mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-08-19 23:28:42 +02:00
* Better implementation of the DMA pusher, misc fixes * Remove some debug code * Correct RGBX8 format * Add support for linked Texture Sampler Control * Attempt to fix upside down screen issue
190 lines
4.9 KiB
C#
190 lines
4.9 KiB
C#
using Ryujinx.Graphics.Memory;
|
|
using System.Collections.Concurrent;
|
|
using System.Threading;
|
|
|
|
namespace Ryujinx.Graphics
|
|
{
|
|
public class DmaPusher
|
|
{
|
|
private ConcurrentQueue<(NvGpuVmm, long)> IbBuffer;
|
|
|
|
private long DmaPut;
|
|
private long DmaGet;
|
|
|
|
private struct DmaState
|
|
{
|
|
public int Method;
|
|
public int SubChannel;
|
|
public int MethodCount;
|
|
public bool NonIncrementing;
|
|
public bool IncrementOnce;
|
|
public int LengthPending;
|
|
}
|
|
|
|
private DmaState State;
|
|
|
|
private bool SliEnable;
|
|
private bool SliActive;
|
|
|
|
private bool IbEnable;
|
|
private bool NonMain;
|
|
|
|
private long DmaMGet;
|
|
|
|
private NvGpuVmm Vmm;
|
|
|
|
private NvGpu Gpu;
|
|
|
|
private AutoResetEvent Event;
|
|
|
|
public DmaPusher(NvGpu Gpu)
|
|
{
|
|
this.Gpu = Gpu;
|
|
|
|
IbBuffer = new ConcurrentQueue<(NvGpuVmm, long)>();
|
|
|
|
IbEnable = true;
|
|
|
|
Event = new AutoResetEvent(false);
|
|
}
|
|
|
|
public void Push(NvGpuVmm Vmm, long Entry)
|
|
{
|
|
IbBuffer.Enqueue((Vmm, Entry));
|
|
|
|
Event.Set();
|
|
}
|
|
|
|
public bool WaitForCommands()
|
|
{
|
|
return Event.WaitOne(8);
|
|
}
|
|
|
|
public void DispatchCalls()
|
|
{
|
|
while (Step());
|
|
}
|
|
|
|
private bool Step()
|
|
{
|
|
if (DmaGet != DmaPut)
|
|
{
|
|
int Word = Vmm.ReadInt32(DmaGet);
|
|
|
|
DmaGet += 4;
|
|
|
|
if (!NonMain)
|
|
{
|
|
DmaMGet = DmaGet;
|
|
}
|
|
|
|
if (State.LengthPending != 0)
|
|
{
|
|
State.LengthPending = 0;
|
|
State.MethodCount = Word & 0xffffff;
|
|
}
|
|
else if (State.MethodCount != 0)
|
|
{
|
|
if (!SliEnable || SliActive)
|
|
{
|
|
CallMethod(Word);
|
|
}
|
|
|
|
if (!State.NonIncrementing)
|
|
{
|
|
State.Method++;
|
|
}
|
|
|
|
if (State.IncrementOnce)
|
|
{
|
|
State.NonIncrementing = true;
|
|
}
|
|
|
|
State.MethodCount--;
|
|
}
|
|
else
|
|
{
|
|
int SumissionMode = (Word >> 29) & 7;
|
|
|
|
switch (SumissionMode)
|
|
{
|
|
case 1:
|
|
//Incrementing.
|
|
SetNonImmediateState(Word);
|
|
|
|
State.NonIncrementing = false;
|
|
State.IncrementOnce = false;
|
|
|
|
break;
|
|
|
|
case 3:
|
|
//Non-incrementing.
|
|
SetNonImmediateState(Word);
|
|
|
|
State.NonIncrementing = true;
|
|
State.IncrementOnce = false;
|
|
|
|
break;
|
|
|
|
case 4:
|
|
//Immediate.
|
|
State.Method = (Word >> 0) & 0x1fff;
|
|
State.SubChannel = (Word >> 13) & 7;
|
|
State.NonIncrementing = true;
|
|
State.IncrementOnce = false;
|
|
|
|
CallMethod((Word >> 16) & 0x1fff);
|
|
|
|
break;
|
|
|
|
case 5:
|
|
//Increment-once.
|
|
SetNonImmediateState(Word);
|
|
|
|
State.NonIncrementing = false;
|
|
State.IncrementOnce = true;
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if (IbEnable && IbBuffer.TryDequeue(out (NvGpuVmm Vmm, long Entry) Tuple))
|
|
{
|
|
this.Vmm = Tuple.Vmm;
|
|
|
|
long Entry = Tuple.Entry;
|
|
|
|
int Length = (int)(Entry >> 42) & 0x1fffff;
|
|
|
|
DmaGet = Entry & 0xfffffffffc;
|
|
DmaPut = DmaGet + Length * 4;
|
|
|
|
NonMain = (Entry & (1L << 41)) != 0;
|
|
|
|
Gpu.ResourceManager.ClearPbCache();
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private void SetNonImmediateState(int Word)
|
|
{
|
|
State.Method = (Word >> 0) & 0x1fff;
|
|
State.SubChannel = (Word >> 13) & 7;
|
|
State.MethodCount = (Word >> 16) & 0x1fff;
|
|
}
|
|
|
|
private void CallMethod(int Argument)
|
|
{
|
|
Gpu.Fifo.CallMethod(Vmm, new GpuMethodCall(
|
|
State.Method,
|
|
Argument,
|
|
State.SubChannel,
|
|
State.MethodCount));
|
|
}
|
|
}
|
|
} |