential)]
struct Fence
{
public uint Id;
public uint Thresh;
public uint Reserved1;
public uint Reserved2;
public uint Reserved3;
}
[StructLayout(LayoutKind.Sequential)]