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
This commit is contained in:
parent
b5190f1681
commit
40b21cc3c4
111 changed files with 5262 additions and 4020 deletions
|
@ -1,9 +1,10 @@
|
|||
using Ryujinx.Graphics.Device;
|
||||
using Ryujinx.Graphics.GAL;
|
||||
using Ryujinx.Graphics.Gpu.Engine.InlineToMemory;
|
||||
using Ryujinx.Graphics.Gpu.Engine.Threed;
|
||||
using Ryujinx.Graphics.Gpu.Engine.Types;
|
||||
using Ryujinx.Graphics.Gpu.Image;
|
||||
using Ryujinx.Graphics.Gpu.Shader;
|
||||
using Ryujinx.Graphics.Gpu.State;
|
||||
using Ryujinx.Graphics.Shader;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
@ -14,27 +15,34 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
|
|||
/// <summary>
|
||||
/// Represents a compute engine class.
|
||||
/// </summary>
|
||||
class ComputeClass : InlineToMemoryClass, IDeviceState
|
||||
class ComputeClass : IDeviceState
|
||||
{
|
||||
private readonly GpuContext _context;
|
||||
private readonly GpuChannel _channel;
|
||||
private readonly ThreedClass _3dEngine;
|
||||
private readonly DeviceState<ComputeClassState> _state;
|
||||
|
||||
private readonly InlineToMemoryClass _i2mClass;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the compute engine class.
|
||||
/// </summary>
|
||||
/// <param name="context">GPU context</param>
|
||||
/// <param name="channel">GPU channel</param>
|
||||
public ComputeClass(GpuContext context, GpuChannel channel) : base(context, channel, false)
|
||||
/// <param name="threedEngine">3D engine</param>
|
||||
public ComputeClass(GpuContext context, GpuChannel channel, ThreedClass threedEngine)
|
||||
{
|
||||
_context = context;
|
||||
_channel = channel;
|
||||
_3dEngine = threedEngine;
|
||||
_state = new DeviceState<ComputeClassState>(new Dictionary<string, RwCallback>
|
||||
{
|
||||
{ nameof(ComputeClassState.LaunchDma), new RwCallback(LaunchDma, null) },
|
||||
{ nameof(ComputeClassState.LoadInlineData), new RwCallback(LoadInlineData, null) },
|
||||
{ nameof(ComputeClassState.SendSignalingPcasB), new RwCallback(SendSignalingPcasB, null) }
|
||||
});
|
||||
|
||||
_i2mClass = new InlineToMemoryClass(context, channel, initializeState: false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -42,22 +50,31 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
|
|||
/// </summary>
|
||||
/// <param name="offset">Register byte offset</param>
|
||||
/// <returns>Data at the specified offset</returns>
|
||||
public override int Read(int offset) => _state.Read(offset);
|
||||
public int Read(int offset) => _state.Read(offset);
|
||||
|
||||
/// <summary>
|
||||
/// Writes data to the class registers.
|
||||
/// </summary>
|
||||
/// <param name="offset">Register byte offset</param>
|
||||
/// <param name="data">Data to be written</param>
|
||||
public override void Write(int offset, int data) => _state.Write(offset, data);
|
||||
public void Write(int offset, int data) => _state.Write(offset, data);
|
||||
|
||||
/// <summary>
|
||||
/// Launches the Inline-to-Memory DMA copy operation.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
protected override void LaunchDma(int argument)
|
||||
private void LaunchDma(int argument)
|
||||
{
|
||||
LaunchDma(ref Unsafe.As<ComputeClassState, InlineToMemoryClassState>(ref _state.State), argument);
|
||||
_i2mClass.LaunchDma(ref Unsafe.As<ComputeClassState, InlineToMemoryClassState>(ref _state.State), argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pushes a word of data to the Inline-to-Memory engine.
|
||||
/// </summary>
|
||||
/// <param name="argument">Method call argument</param>
|
||||
private void LoadInlineData(int argument)
|
||||
{
|
||||
_i2mClass.LoadInlineData(argument);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -68,7 +85,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
|
|||
{
|
||||
var memoryManager = _channel.MemoryManager;
|
||||
|
||||
_context.Methods.FlushUboDirty(memoryManager);
|
||||
_3dEngine.FlushUboDirty();
|
||||
|
||||
uint qmdAddress = _state.State.SendPcasA;
|
||||
|
||||
|
@ -102,7 +119,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
|
|||
texturePoolGpuVa,
|
||||
_state.State.SetTexHeaderPoolCMaximumIndex,
|
||||
_state.State.SetBindlessTextureConstantBufferSlotSelect,
|
||||
false);
|
||||
false,
|
||||
PrimitiveTopology.Points);
|
||||
|
||||
ShaderBundle cs = memoryManager.Physical.ShaderCache.GetComputeShader(
|
||||
_channel,
|
||||
|
@ -207,7 +225,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
|
|||
|
||||
_context.Renderer.Pipeline.DispatchCompute(qmd.CtaRasterWidth, qmd.CtaRasterHeight, qmd.CtaRasterDepth);
|
||||
|
||||
_context.Methods.ForceShaderUpdate();
|
||||
_3dEngine.ForceShaderUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue