mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-21 06:15:54 +01:00
33a4d7d1ba
* Eliminate CB0 accesses Still some work to do, decouple from hle? * Forgot the important part somehow * Fix and improve alignment test * Address Feedback * Remove some complexity when checking storage buffer alignment * Update Ryujinx.Graphics.Shader/Translation/Optimizations/GlobalToStorage.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: gdkchan <gab.dark.100@gmail.com>
268 lines
11 KiB
C#
268 lines
11 KiB
C#
using Ryujinx.Graphics.Device;
|
|
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Gpu.Engine.InlineToMemory;
|
|
using Ryujinx.Graphics.Gpu.Engine.Threed;
|
|
using Ryujinx.Graphics.Gpu.Engine.Types;
|
|
using Ryujinx.Graphics.Gpu.Image;
|
|
using Ryujinx.Graphics.Gpu.Shader;
|
|
using Ryujinx.Graphics.Shader;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Runtime.CompilerServices;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Engine.Compute
|
|
{
|
|
/// <summary>
|
|
/// Represents a compute engine class.
|
|
/// </summary>
|
|
class ComputeClass : IDeviceState
|
|
{
|
|
private readonly GpuContext _context;
|
|
private readonly GpuChannel _channel;
|
|
private readonly ThreedClass _3dEngine;
|
|
private readonly DeviceState<ComputeClassState> _state;
|
|
|
|
private readonly InlineToMemoryClass _i2mClass;
|
|
|
|
/// <summary>
|
|
/// Creates a new instance of the compute engine class.
|
|
/// </summary>
|
|
/// <param name="context">GPU context</param>
|
|
/// <param name="channel">GPU channel</param>
|
|
/// <param name="threedEngine">3D engine</param>
|
|
public ComputeClass(GpuContext context, GpuChannel channel, ThreedClass threedEngine)
|
|
{
|
|
_context = context;
|
|
_channel = channel;
|
|
_3dEngine = threedEngine;
|
|
_state = new DeviceState<ComputeClassState>(new Dictionary<string, RwCallback>
|
|
{
|
|
{ nameof(ComputeClassState.LaunchDma), new RwCallback(LaunchDma, null) },
|
|
{ nameof(ComputeClassState.LoadInlineData), new RwCallback(LoadInlineData, null) },
|
|
{ nameof(ComputeClassState.SendSignalingPcasB), new RwCallback(SendSignalingPcasB, null) }
|
|
});
|
|
|
|
_i2mClass = new InlineToMemoryClass(context, channel, initializeState: false);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reads data from the class registers.
|
|
/// </summary>
|
|
/// <param name="offset">Register byte offset</param>
|
|
/// <returns>Data at the specified offset</returns>
|
|
public int Read(int offset) => _state.Read(offset);
|
|
|
|
/// <summary>
|
|
/// Writes data to the class registers.
|
|
/// </summary>
|
|
/// <param name="offset">Register byte offset</param>
|
|
/// <param name="data">Data to be written</param>
|
|
public void Write(int offset, int data) => _state.Write(offset, data);
|
|
|
|
/// <summary>
|
|
/// Launches the Inline-to-Memory DMA copy operation.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void LaunchDma(int argument)
|
|
{
|
|
_i2mClass.LaunchDma(ref Unsafe.As<ComputeClassState, InlineToMemoryClassState>(ref _state.State), argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Pushes a block of data to the Inline-to-Memory engine.
|
|
/// </summary>
|
|
/// <param name="data">Data to push</param>
|
|
public void LoadInlineData(ReadOnlySpan<int> data)
|
|
{
|
|
_i2mClass.LoadInlineData(data);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Pushes a word of data to the Inline-to-Memory engine.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void LoadInlineData(int argument)
|
|
{
|
|
_i2mClass.LoadInlineData(argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs the compute dispatch operation.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void SendSignalingPcasB(int argument)
|
|
{
|
|
var memoryManager = _channel.MemoryManager;
|
|
|
|
// Since we're going to change the state, make sure any pending instanced draws are done.
|
|
_3dEngine.PerformDeferredDraws();
|
|
|
|
// Make sure all pending uniform buffer data is written to memory.
|
|
_3dEngine.FlushUboDirty();
|
|
|
|
uint qmdAddress = _state.State.SendPcasA;
|
|
|
|
var qmd = _channel.MemoryManager.Read<ComputeQmd>((ulong)qmdAddress << 8);
|
|
|
|
ulong shaderGpuVa = ((ulong)_state.State.SetProgramRegionAAddressUpper << 32) | _state.State.SetProgramRegionB;
|
|
|
|
shaderGpuVa += (uint)qmd.ProgramOffset;
|
|
|
|
int localMemorySize = qmd.ShaderLocalMemoryLowSize + qmd.ShaderLocalMemoryHighSize;
|
|
|
|
int sharedMemorySize = Math.Min(qmd.SharedMemorySize, _context.Capabilities.MaximumComputeSharedMemorySize);
|
|
|
|
for (int index = 0; index < Constants.TotalCpUniformBuffers; index++)
|
|
{
|
|
if (!qmd.ConstantBufferValid(index))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
ulong gpuVa = (uint)qmd.ConstantBufferAddrLower(index) | (ulong)qmd.ConstantBufferAddrUpper(index) << 32;
|
|
ulong size = (ulong)qmd.ConstantBufferSize(index);
|
|
|
|
_channel.BufferManager.SetComputeUniformBuffer(index, gpuVa, size);
|
|
}
|
|
|
|
ulong samplerPoolGpuVa = ((ulong)_state.State.SetTexSamplerPoolAOffsetUpper << 32) | _state.State.SetTexSamplerPoolB;
|
|
ulong texturePoolGpuVa = ((ulong)_state.State.SetTexHeaderPoolAOffsetUpper << 32) | _state.State.SetTexHeaderPoolB;
|
|
|
|
GpuChannelPoolState poolState = new GpuChannelPoolState(
|
|
texturePoolGpuVa,
|
|
_state.State.SetTexHeaderPoolCMaximumIndex,
|
|
_state.State.SetBindlessTextureConstantBufferSlotSelect);
|
|
|
|
GpuChannelComputeState computeState = new GpuChannelComputeState(
|
|
qmd.CtaThreadDimension0,
|
|
qmd.CtaThreadDimension1,
|
|
qmd.CtaThreadDimension2,
|
|
localMemorySize,
|
|
sharedMemorySize,
|
|
_channel.BufferManager.HasUnalignedStorageBuffers);
|
|
|
|
CachedShaderProgram cs = memoryManager.Physical.ShaderCache.GetComputeShader(_channel, poolState, computeState, shaderGpuVa);
|
|
|
|
_context.Renderer.Pipeline.SetProgram(cs.HostProgram);
|
|
|
|
_channel.TextureManager.SetComputeSamplerPool(samplerPoolGpuVa, _state.State.SetTexSamplerPoolCMaximumIndex, qmd.SamplerIndex);
|
|
_channel.TextureManager.SetComputeTexturePool(texturePoolGpuVa, _state.State.SetTexHeaderPoolCMaximumIndex);
|
|
_channel.TextureManager.SetComputeTextureBufferIndex(_state.State.SetBindlessTextureConstantBufferSlotSelect);
|
|
|
|
ShaderProgramInfo info = cs.Shaders[0].Info;
|
|
|
|
bool hasUnaligned = _channel.BufferManager.HasUnalignedStorageBuffers;
|
|
|
|
for (int index = 0; index < info.SBuffers.Count; index++)
|
|
{
|
|
BufferDescriptor sb = info.SBuffers[index];
|
|
|
|
ulong sbDescAddress = _channel.BufferManager.GetComputeUniformBufferAddress(0);
|
|
|
|
int sbDescOffset = 0x310 + sb.Slot * 0x10;
|
|
|
|
sbDescAddress += (ulong)sbDescOffset;
|
|
|
|
SbDescriptor sbDescriptor = _channel.MemoryManager.Physical.Read<SbDescriptor>(sbDescAddress);
|
|
|
|
_channel.BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags);
|
|
}
|
|
|
|
if ((_channel.BufferManager.HasUnalignedStorageBuffers) != hasUnaligned)
|
|
{
|
|
// Refetch the shader, as assumptions about storage buffer alignment have changed.
|
|
cs = memoryManager.Physical.ShaderCache.GetComputeShader(_channel, poolState, computeState, shaderGpuVa);
|
|
|
|
_context.Renderer.Pipeline.SetProgram(cs.HostProgram);
|
|
|
|
info = cs.Shaders[0].Info;
|
|
}
|
|
|
|
for (int index = 0; index < info.CBuffers.Count; index++)
|
|
{
|
|
BufferDescriptor cb = info.CBuffers[index];
|
|
|
|
// NVN uses the "hardware" constant buffer for anything that is less than 8,
|
|
// and those are already bound above.
|
|
// Anything greater than or equal to 8 uses the emulated constant buffers.
|
|
// They are emulated using global memory loads.
|
|
if (cb.Slot < 8)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
ulong cbDescAddress = _channel.BufferManager.GetComputeUniformBufferAddress(0);
|
|
|
|
int cbDescOffset = 0x260 + (cb.Slot - 8) * 0x10;
|
|
|
|
cbDescAddress += (ulong)cbDescOffset;
|
|
|
|
SbDescriptor cbDescriptor = _channel.MemoryManager.Physical.Read<SbDescriptor>(cbDescAddress);
|
|
|
|
_channel.BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size);
|
|
}
|
|
|
|
_channel.BufferManager.SetComputeStorageBufferBindings(info.SBuffers);
|
|
_channel.BufferManager.SetComputeUniformBufferBindings(info.CBuffers);
|
|
|
|
int maxTextureBinding = -1;
|
|
int maxImageBinding = -1;
|
|
|
|
TextureBindingInfo[] textureBindings = _channel.TextureManager.RentComputeTextureBindings(info.Textures.Count);
|
|
|
|
for (int index = 0; index < info.Textures.Count; index++)
|
|
{
|
|
var descriptor = info.Textures[index];
|
|
|
|
Target target = ShaderTexture.GetTarget(descriptor.Type);
|
|
|
|
textureBindings[index] = new TextureBindingInfo(
|
|
target,
|
|
descriptor.Binding,
|
|
descriptor.CbufSlot,
|
|
descriptor.HandleIndex,
|
|
descriptor.Flags);
|
|
|
|
if (descriptor.Binding > maxTextureBinding)
|
|
{
|
|
maxTextureBinding = descriptor.Binding;
|
|
}
|
|
}
|
|
|
|
TextureBindingInfo[] imageBindings = _channel.TextureManager.RentComputeImageBindings(info.Images.Count);
|
|
|
|
for (int index = 0; index < info.Images.Count; index++)
|
|
{
|
|
var descriptor = info.Images[index];
|
|
|
|
Target target = ShaderTexture.GetTarget(descriptor.Type);
|
|
Format format = ShaderTexture.GetFormat(descriptor.Format);
|
|
|
|
imageBindings[index] = new TextureBindingInfo(
|
|
target,
|
|
format,
|
|
descriptor.Binding,
|
|
descriptor.CbufSlot,
|
|
descriptor.HandleIndex,
|
|
descriptor.Flags);
|
|
|
|
if (descriptor.Binding > maxImageBinding)
|
|
{
|
|
maxImageBinding = descriptor.Binding;
|
|
}
|
|
}
|
|
|
|
_channel.TextureManager.SetComputeMaxBindings(maxTextureBinding, maxImageBinding);
|
|
|
|
// Should never return false for mismatching spec state, since the shader was fetched above.
|
|
_channel.TextureManager.CommitComputeBindings(cs.SpecializationState);
|
|
|
|
_channel.BufferManager.CommitComputeBindings();
|
|
|
|
_context.Renderer.Pipeline.DispatchCompute(qmd.CtaRasterWidth, qmd.CtaRasterHeight, qmd.CtaRasterDepth);
|
|
|
|
_3dEngine.ForceShaderUpdate();
|
|
}
|
|
}
|
|
}
|