Implement GPU syncpoints (#980)
* Implement GPU syncpoints This adds support for GPU syncpoints on the GPU backend & nvservices. Everything that was implemented here is based on my researches, hardware testing of the GM20B and reversing of nvservices (8.1.0). Thanks to @fincs for the informations about some behaviours of the pusher and for the initial informations about syncpoints. * syncpoint: address gdkchan's comments * Add some missing logic to handle SubmitGpfifo correctly * Handle the NV event API correctly * evnt => hostEvent * Finish addressing gdkchan's comments * nvservices: write the output buffer even when an error is returned * dma pusher: Implemnet prefetch barrier lso fix when the commands should be prefetch. * Partially fix prefetch barrier * Add a missing syncpoint check in QueryEvent of NvHostSyncPt * Address Ac_K's comments and fix GetSyncpoint for ChannelResourcePolicy == Channel * fix SyncptWait & SyncptWaitEx cmds logic * Address ripinperi's comments * Address gdkchan's comments * Move user event management to the control channel * Fix mm implementation, nvdec works again * Address ripinperi's comments * Address gdkchan's comments * Implement nvhost-ctrl close accurately + make nvservices dispose channels when stopping the emulator * Fix typo in MultiMediaOperationType
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@ -26,16 +26,16 @@ namespace Ryujinx.Graphics.Gpu.Engine
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switch (mode)
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{
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case ReportMode.Semaphore: ReportSemaphore(state); break;
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case ReportMode.Counter: ReportCounter(state, type); break;
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case ReportMode.Release: ReleaseSemaphore(state); break;
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case ReportMode.Counter: ReportCounter(state, type); break;
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}
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}
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/// <summary>
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/// Writes a GPU semaphore value to guest memory.
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/// Writes (or Releases) a GPU semaphore value to guest memory.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void ReportSemaphore(GpuState state)
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private void ReleaseSemaphore(GpuState state)
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{
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var rs = state.Get<ReportState>(MethodOffset.ReportState);
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