Ryujinx/Ryujinx.Graphics/NvGpuFifo.cs
ReinUsesLisp ce1d5be212 Move GPU emulation from Ryujinx.HLE to Ryujinx.Graphics and misc changes (#402)
* Move GPU LLE emulation from HLE to Graphics

* Graphics: Move Gal/Texture to Texture

* Remove Engines/ directory and namespace

* Use tables for image formats

* Abstract OpCode decoding

* Simplify image table

* Do not leak Read* symbols in TextureReader

* Fixups

* Rename IGalFrameBuffer -> IGalRenderTarget

* Remove MaxBpp hardcoded value

* Change yet again texture data and add G8R8 flipping

* Rename GalFrameBufferFormat to GalSurfaceFormat

* Unident EnsureSetup in ImageHandler

* Add IsCompressed

* Address some feedback
2018-09-08 14:51:50 -03:00

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5.4 KiB
C#

using Ryujinx.Graphics.Memory;
using System.Collections.Concurrent;
using System.Threading;
namespace Ryujinx.Graphics
{
public class NvGpuFifo
{
private const int MacrosCount = 0x80;
private const int MacroIndexMask = MacrosCount - 1;
//Note: The size of the macro memory is unknown, we just make
//a guess here and use 256kb as the size. Increase if needed.
private const int MmeWords = 256 * 256;
private NvGpu Gpu;
private ConcurrentQueue<(NvGpuVmm, NvGpuPBEntry[])> BufferQueue;
private NvGpuEngine[] SubChannels;
public AutoResetEvent Event { get; private set; }
private struct CachedMacro
{
public int Position { get; private set; }
private MacroInterpreter Interpreter;
public CachedMacro(NvGpuFifo PFifo, INvGpuEngine Engine, int Position)
{
this.Position = Position;
Interpreter = new MacroInterpreter(PFifo, Engine);
}
public void PushParam(int Param)
{
Interpreter?.Fifo.Enqueue(Param);
}
public void Execute(NvGpuVmm Vmm, int[] Mme, int Param)
{
Interpreter?.Execute(Vmm, Mme, Position, Param);
}
}
private int CurrMacroPosition;
private int CurrMacroBindIndex;
private CachedMacro[] Macros;
private int[] Mme;
public NvGpuFifo(NvGpu Gpu)
{
this.Gpu = Gpu;
BufferQueue = new ConcurrentQueue<(NvGpuVmm, NvGpuPBEntry[])>();
SubChannels = new NvGpuEngine[8];
Macros = new CachedMacro[MacrosCount];
Mme = new int[MmeWords];
Event = new AutoResetEvent(false);
}
public void PushBuffer(NvGpuVmm Vmm, NvGpuPBEntry[] Buffer)
{
BufferQueue.Enqueue((Vmm, Buffer));
Event.Set();
}
public void DispatchCalls()
{
while (Step());
}
private (NvGpuVmm Vmm, NvGpuPBEntry[] Pb) Curr;
private int CurrPbEntryIndex;
public bool Step()
{
while (Curr.Pb == null || Curr.Pb.Length <= CurrPbEntryIndex)
{
if (!BufferQueue.TryDequeue(out Curr))
{
return false;
}
Gpu.Engine3d.ResetCache();
CurrPbEntryIndex = 0;
}
CallMethod(Curr.Vmm, Curr.Pb[CurrPbEntryIndex++]);
return true;
}
private void CallMethod(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
{
if (PBEntry.Method < 0x80)
{
switch ((NvGpuFifoMeth)PBEntry.Method)
{
case NvGpuFifoMeth.BindChannel:
{
NvGpuEngine Engine = (NvGpuEngine)PBEntry.Arguments[0];
SubChannels[PBEntry.SubChannel] = Engine;
break;
}
case NvGpuFifoMeth.SetMacroUploadAddress:
{
CurrMacroPosition = PBEntry.Arguments[0];
break;
}
case NvGpuFifoMeth.SendMacroCodeData:
{
foreach (int Arg in PBEntry.Arguments)
{
Mme[CurrMacroPosition++] = Arg;
}
break;
}
case NvGpuFifoMeth.SetMacroBindingIndex:
{
CurrMacroBindIndex = PBEntry.Arguments[0];
break;
}
case NvGpuFifoMeth.BindMacro:
{
int Position = PBEntry.Arguments[0];
Macros[CurrMacroBindIndex] = new CachedMacro(this, Gpu.Engine3d, Position);
break;
}
}
}
else
{
switch (SubChannels[PBEntry.SubChannel])
{
case NvGpuEngine._2d: Call2dMethod (Vmm, PBEntry); break;
case NvGpuEngine._3d: Call3dMethod (Vmm, PBEntry); break;
case NvGpuEngine.Dma: CallDmaMethod(Vmm, PBEntry); break;
}
}
}
private void Call2dMethod(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
{
Gpu.Engine2d.CallMethod(Vmm, PBEntry);
}
private void Call3dMethod(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
{
if (PBEntry.Method < 0xe00)
{
Gpu.Engine3d.CallMethod(Vmm, PBEntry);
}
else
{
int MacroIndex = (PBEntry.Method >> 1) & MacroIndexMask;
if ((PBEntry.Method & 1) != 0)
{
foreach (int Arg in PBEntry.Arguments)
{
Macros[MacroIndex].PushParam(Arg);
}
}
else
{
Macros[MacroIndex].Execute(Vmm, Mme, PBEntry.Arguments[0]);
}
}
}
private void CallDmaMethod(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
{
Gpu.EngineDma.CallMethod(Vmm, PBEntry);
}
}
}