mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-11-30 20:54:30 +01:00
8b44eb1c98
* Use DeviceState for compute and i2m * Migrate 2D class, more comments * Migrate DMA copy engine * Remove now unused code * Replace GpuState by GpuAccessorState on GpuAcessor, since compute no longer has a GpuState * More comments * Add logging (disabled) * Add back i2m on 3D engine
88 lines
3.2 KiB
C#
88 lines
3.2 KiB
C#
using Ryujinx.Graphics.Gpu.Memory;
|
|
using Ryujinx.Graphics.Gpu.State;
|
|
using System;
|
|
using System.Runtime.InteropServices;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Engine
|
|
{
|
|
partial class Methods
|
|
{
|
|
// State associated with direct uniform buffer updates.
|
|
// This state is used to attempt to batch together consecutive updates.
|
|
private ulong _ubBeginCpuAddress = 0;
|
|
private ulong _ubFollowUpAddress = 0;
|
|
private ulong _ubByteCount = 0;
|
|
|
|
/// <summary>
|
|
/// Flushes any queued ubo updates.
|
|
/// </summary>
|
|
/// <param name="memoryManager">GPU memory manager where the uniform buffer is mapped</param>
|
|
public void FlushUboDirty(MemoryManager memoryManager)
|
|
{
|
|
if (_ubFollowUpAddress != 0)
|
|
{
|
|
memoryManager.Physical.BufferCache.ForceDirty(memoryManager, _ubFollowUpAddress - _ubByteCount, _ubByteCount);
|
|
|
|
_ubFollowUpAddress = 0;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the uniform buffer data with inline data.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
/// <param name="argument">New uniform buffer data word</param>
|
|
private void UniformBufferUpdate(GpuState state, int argument)
|
|
{
|
|
var uniformBuffer = state.Get<UniformBufferState>(MethodOffset.UniformBufferState);
|
|
|
|
ulong address = uniformBuffer.Address.Pack() + (uint)uniformBuffer.Offset;
|
|
|
|
if (_ubFollowUpAddress != address)
|
|
{
|
|
FlushUboDirty(state.Channel.MemoryManager);
|
|
|
|
_ubByteCount = 0;
|
|
_ubBeginCpuAddress = state.Channel.MemoryManager.Translate(address);
|
|
}
|
|
|
|
var byteData = MemoryMarshal.Cast<int, byte>(MemoryMarshal.CreateSpan(ref argument, 1));
|
|
state.Channel.MemoryManager.Physical.WriteUntracked(_ubBeginCpuAddress + _ubByteCount, byteData);
|
|
|
|
_ubFollowUpAddress = address + 4;
|
|
_ubByteCount += 4;
|
|
|
|
state.SetUniformBufferOffset(uniformBuffer.Offset + 4);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the uniform buffer data with inline data.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
/// <param name="data">Data to be written to the uniform buffer</param>
|
|
public void UniformBufferUpdate(GpuState state, ReadOnlySpan<int> data)
|
|
{
|
|
var uniformBuffer = state.Get<UniformBufferState>(MethodOffset.UniformBufferState);
|
|
|
|
ulong address = uniformBuffer.Address.Pack() + (uint)uniformBuffer.Offset;
|
|
|
|
ulong size = (ulong)data.Length * 4;
|
|
|
|
if (_ubFollowUpAddress != address)
|
|
{
|
|
FlushUboDirty(state.Channel.MemoryManager);
|
|
|
|
_ubByteCount = 0;
|
|
_ubBeginCpuAddress = state.Channel.MemoryManager.Translate(address);
|
|
}
|
|
|
|
var byteData = MemoryMarshal.Cast<int, byte>(data);
|
|
state.Channel.MemoryManager.Physical.WriteUntracked(_ubBeginCpuAddress + _ubByteCount, byteData);
|
|
|
|
_ubFollowUpAddress = address + size;
|
|
_ubByteCount += size;
|
|
|
|
state.SetUniformBufferOffset(uniformBuffer.Offset + data.Length * 4);
|
|
}
|
|
}
|
|
} |