Ryujinx-uplift/Ryujinx.Graphics.Gpu/Engine/Threed/SemaphoreUpdater.cs
riperiperi 6e9bd4de13
GPU: Scale counter results before addition (#4471)
* GPU: Scale counter results before addition

Counter results were being scaled on ReportCounter, which meant that the _total_ value of the counter was being scaled. Not only could this result in very large numbers and weird overflows if the game doesn't clear the counter, but it also caused the result to change drastically.

This PR changes scaling to be done when the value is added to the counter on the backend. This should evaluate the scale at the same time as before, on report counter, but avoiding the issue with scaling the total.

Fixes scaling in Warioware, at least in the demo, where it seems to compare old/new counters and broke down when scaling was enabled.

* Fix issues when result is partially uploaded.

Drivers tend to write the low half first, then the high half. Retry if the high half is FFFFFFFF.
2023-03-12 18:01:15 +01:00

191 lines
6.5 KiB
C#

using Ryujinx.Graphics.GAL;
using System;
namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
/// <summary>
/// Semaphore updater.
/// </summary>
class SemaphoreUpdater
{
/// <summary>
/// GPU semaphore operation.
/// </summary>
private enum SemaphoreOperation
{
Release = 0,
Acquire = 1,
Counter = 2
}
/// <summary>
/// Counter type for GPU counter reset.
/// </summary>
private enum ResetCounterType
{
SamplesPassed = 1,
ZcullStats = 2,
TransformFeedbackPrimitivesWritten = 0x10,
InputVertices = 0x12,
InputPrimitives = 0x13,
VertexShaderInvocations = 0x15,
TessControlShaderInvocations = 0x16,
TessEvaluationShaderInvocations = 0x17,
TessEvaluationShaderPrimitives = 0x18,
GeometryShaderInvocations = 0x1a,
GeometryShaderPrimitives = 0x1b,
ClipperInputPrimitives = 0x1c,
ClipperOutputPrimitives = 0x1d,
FragmentShaderInvocations = 0x1e,
PrimitivesGenerated = 0x1f
}
/// <summary>
/// Counter type for GPU counter reporting.
/// </summary>
private enum ReportCounterType
{
Payload = 0,
InputVertices = 1,
InputPrimitives = 3,
VertexShaderInvocations = 5,
GeometryShaderInvocations = 7,
GeometryShaderPrimitives = 9,
ZcullStats0 = 0xa,
TransformFeedbackPrimitivesWritten = 0xb,
ZcullStats1 = 0xc,
ZcullStats2 = 0xe,
ClipperInputPrimitives = 0xf,
ZcullStats3 = 0x10,
ClipperOutputPrimitives = 0x11,
PrimitivesGenerated = 0x12,
FragmentShaderInvocations = 0x13,
SamplesPassed = 0x15,
TransformFeedbackOffset = 0x1a,
TessControlShaderInvocations = 0x1b,
TessEvaluationShaderInvocations = 0x1d,
TessEvaluationShaderPrimitives = 0x1f
}
private readonly GpuContext _context;
private readonly GpuChannel _channel;
private readonly DeviceStateWithShadow<ThreedClassState> _state;
/// <summary>
/// Creates a new instance of the semaphore updater.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="channel">GPU channel</param>
/// <param name="state">Channel state</param>
public SemaphoreUpdater(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state)
{
_context = context;
_channel = channel;
_state = state;
}
/// <summary>
/// Resets the value of an internal GPU counter back to zero.
/// </summary>
/// <param name="argument">Method call argument</param>
public void ResetCounter(int argument)
{
ResetCounterType type = (ResetCounterType)argument;
switch (type)
{
case ResetCounterType.SamplesPassed:
_context.Renderer.ResetCounter(CounterType.SamplesPassed);
break;
case ResetCounterType.PrimitivesGenerated:
_context.Renderer.ResetCounter(CounterType.PrimitivesGenerated);
break;
case ResetCounterType.TransformFeedbackPrimitivesWritten:
_context.Renderer.ResetCounter(CounterType.TransformFeedbackPrimitivesWritten);
break;
}
}
/// <summary>
/// Writes a GPU counter to guest memory.
/// </summary>
/// <param name="argument">Method call argument</param>
public void Report(int argument)
{
SemaphoreOperation op = (SemaphoreOperation)(argument & 3);
ReportCounterType type = (ReportCounterType)((argument >> 23) & 0x1f);
switch (op)
{
case SemaphoreOperation.Release: ReleaseSemaphore(); break;
case SemaphoreOperation.Counter: ReportCounter(type); break;
}
}
/// <summary>
/// Writes (or Releases) a GPU semaphore value to guest memory.
/// </summary>
private void ReleaseSemaphore()
{
_channel.MemoryManager.Write(_state.State.SemaphoreAddress.Pack(), _state.State.SemaphorePayload);
_context.AdvanceSequence();
}
/// <summary>
/// Packed GPU counter data (including GPU timestamp) in memory.
/// </summary>
private struct CounterData
{
public ulong Counter;
public ulong Timestamp;
}
/// <summary>
/// Writes a GPU counter to guest memory.
/// This also writes the current timestamp value.
/// </summary>
/// <param name="type">Counter to be written to memory</param>
private void ReportCounter(ReportCounterType type)
{
ulong gpuVa = _state.State.SemaphoreAddress.Pack();
ulong ticks = _context.GetTimestamp();
ICounterEvent counter = null;
void resultHandler(object evt, ulong result)
{
CounterData counterData = new CounterData
{
Counter = result,
Timestamp = ticks
};
if (counter?.Invalid != true)
{
_channel.MemoryManager.Write(gpuVa, counterData);
}
}
switch (type)
{
case ReportCounterType.Payload:
resultHandler(null, (ulong)_state.State.SemaphorePayload);
break;
case ReportCounterType.SamplesPassed:
counter = _context.Renderer.ReportCounter(CounterType.SamplesPassed, resultHandler, false);
break;
case ReportCounterType.PrimitivesGenerated:
counter = _context.Renderer.ReportCounter(CounterType.PrimitivesGenerated, resultHandler, false);
break;
case ReportCounterType.TransformFeedbackPrimitivesWritten:
counter = _context.Renderer.ReportCounter(CounterType.TransformFeedbackPrimitivesWritten, resultHandler, false);
break;
}
_channel.MemoryManager.CounterCache.AddOrUpdate(gpuVa, counter);
}
}
}