Ryujinx-uplift/Ryujinx.Graphics.Gpu/State/MethodOffset.cs
Thog 644de99e86
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
2020-04-19 11:25:57 +10:00

114 lines
5.1 KiB
C#

namespace Ryujinx.Graphics.Gpu.State
{
/// <summary>
/// GPU method offset.
/// </summary>
/// <remarks>
/// This is indexed in 32 bits word.
/// </remarks>
enum MethodOffset
{
BindChannel = 0x00,
FenceValue = 0x1c,
FenceAction = 0x1d,
WaitForIdle = 0x44,
MacroUploadAddress = 0x45,
SendMacroCodeData = 0x46,
MacroBindingIndex = 0x47,
BindMacro = 0x48,
SetMmeShadowRamControl = 0x49,
I2mParams = 0x60,
LaunchDma = 0x6c,
LoadInlineData = 0x6d,
CopyDstTexture = 0x80,
CopySrcTexture = 0x8c,
DispatchParamsAddress = 0xad,
Dispatch = 0xaf,
SyncpointAction = 0xb2,
CopyBuffer = 0xc0,
RasterizeEnable = 0xdf,
CopyBufferParams = 0x100,
CopyBufferSwizzle = 0x1c2,
CopyBufferDstTexture = 0x1c3,
CopyBufferSrcTexture = 0x1ca,
RtColorState = 0x200,
CopyTextureControl = 0x223,
CopyRegion = 0x22c,
CopyTexture = 0x237,
ViewportTransform = 0x280,
ViewportExtents = 0x300,
VertexBufferDrawState = 0x35d,
DepthMode = 0x35f,
ClearColors = 0x360,
ClearDepthValue = 0x364,
ClearStencilValue = 0x368,
DepthBiasState = 0x370,
TextureBarrier = 0x378,
ScissorState = 0x380,
StencilBackMasks = 0x3d5,
InvalidateTextures = 0x3dd,
TextureBarrierTiled = 0x3df,
RtColorMaskShared = 0x3e4,
RtDepthStencilState = 0x3f8,
VertexAttribState = 0x458,
RtControl = 0x487,
RtDepthStencilSize = 0x48a,
SamplerIndex = 0x48d,
DepthTestEnable = 0x4b3,
BlendIndependent = 0x4b9,
DepthWriteEnable = 0x4ba,
DepthTestFunc = 0x4c3,
BlendStateCommon = 0x4cf,
BlendEnableCommon = 0x4d7,
BlendEnable = 0x4d8,
StencilTestState = 0x4e0,
YControl = 0x4eb,
FirstVertex = 0x50d,
FirstInstance = 0x50e,
PointSize = 0x546,
ResetCounter = 0x54c,
RtDepthStencilEnable = 0x54e,
ConditionState = 0x554,
SamplerPoolState = 0x557,
DepthBiasFactor = 0x55b,
TexturePoolState = 0x55d,
StencilBackTestState = 0x565,
DepthBiasUnits = 0x56f,
RtMsaaMode = 0x574,
ShaderBaseAddress = 0x582,
DrawEnd = 0x585,
DrawBegin = 0x586,
PrimitiveRestartState = 0x591,
IndexBufferState = 0x5f2,
IndexBufferCount = 0x5f8,
DepthBiasClamp = 0x61f,
VertexBufferInstanced = 0x620,
FaceState = 0x646,
ViewportTransformEnable = 0x64b,
ViewVolumeClipControl = 0x64f,
Clear = 0x674,
RtColorMask = 0x680,
ReportState = 0x6c0,
Report = 0x6c3,
VertexBufferState = 0x700,
BlendState = 0x780,
VertexBufferEndAddress = 0x7c0,
ShaderState = 0x800,
FirmwareCall0 = 0x8c0,
FirmwareCall1 = 0x8c1,
FirmwareCall2 = 0x8c2,
FirmwareCall3 = 0x8c3,
FirmwareCall4 = 0x8c4,
FirmwareCall5 = 0x8c5,
FirmwareCall6 = 0x8c6,
FirmwareCall7 = 0x8c7,
UniformBufferState = 0x8e0,
UniformBufferUpdateData = 0x8e4,
UniformBufferBindVertex = 0x904,
UniformBufferBindTessControl = 0x90c,
UniformBufferBindTessEvaluation = 0x914,
UniformBufferBindGeometry = 0x91c,
UniformBufferBindFragment = 0x924,
TextureBufferIndex = 0x982
}
}