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Fixup channel submit IOCTL syncpoint parameters (#2774)
* Fixup channel submit IOCTL syncpoint parameters The current arguments worked by happenstance as games only ever submit one syncpoint and request one fence back, if a game were to do something other than this then the arguments would've been parsed entirely wrong. * Address feedback
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@ -148,8 +148,7 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostChannel
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Span<Reloc> relocs = GetSpanAndSkip<Reloc>(ref arguments, submitHeader.RelocsCount);
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Span<uint> relocShifts = GetSpanAndSkip<uint>(ref arguments, submitHeader.RelocsCount);
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Span<SyncptIncr> syncptIncrs = GetSpanAndSkip<SyncptIncr>(ref arguments, submitHeader.SyncptIncrsCount);
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Span<SyncptIncr> waitChecks = GetSpanAndSkip<SyncptIncr>(ref arguments, submitHeader.SyncptIncrsCount); // ?
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Span<Fence> fences = GetSpanAndSkip<Fence>(ref arguments, submitHeader.FencesCount);
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Span<uint> fenceThresholds = GetSpanAndSkip<uint>(ref arguments, submitHeader.FencesCount);
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lock (_device)
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{
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@ -159,8 +158,7 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostChannel
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uint id = syncptIncr.Id;
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fences[i].Id = id;
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fences[i].Thresh = Context.Device.System.HostSyncpoint.IncrementSyncpointMax(id, syncptIncr.Incrs);
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fenceThresholds[i] = Context.Device.System.HostSyncpoint.IncrementSyncpointMax(id, syncptIncr.Incrs);
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}
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foreach (CommandBuffer commandBuffer in commandBuffers)
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@ -173,14 +171,6 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostChannel
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}
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}
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fences[0].Thresh = Context.Device.System.HostSyncpoint.IncrementSyncpointMax(fences[0].Id, 1);
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Span<int> tmpCmdBuff = stackalloc int[1];
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tmpCmdBuff[0] = (4 << 28) | (int)fences[0].Id;
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_host1xContext.Host1x.Submit(tmpCmdBuff, _contextId);
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return NvInternalResult.Success;
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}
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@ -24,13 +24,9 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostChannel.Types
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{
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public uint Id;
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public uint Incrs;
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}
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[StructLayout(LayoutKind.Sequential)]
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struct Fence
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{
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public uint Id;
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public uint Thresh;
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public uint Reserved1;
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public uint Reserved2;
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public uint Reserved3;
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}
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[StructLayout(LayoutKind.Sequential)]
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