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);
}
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;
}
}
}