Ryujinx/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdateTracker.cs
gdkchan 40b21cc3c4
Separate GPU engines (part 2/2) (#2440)
* 3D engine now uses DeviceState too, plus new state modification tracking

* Remove old methods code

* Remove GpuState and friends

* Optimize DeviceState, force inline some functions

* This change was not supposed to go in

* Proper channel initialization

* Optimize state read/write methods even more

* Fix debug build

* Do not dirty state if the write is redundant

* The YControl register should dirty either the viewport or front face state too, to update the host origin

* Avoid redundant vertex buffer updates

* Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace

* Comments and nits

* Fix rebase

* PR feedback

* Move changed = false to improve codegen

* PR feedback

* Carry RyuJIT a bit more
2021-07-11 17:20:40 -03:00

167 lines
5.5 KiB
C#

using Ryujinx.Graphics.Device;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
/// <summary>
/// State update callback entry, with the callback function and associated field names.
/// </summary>
struct StateUpdateCallbackEntry
{
/// <summary>
/// Callback function, to be called if the register was written as the state needs to be updated.
/// </summary>
public Action Callback { get; }
/// <summary>
/// Name of the state fields (registers) associated with the callback function.
/// </summary>
public string[] FieldNames { get; }
/// <summary>
/// Creates a new state update callback entry.
/// </summary>
/// <param name="callback">Callback function, to be called if the register was written as the state needs to be updated</param>
/// <param name="fieldNames">Name of the state fields (registers) associated with the callback function</param>
public StateUpdateCallbackEntry(Action callback, params string[] fieldNames)
{
Callback = callback;
FieldNames = fieldNames;
}
}
/// <summary>
/// GPU state update tracker.
/// </summary>
/// <typeparam name="TState">State type</typeparam>
class StateUpdateTracker<TState>
{
private const int BlockSize = 0xe00;
private const int RegisterSize = sizeof(uint);
private readonly byte[] _registerToGroupMapping;
private readonly Action[] _callbacks;
private ulong _dirtyMask;
/// <summary>
/// Creates a new instance of the state update tracker.
/// </summary>
/// <param name="entries">Update tracker callback entries</param>
public StateUpdateTracker(StateUpdateCallbackEntry[] entries)
{
_registerToGroupMapping = new byte[BlockSize];
_callbacks = new Action[entries.Length];
var fieldToDelegate = new Dictionary<string, int>();
for (int entryIndex = 0; entryIndex < entries.Length; entryIndex++)
{
var entry = entries[entryIndex];
foreach (var fieldName in entry.FieldNames)
{
fieldToDelegate.Add(fieldName, entryIndex);
}
_callbacks[entryIndex] = entry.Callback;
}
var fields = typeof(TState).GetFields();
int offset = 0;
for (int fieldIndex = 0; fieldIndex < fields.Length; fieldIndex++)
{
var field = fields[fieldIndex];
int sizeOfField = SizeCalculator.SizeOf(field.FieldType);
if (fieldToDelegate.TryGetValue(field.Name, out int entryIndex))
{
for (int i = 0; i < ((sizeOfField + 3) & ~3); i += 4)
{
_registerToGroupMapping[(offset + i) / RegisterSize] = (byte)(entryIndex + 1);
}
}
offset += sizeOfField;
}
Debug.Assert(offset == Unsafe.SizeOf<TState>());
}
/// <summary>
/// Sets a register as modified.
/// </summary>
/// <param name="offset">Register offset in bytes</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetDirty(int offset)
{
uint index = (uint)offset / RegisterSize;
if (index < BlockSize)
{
int groupIndex = Unsafe.Add(ref MemoryMarshal.GetArrayDataReference(_registerToGroupMapping), (IntPtr)index);
if (groupIndex != 0)
{
groupIndex--;
_dirtyMask |= 1UL << groupIndex;
}
}
}
/// <summary>
/// Forces a register group as dirty, by index.
/// </summary>
/// <param name="groupIndex">Index of the group to be dirtied</param>
public void ForceDirty(int groupIndex)
{
if ((uint)groupIndex >= _callbacks.Length)
{
throw new ArgumentOutOfRangeException(nameof(groupIndex));
}
_dirtyMask |= 1UL << groupIndex;
}
/// <summary>
/// Forces all register groups as dirty, triggering a full update on the next call to <see cref="Update"/>.
/// </summary>
public void SetAllDirty()
{
Debug.Assert(_callbacks.Length <= sizeof(ulong) * 8);
_dirtyMask = ulong.MaxValue >> ((sizeof(ulong) * 8) - _callbacks.Length);
}
/// <summary>
/// Check all the groups specified by <paramref name="checkMask"/> for modification, and update if modified.
/// </summary>
/// <param name="checkMask">Mask, where each bit set corresponds to a group index that should be checked</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Update(ulong checkMask)
{
ulong mask = _dirtyMask & checkMask;
if (mask == 0)
{
return;
}
do
{
int groupIndex = BitOperations.TrailingZeroCount(mask);
_callbacks[groupIndex]();
mask &= ~(1UL << groupIndex);
}
while (mask != 0);
_dirtyMask &= ~checkMask;
}
}
}