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
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111 changed files with 5262 additions and 4020 deletions
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@ -1,4 +1,4 @@
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Device;
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using System;
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using System.Collections.Generic;
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@ -12,7 +12,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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/// <summary>
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/// Arguments FIFO.
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/// </summary>
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public Queue<int> Fifo { get; }
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Queue<int> Fifo { get; }
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/// <summary>
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/// Should execute the GPU Macro code being passed.
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@ -20,6 +20,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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/// <param name="code">Code to be executed</param>
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/// <param name="state">GPU state at the time of the call</param>
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/// <param name="arg0">First argument to be passed to the GPU Macro</param>
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void Execute(ReadOnlySpan<int> code, GpuState state, int arg0);
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void Execute(ReadOnlySpan<int> code, IDeviceState state, int arg0);
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}
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}
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@ -1,4 +1,4 @@
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Device;
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using System;
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namespace Ryujinx.Graphics.Gpu.Engine.MME
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@ -55,7 +55,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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/// </summary>
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/// <param name="code">Program code</param>
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/// <param name="state">Current GPU state</param>
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public void Execute(ReadOnlySpan<int> code, GpuState state)
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public void Execute(ReadOnlySpan<int> code, IDeviceState state)
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{
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if (_executionPending)
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{
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@ -1,5 +1,5 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Device;
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using System;
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using System.Collections.Generic;
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@ -45,7 +45,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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/// <param name="code">Code of the program to execute</param>
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/// <param name="state">Current GPU state</param>
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/// <param name="arg0">Optional argument passed to the program, 0 if not used</param>
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public void Execute(ReadOnlySpan<int> code, GpuState state, int arg0)
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public void Execute(ReadOnlySpan<int> code, IDeviceState state, int arg0)
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{
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Reset();
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@ -55,7 +55,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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FetchOpCode(code);
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while (Step(code, state)) ;
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while (Step(code, state))
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{
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}
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// Due to the delay slot, we still need to execute
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// one more instruction before we actually exit.
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@ -85,7 +87,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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/// <param name="code">Program code to execute</param>
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/// <param name="state">Current GPU state</param>
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/// <returns>True to continue execution, false if the program exited</returns>
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private bool Step(ReadOnlySpan<int> code, GpuState state)
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private bool Step(ReadOnlySpan<int> code, IDeviceState state)
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{
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int baseAddr = _pc - 1;
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@ -193,7 +195,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <returns>Operation result</returns>
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private int GetAluResult(GpuState state)
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private int GetAluResult(IDeviceState state)
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{
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AluOperation op = (AluOperation)(_opCode & 7);
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@ -378,9 +380,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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/// <param name="state">Current GPU state</param>
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/// <param name="reg">Register offset to read</param>
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/// <returns>GPU register value</returns>
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private int Read(GpuState state, int reg)
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private int Read(IDeviceState state, int reg)
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{
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return state.Read(reg);
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return state.Read(reg * 4);
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}
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/// <summary>
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@ -388,11 +390,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="value">Call argument</param>
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private void Send(GpuState state, int value)
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private void Send(IDeviceState state, int value)
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{
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MethodParams meth = new MethodParams(_methAddr, value);
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state.CallMethod(meth);
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state.Write(_methAddr * 4, value);
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_methAddr += _methIncr;
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}
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@ -1,4 +1,4 @@
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Device;
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using System;
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using System.Collections.Generic;
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/// <param name="code">Code of the program to execute</param>
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/// <param name="state">Current GPU state</param>
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/// <param name="arg0">Optional argument passed to the program, 0 if not used</param>
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public void Execute(ReadOnlySpan<int> code, GpuState state, int arg0)
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public void Execute(ReadOnlySpan<int> code, IDeviceState state, int arg0)
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{
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if (_execute == null)
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{
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@ -1,4 +1,4 @@
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Device;
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using System;
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using System.Collections.Generic;
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using System.Reflection.Emit;
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@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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/// </summary>
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public MacroJitCompiler()
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{
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_meth = new DynamicMethod("Macro", typeof(void), new Type[] { typeof(MacroJitContext), typeof(GpuState), typeof(int) });
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_meth = new DynamicMethod("Macro", typeof(void), new Type[] { typeof(MacroJitContext), typeof(IDeviceState), typeof(int) });
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_ilGen = _meth.GetILGenerator();
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_gprs = new LocalBuilder[8];
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_ilGen.Emit(OpCodes.Stloc, _gprs[1]);
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}
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public delegate void MacroExecute(MacroJitContext context, GpuState state, int arg0);
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public delegate void MacroExecute(MacroJitContext context, IDeviceState state, int arg0);
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/// <summary>
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/// Translates a new piece of GPU Macro code into host executable code.
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@ -1,5 +1,5 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Device;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Engine.MME
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/// <param name="state">Current GPU state</param>
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/// <param name="reg">Register offset to read</param>
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/// <returns>GPU register value</returns>
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public static int Read(GpuState state, int reg)
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public static int Read(IDeviceState state, int reg)
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{
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return state.Read(reg);
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return state.Read(reg * 4);
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}
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/// <summary>
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/// <param name="value">Call argument</param>
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/// <param name="state">Current GPU state</param>
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/// <param name="methAddr">Address, in words, of the method</param>
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public static void Send(int value, GpuState state, int methAddr)
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public static void Send(int value, IDeviceState state, int methAddr)
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{
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MethodParams meth = new MethodParams(methAddr, value);
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state.CallMethod(meth);
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state.Write(methAddr * 4, value);
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}
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}
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}
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