using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Gpu.Image; using Ryujinx.Graphics.Gpu.Shader; using Ryujinx.Graphics.Gpu.State; using Ryujinx.Graphics.Shader; using System; namespace Ryujinx.Graphics.Gpu.Engine { partial class Methods { /// /// Dispatches compute work. /// /// Current GPU state /// Method call argument public void Dispatch(GpuState state, int argument) { uint qmdAddress = (uint)state.Get(MethodOffset.DispatchParamsAddress); var qmd = _context.MemoryManager.Read((ulong)qmdAddress << 8); GpuVa shaderBaseAddress = state.Get(MethodOffset.ShaderBaseAddress); ulong shaderGpuVa = shaderBaseAddress.Pack() + (uint)qmd.ProgramOffset; int localMemorySize = qmd.ShaderLocalMemoryLowSize + qmd.ShaderLocalMemoryHighSize; int sharedMemorySize = Math.Min(qmd.SharedMemorySize, _context.Capabilities.MaximumComputeSharedMemorySize); for (int index = 0; index < Constants.TotalCpUniformBuffers; index++) { if (!qmd.ConstantBufferValid(index)) { continue; } ulong gpuVa = (uint)qmd.ConstantBufferAddrLower(index) | (ulong)qmd.ConstantBufferAddrUpper(index) << 32; ulong size = (ulong)qmd.ConstantBufferSize(index); BufferManager.SetComputeUniformBuffer(index, gpuVa, size); } ShaderBundle cs = ShaderCache.GetComputeShader( state, shaderGpuVa, qmd.CtaThreadDimension0, qmd.CtaThreadDimension1, qmd.CtaThreadDimension2, localMemorySize, sharedMemorySize); _context.Renderer.Pipeline.SetProgram(cs.HostProgram); var samplerPool = state.Get(MethodOffset.SamplerPoolState); var texturePool = state.Get(MethodOffset.TexturePoolState); TextureManager.SetComputeSamplerPool(samplerPool.Address.Pack(), samplerPool.MaximumId, qmd.SamplerIndex); TextureManager.SetComputeTexturePool(texturePool.Address.Pack(), texturePool.MaximumId); TextureManager.SetComputeTextureBufferIndex(state.Get(MethodOffset.TextureBufferIndex)); ShaderProgramInfo info = cs.Shaders[0].Info; for (int index = 0; index < info.CBuffers.Count; index++) { BufferDescriptor cb = info.CBuffers[index]; // NVN uses the "hardware" constant buffer for anything that is less than 8, // and those are already bound above. // Anything greater than or equal to 8 uses the emulated constant buffers. // They are emulated using global memory loads. if (cb.Slot < 8) { continue; } ulong cbDescAddress = BufferManager.GetComputeUniformBufferAddress(0); int cbDescOffset = 0x260 + (cb.Slot - 8) * 0x10; cbDescAddress += (ulong)cbDescOffset; SbDescriptor cbDescriptor = _context.PhysicalMemory.Read(cbDescAddress); BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size); } for (int index = 0; index < info.SBuffers.Count; index++) { BufferDescriptor sb = info.SBuffers[index]; ulong sbDescAddress = BufferManager.GetComputeUniformBufferAddress(0); int sbDescOffset = 0x310 + sb.Slot * 0x10; sbDescAddress += (ulong)sbDescOffset; SbDescriptor sbDescriptor = _context.PhysicalMemory.Read(sbDescAddress); BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags); } BufferManager.SetComputeStorageBufferBindings(info.SBuffers); BufferManager.SetComputeUniformBufferBindings(info.CBuffers); var textureBindings = new TextureBindingInfo[info.Textures.Count]; for (int index = 0; index < info.Textures.Count; index++) { var descriptor = info.Textures[index]; Target target = ShaderTexture.GetTarget(descriptor.Type); textureBindings[index] = new TextureBindingInfo( target, descriptor.Binding, descriptor.CbufSlot, descriptor.HandleIndex, descriptor.Flags); } TextureManager.SetComputeTextures(textureBindings); var imageBindings = new TextureBindingInfo[info.Images.Count]; for (int index = 0; index < info.Images.Count; index++) { var descriptor = info.Images[index]; Target target = ShaderTexture.GetTarget(descriptor.Type); Format format = ShaderTexture.GetFormat(descriptor.Format); imageBindings[index] = new TextureBindingInfo( target, format, descriptor.Binding, descriptor.CbufSlot, descriptor.HandleIndex, descriptor.Flags); } TextureManager.SetComputeImages(imageBindings); BufferManager.CommitComputeBindings(); TextureManager.CommitComputeBindings(); _context.Renderer.Pipeline.DispatchCompute( qmd.CtaRasterWidth, qmd.CtaRasterHeight, qmd.CtaRasterDepth); _forceShaderUpdate = true; } } }