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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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.State;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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partial class Methods
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{
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/// <summary>
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/// Checks if draws and clears should be performed, according
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/// to currently set conditional rendering conditions.
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/// </summary>
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/// <param name="state">GPU state</param>
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/// <returns>True if rendering is enabled, false otherwise</returns>
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private ConditionalRenderEnabled GetRenderEnable(GpuState state)
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{
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ConditionState condState = state.Get<ConditionState>(MethodOffset.ConditionState);
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switch (condState.Condition)
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{
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case Condition.Always:
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return ConditionalRenderEnabled.True;
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case Condition.Never:
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return ConditionalRenderEnabled.False;
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case Condition.ResultNonZero:
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return CounterNonZero(state, condState.Address.Pack());
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case Condition.Equal:
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return CounterCompare(state, condState.Address.Pack(), true);
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case Condition.NotEqual:
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return CounterCompare(state, condState.Address.Pack(), false);
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}
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Logger.Warning?.Print(LogClass.Gpu, $"Invalid conditional render condition \"{condState.Condition}\".");
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return ConditionalRenderEnabled.True;
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}
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/// <summary>
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/// Checks if the counter value at a given GPU memory address is non-zero.
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/// </summary>
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/// <param name="state">GPU state</param>
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/// <param name="gpuVa">GPU virtual address of the counter value</param>
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/// <returns>True if the value is not zero, false otherwise. Returns host if handling with host conditional rendering</returns>
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private ConditionalRenderEnabled CounterNonZero(GpuState state, ulong gpuVa)
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{
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ICounterEvent evt = state.Channel.MemoryManager.CounterCache.FindEvent(gpuVa);
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if (evt == null)
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{
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return ConditionalRenderEnabled.False;
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}
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if (_context.Renderer.Pipeline.TryHostConditionalRendering(evt, 0L, false))
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{
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return ConditionalRenderEnabled.Host;
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}
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else
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{
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evt.Flush();
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return (state.Channel.MemoryManager.Read<ulong>(gpuVa) != 0) ? ConditionalRenderEnabled.True : ConditionalRenderEnabled.False;
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}
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}
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/// <summary>
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/// Checks if the counter at a given GPU memory address passes a specified equality comparison.
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/// </summary>
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/// <param name="state">GPU state</param>
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/// <param name="gpuVa">GPU virtual address</param>
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/// <param name="isEqual">True to check if the values are equal, false to check if they are not equal</param>
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/// <returns>True if the condition is met, false otherwise. Returns host if handling with host conditional rendering</returns>
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private ConditionalRenderEnabled CounterCompare(GpuState state, ulong gpuVa, bool isEqual)
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{
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ICounterEvent evt = FindEvent(state.Channel.MemoryManager.CounterCache, gpuVa);
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ICounterEvent evt2 = FindEvent(state.Channel.MemoryManager.CounterCache, gpuVa + 16);
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bool useHost;
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if (evt != null && evt2 == null)
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{
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useHost = _context.Renderer.Pipeline.TryHostConditionalRendering(evt, state.Channel.MemoryManager.Read<ulong>(gpuVa + 16), isEqual);
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}
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else if (evt == null && evt2 != null)
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{
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useHost = _context.Renderer.Pipeline.TryHostConditionalRendering(evt2, state.Channel.MemoryManager.Read<ulong>(gpuVa), isEqual);
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}
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else if (evt != null && evt2 != null)
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{
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useHost = _context.Renderer.Pipeline.TryHostConditionalRendering(evt, evt2, isEqual);
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}
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else
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{
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useHost = false;
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}
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if (useHost)
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{
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return ConditionalRenderEnabled.Host;
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}
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else
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{
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evt?.Flush();
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evt2?.Flush();
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ulong x = state.Channel.MemoryManager.Read<ulong>(gpuVa);
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ulong y = state.Channel.MemoryManager.Read<ulong>(gpuVa + 16);
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return (isEqual ? x == y : x != y) ? ConditionalRenderEnabled.True : ConditionalRenderEnabled.False;
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}
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}
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/// <summary>
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/// Tries to find a counter that is supposed to be written at the specified address,
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/// returning the related event.
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/// </summary>
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/// <param name="counterCache">GPU counter cache to search on</param>
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/// <param name="gpuVa">GPU virtual address where the counter is supposed to be written</param>
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/// <returns>The counter event, or null if not present</returns>
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private static ICounterEvent FindEvent(CounterCache counterCache, ulong gpuVa)
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{
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return counterCache.FindEvent(gpuVa);
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}
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}
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}
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