Address PR feedback

This commit is contained in:
gdkchan 2020-01-01 12:39:09 -03:00 committed by Thog
parent 40ef18d759
commit 92703af555
39 changed files with 285 additions and 228 deletions

View file

@ -8,6 +8,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
{
partial class Methods
{
private const int NsToTicksFractionNumerator = 384;
private const int NsToTicksFractionDenominator = 625;
private ulong _runningCounter;
/// <summary>
@ -103,8 +106,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
/// <summary>
/// Converts a nanoseconds timestamp value to Maxwell time ticks.
/// The frequency is approximately 1.63Hz.
/// </summary>
/// <remarks>
/// The frequency is 614400000 Hz.
/// </remarks>
/// <param name="nanoseconds">Timestamp in nanoseconds</param>
/// <returns>Maxwell ticks</returns>
private static ulong ConvertNanosecondsToTicks(ulong nanoseconds)
@ -112,13 +117,13 @@ namespace Ryujinx.Graphics.Gpu.Engine
// We need to divide first to avoid overflows.
// We fix up the result later by calculating the difference and adding
// that to the result.
ulong divided = nanoseconds / 625;
ulong divided = nanoseconds / NsToTicksFractionDenominator;
ulong rounded = divided * 625;
ulong rounded = divided * NsToTicksFractionDenominator;
ulong errorBias = ((nanoseconds - rounded) * 384) / 625;
ulong errorBias = (nanoseconds - rounded) * NsToTicksFractionNumerator / NsToTicksFractionDenominator;
return divided * 384 + errorBias;
return divided * NsToTicksFractionNumerator + errorBias;
}
}
}

View file

@ -48,7 +48,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
ShaderCache = new ShaderCache(_context);
_currentProgramInfo = new ShaderProgramInfo[Constants.TotalShaderStages];
_currentProgramInfo = new ShaderProgramInfo[Constants.ShaderStages];
BufferManager = new BufferManager(context);
TextureManager = new TextureManager(context);
@ -201,7 +201,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
/// <summary>
/// Ensures that the bindings are visible to the host GPU.
/// This actually performs the binding using the host graphics API.
/// Note: this actually performs the binding using the host graphics API.
/// </summary>
private void CommitBindings()
{
@ -622,7 +622,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
/// <summary>
/// Updates host render target color masks, based on guest GPU state.
/// This defines with color channels are written to each color buffer.
/// This defines which color channels are written to each color buffer.
/// </summary>
/// <param name="state">Current GPU state</param>
private void UpdateRtColorMask(GpuState state)
@ -739,7 +739,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
_vsUsesInstanceId = gs.Shaders[0].Program.Info.UsesInstanceId;
for (int stage = 0; stage < Constants.TotalShaderStages; stage++)
for (int stage = 0; stage < Constants.ShaderStages; stage++)
{
ShaderProgramInfo info = gs.Shaders[stage].Program?.Info;
@ -845,7 +845,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
return Target.CubemapArray;
}
// TODO: Warning.
Logger.PrintWarning(LogClass.Gpu, $"Invalid sampler type \"{type}\".");
return Target.Texture2D;
}
@ -855,8 +855,8 @@ namespace Ryujinx.Graphics.Gpu.Engine
/// This waits until previous texture writes from the GPU to finish, before
/// performing new operations with said textures.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>
/// <param name="state">Current GPU state (unused)</param>
/// <param name="argument">Method call argument (unused)</param>
private void TextureBarrier(GpuState state, int argument)
{
_context.Renderer.Pipeline.TextureBarrier();
@ -865,8 +865,8 @@ namespace Ryujinx.Graphics.Gpu.Engine
/// <summary>
/// Invalidates all modified textures on the cache.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>
/// <param name="state">Current GPU state (unused)</param>
/// <param name="argument">Method call argument (unused)</param>
private void InvalidateTextures(GpuState state, int argument)
{
TextureManager.Flush();
@ -880,8 +880,8 @@ namespace Ryujinx.Graphics.Gpu.Engine
/// and current access has the same access patterns.
/// This may be faster than the regular barrier on tile-based rasterizers.
/// </summary>
/// <param name="state"></param>
/// <param name="argument"></param>
/// <param name="state">Current GPU state (unused)</param>
/// <param name="argument">Method call argument (unused)</param>
private void TextureBarrierTiled(GpuState state, int argument)
{
_context.Renderer.Pipeline.TextureBarrierTiled();