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Add XML documentation to Ryujinx.Graphics.Gpu
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@ -1,5 +1,8 @@
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namespace Ryujinx.Graphics.Gpu
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{
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/// <summary>
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/// GPU engine class ID.
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/// </summary>
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enum ClassId
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{
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Engine2D = 0x902d,
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@ -1,14 +1,48 @@
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namespace Ryujinx.Graphics.Gpu
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{
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/// <summary>
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/// Common Maxwell GPU constants.
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/// </summary>
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static class Constants
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{
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/// <summary>
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/// Maximum number of compute uniform buffers.
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/// </summary>
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public const int TotalCpUniformBuffers = 8;
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/// <summary>
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/// Maximum number of compute storage buffers (this is a API limitation).
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/// </summary>
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public const int TotalCpStorageBuffers = 16;
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/// <summary>
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/// Maximum number of graphics uniform buffers.
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/// </summary>
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public const int TotalGpUniformBuffers = 18;
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/// <summary>
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/// Maximum number of graphics storage buffers (this is a API limitation).
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/// </summary>
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public const int TotalGpStorageBuffers = 16;
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public const int TotalRenderTargets = 8;
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public const int TotalShaderStages = 5;
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public const int TotalVertexBuffers = 16;
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public const int TotalViewports = 8;
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/// <summary>
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/// Maximum number of render target color buffers.
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/// </summary>
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public const int TotalRenderTargets = 8;
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/// <summary>
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/// Number of shader stages.
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/// </summary>
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public const int TotalShaderStages = 5;
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/// <summary>
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/// Maximum number of vertex buffers.
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/// </summary>
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public const int TotalVertexBuffers = 16;
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/// <summary>
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/// Maximum number of viewports.
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/// </summary>
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public const int TotalViewports = 8;
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}
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}
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@ -3,6 +3,9 @@ using System.Threading;
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namespace Ryujinx.Graphics.Gpu
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{
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/// <summary>
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/// GPU DMA pusher, used to push commands to the GPU.
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/// </summary>
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public class DmaPusher
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{
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private ConcurrentQueue<ulong> _ibBuffer;
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@ -10,6 +13,9 @@ namespace Ryujinx.Graphics.Gpu
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private ulong _dmaPut;
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private ulong _dmaGet;
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/// <summary>
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/// Internal GPFIFO state.
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/// </summary>
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private struct DmaState
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{
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public int Method;
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@ -34,6 +40,10 @@ namespace Ryujinx.Graphics.Gpu
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private AutoResetEvent _event;
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/// <summary>
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/// Creates a new instance of the GPU DMA pusher.
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/// </summary>
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/// <param name="context">GPU context that the pusher belongs to</param>
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internal DmaPusher(GpuContext context)
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{
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_context = context;
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@ -45,6 +55,10 @@ namespace Ryujinx.Graphics.Gpu
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_event = new AutoResetEvent(false);
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}
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/// <summary>
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/// Pushes a GPFIFO entry.
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/// </summary>
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/// <param name="entry">GPFIFO entry</param>
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public void Push(ulong entry)
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{
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_ibBuffer.Enqueue(entry);
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@ -52,16 +66,27 @@ namespace Ryujinx.Graphics.Gpu
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_event.Set();
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}
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/// <summary>
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/// Waits until commands are pushed to the FIFO.
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/// </summary>
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/// <returns>True if commands were received, false if wait timed out</returns>
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public bool WaitForCommands()
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{
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return _event.WaitOne(8);
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}
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/// <summary>
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/// Processes commands pushed to the FIFO.
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/// </summary>
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public void DispatchCalls()
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{
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while (Step());
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}
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/// <summary>
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/// Processes a single command on the FIFO.
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/// </summary>
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/// <returns></returns>
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private bool Step()
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{
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if (_dmaGet != _dmaPut)
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@ -162,6 +187,10 @@ namespace Ryujinx.Graphics.Gpu
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return true;
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}
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/// <summary>
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/// Sets current non-immediate method call state.
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/// </summary>
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/// <param name="word">Compressed method word</param>
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private void SetNonImmediateState(int word)
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{
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_state.Method = (word >> 0) & 0x1fff;
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@ -169,6 +198,10 @@ namespace Ryujinx.Graphics.Gpu
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_state.MethodCount = (word >> 16) & 0x1fff;
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}
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/// <summary>
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/// Forwards the method call to GPU engines.
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/// </summary>
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/// <param name="argument">Call argument</param>
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private void CallMethod(int argument)
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{
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_context.Fifo.CallMethod(new MethodParams(
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@ -5,30 +5,68 @@ using System;
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namespace Ryujinx.Graphics.Gpu
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{
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/// <summary>
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/// GPU emulation context.
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/// </summary>
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public class GpuContext
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{
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/// <summary>
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/// Host renderer.
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/// </summary>
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public IRenderer Renderer { get; }
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/// <summary>
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/// Physical memory access (it actually accesses the process memory, not actual physical memory).
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/// </summary>
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internal PhysicalMemory PhysicalMemory { get; private set; }
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/// <summary>
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/// GPU memory manager.
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/// </summary>
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public MemoryManager MemoryManager { get; }
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/// <summary>
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/// GPU memory accessor.
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/// </summary>
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internal MemoryAccessor MemoryAccessor { get; }
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/// <summary>
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/// GPU engine methods processing.
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/// </summary>
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internal Methods Methods { get; }
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/// <summary>
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/// GPU commands FIFO.
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/// </summary>
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internal NvGpuFifo Fifo { get; }
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/// <summary>
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/// DMA pusher.
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/// </summary>
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public DmaPusher DmaPusher { get; }
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/// <summary>
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/// Presentation window.
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/// </summary>
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public Window Window { get; }
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/// <summary>
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/// Internal sequence number, used to avoid needless resource data updates
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/// in the middle of a command buffer before synchronizations.
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/// </summary>
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internal int SequenceNumber { get; private set; }
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private readonly Lazy<Capabilities> _caps;
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/// <summary>
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/// Host hardware capabilities.
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/// </summary>
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internal Capabilities Capabilities => _caps.Value;
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/// <summary>
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/// Creates a new instance of the GPU emulation context.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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public GpuContext(IRenderer renderer)
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{
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Renderer = renderer;
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_caps = new Lazy<Capabilities>(Renderer.GetCapabilities);
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}
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/// <summary>
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/// Advances internal sequence number.
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/// This forces the update of any modified GPU resource.
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/// </summary>
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internal void AdvanceSequence()
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{
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SequenceNumber++;
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}
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/// <summary>
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/// Sets the process memory manager, after the application process is initialized.
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/// This is required for any GPU memory access.
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/// </summary>
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/// <param name="cpuMemory">CPU memory manager</param>
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public void SetVmm(ARMeilleure.Memory.MemoryManager cpuMemory)
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{
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PhysicalMemory = new PhysicalMemory(cpuMemory);
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namespace Ryujinx.Graphics.Gpu
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{
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/// <summary>
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/// General GPU and graphics configuration.
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/// </summary>
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public static class GraphicsConfig
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{
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/// <summary>
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/// Base directory used to write shader code dumps.
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/// Set to null to disable code dumping.
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/// </summary>
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public static string ShadersDumpPath;
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/// <summary>
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/// Fast GPU time calculates the internal GPU time ticks as if the GPU was capable of
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/// processing commands almost instantly, instead of using the host timer.
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/// This can avoid lower resolution on some games when GPU performance is poor.
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/// </summary>
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public static bool FastGpuTime = true;
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public static bool DisableTUpdate;
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public static bool DisableBUpdate;
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}
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}
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@ -5,6 +5,9 @@ using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu
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{
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/// <summary>
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/// Macro code interpreter.
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/// </summary>
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class MacroInterpreter
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{
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private enum AssignmentOperation
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BitwiseNotAnd = 12
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}
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private GpuContext _context;
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private NvGpuFifo _pFifo;
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public Queue<int> Fifo { get; private set; }
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private int[] _gprs;
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private int _pc;
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public MacroInterpreter(GpuContext context, NvGpuFifo pFifo)
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/// <summary>
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/// Creates a new instance of the macro code interpreter.
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/// </summary>
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public MacroInterpreter()
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{
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_context = context;
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_pFifo = pFifo;
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Fifo = new Queue<int>();
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_gprs = new int[8];
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}
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/// <summary>
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/// Executes a macro program until it exits.
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/// </summary>
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/// <param name="mme">Code of the program to execute</param>
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/// <param name="position">Start position to execute</param>
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/// <param name="param">Optional argument passed to the program, 0 if not used</param>
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/// <param name="state">Current GPU state</param>
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public void Execute(int[] mme, int position, int param, GpuState state)
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{
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Reset();
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Step(mme, state);
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}
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/// <summary>
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/// Resets the internal interpreter state.
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/// Call each time you run a new program.
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/// </summary>
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private void Reset()
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{
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for (int index = 0; index < _gprs.Length; index++)
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_carry = false;
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}
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/// <summary>
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/// Executes a single instruction of the program.
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/// </summary>
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/// <param name="mme">Program code to execute</param>
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/// <param name="state">Current GPU state</param>
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/// <returns>True to continue execution, false if the program exited</returns>
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private bool Step(int[] mme, GpuState state)
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{
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int baseAddr = _pc - 1;
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return !exit;
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}
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/// <summary>
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/// Fetches a single operation code from the program code.
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/// </summary>
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/// <param name="mme">Program code</param>
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private void FetchOpCode(int[] mme)
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{
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_opCode = _pipeOp;
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_pipeOp = mme[_pc++];
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}
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/// <summary>
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/// Gets the result of the current Arithmetic and Logic unit operation.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <returns>Operation result</returns>
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private int GetAluResult(GpuState state)
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{
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AluOperation op = (AluOperation)(_opCode & 7);
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throw new ArgumentException(nameof(_opCode));
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}
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/// <summary>
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/// Gets the result of a Arithmetic and Logic operation using registers.
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/// </summary>
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/// <param name="aluOp">Arithmetic and Logic unit operation with registers</param>
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/// <param name="a">First operand value</param>
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/// <param name="b">Second operand value</param>
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/// <returns>Operation result</returns>
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private int GetAluResult(AluRegOperation aluOp, int a, int b)
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{
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switch (aluOp)
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@ -353,43 +385,70 @@ namespace Ryujinx.Graphics.Gpu
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throw new ArgumentOutOfRangeException(nameof(aluOp));
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}
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/// <summary>
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/// Extracts a 32-bits signed integer constant from the current operation code.
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/// </summary>
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/// <returns></returns>
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private int GetImm()
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{
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// Note: The immediate is signed, the sign-extension is intended here.
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return _opCode >> 14;
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}
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/// <summary>
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/// Sets the current method address, for method calls.
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/// </summary>
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/// <param name="value">Packed address and increment value</param>
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private void SetMethAddr(int value)
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{
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_methAddr = (value >> 0) & 0xfff;
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_methIncr = (value >> 12) & 0x3f;
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}
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/// <summary>
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/// Sets the destination register value.
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/// </summary>
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/// <param name="value">Value to set (usually the operation result)</param>
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private void SetDstGpr(int value)
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{
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_gprs[(_opCode >> 8) & 7] = value;
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}
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/// <summary>
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/// Gets first operand value from the respective register.
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/// </summary>
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/// <returns>Operand value</returns>
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private int GetGprA()
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{
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return GetGprValue((_opCode >> 11) & 7);
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}
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/// <summary>
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/// Gets second operand value from the respective register.
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/// </summary>
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/// <returns>Operand value</returns>
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private int GetGprB()
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{
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return GetGprValue((_opCode >> 14) & 7);
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}
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/// <summary>
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/// Gets the value from a register, or 0 if the R0 register is specified.
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/// </summary>
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/// <param name="index">Index of the register</param>
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/// <returns>Register value</returns>
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private int GetGprValue(int index)
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{
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return index != 0 ? _gprs[index] : 0;
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}
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/// <summary>
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/// Fetches a call argument from the call argument FIFO.
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/// </summary>
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/// <returns>The call argument, or 0 if the FIFO is empty</returns>
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private int FetchParam()
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{
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int value;
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if (!Fifo.TryDequeue(out value))
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if (!Fifo.TryDequeue(out int value))
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{
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Logger.PrintWarning(LogClass.Gpu, "Macro attempted to fetch an inexistent argument.");
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@ -399,11 +458,22 @@ namespace Ryujinx.Graphics.Gpu
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return value;
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}
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/// <summary>
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/// Reads data from a GPU register.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="reg">Register offset to read</param>
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/// <returns>GPU register value</returns>
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private int Read(GpuState state, int reg)
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{
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return state.Read(reg);
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}
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/// <summary>
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/// Performs a GPU method call.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="value">Call argument</param>
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private void Send(GpuState state, int value)
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{
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MethodParams meth = new MethodParams(_methAddr, value);
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|
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@ -1,14 +1,42 @@
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namespace Ryujinx.Graphics
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{
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/// <summary>
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/// Method call parameters.
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/// </summary>
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struct MethodParams
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{
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public int Method { get; private set; }
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public int Argument { get; private set; }
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public int SubChannel { get; private set; }
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public int MethodCount { get; private set; }
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/// <summary>
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/// Method offset.
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/// </summary>
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public int Method { get; }
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/// <summary>
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/// Method call argument.
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/// </summary>
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public int Argument { get; }
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/// <summary>
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/// Sub-channel where the call should be sent.
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/// </summary>
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public int SubChannel { get; }
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/// <summary>
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/// For multiple calls to the same method, this is the remaining calls count.
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/// </summary>
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public int MethodCount { get; }
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/// <summary>
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/// Indicates if the current call is the last one from a batch of calls to the same method.
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/// </summary>
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public bool IsLastCall => MethodCount <= 1;
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/// <summary>
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/// Constructs the method call parameters structure.
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/// </summary>
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/// <param name="method">Method offset</param>
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/// <param name="argument">Method call argument</param>
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/// <param name="subChannel">Optional sub-channel where the method should be sent (not required for macro calls)</param>
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/// <param name="methodCount">Optional remaining calls count (not required for macro calls)</param>
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public MethodParams(
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int method,
|
||||
int argument,
|
||||
|
|
|
@ -2,6 +2,9 @@ using Ryujinx.Graphics.Gpu.State;
|
|||
|
||||
namespace Ryujinx.Graphics.Gpu
|
||||
{
|
||||
/// <summary>
|
||||
/// GPU commands FIFO.
|
||||
/// </summary>
|
||||
class NvGpuFifo
|
||||
{
|
||||
private const int MacrosCount = 0x80;
|
||||
|
@ -13,25 +16,36 @@ namespace Ryujinx.Graphics.Gpu
|
|||
|
||||
private GpuContext _context;
|
||||
|
||||
/// <summary>
|
||||
/// Cached GPU macro program.
|
||||
/// </summary>
|
||||
private struct CachedMacro
|
||||
{
|
||||
public int Position { get; private set; }
|
||||
public int Position { get; }
|
||||
|
||||
private bool _executionPending;
|
||||
private int _argument;
|
||||
|
||||
private MacroInterpreter _interpreter;
|
||||
|
||||
public CachedMacro(GpuContext context, NvGpuFifo fifo, int position)
|
||||
/// <summary>
|
||||
/// Creates a new instance of the GPU cached macro program.
|
||||
/// </summary>
|
||||
/// <param name="position">Macro code start position</param>
|
||||
public CachedMacro(int position)
|
||||
{
|
||||
Position = position;
|
||||
|
||||
_executionPending = false;
|
||||
_argument = 0;
|
||||
|
||||
_interpreter = new MacroInterpreter(context, fifo);
|
||||
_interpreter = new MacroInterpreter();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the first argument for the macro call.
|
||||
/// </summary>
|
||||
/// <param name="argument">First argument</param>
|
||||
public void StartExecution(int argument)
|
||||
{
|
||||
_argument = argument;
|
||||
|
@ -39,6 +53,11 @@ namespace Ryujinx.Graphics.Gpu
|
|||
_executionPending = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts executing the macro program code.
|
||||
/// </summary>
|
||||
/// <param name="mme">Program code</param>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
public void Execute(int[] mme, GpuState state)
|
||||
{
|
||||
if (_executionPending)
|
||||
|
@ -49,6 +68,10 @@ namespace Ryujinx.Graphics.Gpu
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pushes a argument to the macro call argument FIFO.
|
||||
/// </summary>
|
||||
/// <param name="argument">Argument to be pushed</param>
|
||||
public void PushArgument(int argument)
|
||||
{
|
||||
_interpreter?.Fifo.Enqueue(argument);
|
||||
|
@ -62,11 +85,24 @@ namespace Ryujinx.Graphics.Gpu
|
|||
|
||||
private int[] _mme;
|
||||
|
||||
/// <summary>
|
||||
/// GPU sub-channel information.
|
||||
/// </summary>
|
||||
private class SubChannel
|
||||
{
|
||||
/// <summary>
|
||||
/// Sub-channel GPU state.
|
||||
/// </summary>
|
||||
public GpuState State { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Engine bound to the sub-channel.
|
||||
/// </summary>
|
||||
public ClassId Class { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the GPU sub-channel.
|
||||
/// </summary>
|
||||
public SubChannel()
|
||||
{
|
||||
State = new GpuState();
|
||||
|
@ -75,6 +111,10 @@ namespace Ryujinx.Graphics.Gpu
|
|||
|
||||
private SubChannel[] _subChannels;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the GPU commands FIFO.
|
||||
/// </summary>
|
||||
/// <param name="context">GPU emulation context</param>
|
||||
public NvGpuFifo(GpuContext context)
|
||||
{
|
||||
_context = context;
|
||||
|
@ -93,6 +133,10 @@ namespace Ryujinx.Graphics.Gpu
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calls a GPU method.
|
||||
/// </summary>
|
||||
/// <param name="meth">GPU method call parameters</param>
|
||||
public void CallMethod(MethodParams meth)
|
||||
{
|
||||
if ((NvGpuFifoMeth)meth.Method == NvGpuFifoMeth.BindChannel)
|
||||
|
@ -137,7 +181,7 @@ namespace Ryujinx.Graphics.Gpu
|
|||
{
|
||||
int position = meth.Argument;
|
||||
|
||||
_macros[_currMacroBindIndex++] = new CachedMacro(_context, this, position);
|
||||
_macros[_currMacroBindIndex++] = new CachedMacro(position);
|
||||
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -1,5 +1,8 @@
|
|||
namespace Ryujinx.Graphics.Gpu
|
||||
{
|
||||
/// <summary>
|
||||
/// GPU commands FIFO processor commands.
|
||||
/// </summary>
|
||||
enum NvGpuFifoMeth
|
||||
{
|
||||
BindChannel = 0,
|
||||
|
|
|
@ -7,17 +7,45 @@ namespace Ryujinx.Graphics.Gpu
|
|||
{
|
||||
using Texture = Image.Texture;
|
||||
|
||||
/// <summary>
|
||||
/// GPU image presentation window.
|
||||
/// </summary>
|
||||
public class Window
|
||||
{
|
||||
private readonly GpuContext _context;
|
||||
|
||||
/// <summary>
|
||||
/// Texture presented on the window.
|
||||
/// </summary>
|
||||
private struct PresentationTexture
|
||||
{
|
||||
public TextureInfo Info { get; }
|
||||
public ImageCrop Crop { get; }
|
||||
public Action<object> Callback { get; }
|
||||
public object UserObj { get; }
|
||||
/// <summary>
|
||||
/// Texture information.
|
||||
/// </summary>
|
||||
public TextureInfo Info { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Texture crop region.
|
||||
/// </summary>
|
||||
public ImageCrop Crop { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Texture release callback.
|
||||
/// </summary>
|
||||
public Action<object> Callback { get; }
|
||||
|
||||
/// <summary>
|
||||
/// User defined object, passed to the release callback.
|
||||
/// </summary>
|
||||
public object UserObj { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the presentation texture.
|
||||
/// </summary>
|
||||
/// <param name="info">Information of the texture to be presented</param>
|
||||
/// <param name="crop">Texture crop region</param>
|
||||
/// <param name="callback">Texture release callback</param>
|
||||
/// <param name="userObj">User defined object passed to the release callback, can be used to identify the texture</param>
|
||||
public PresentationTexture(
|
||||
TextureInfo info,
|
||||
ImageCrop crop,
|
||||
|
@ -33,6 +61,10 @@ namespace Ryujinx.Graphics.Gpu
|
|||
|
||||
private readonly ConcurrentQueue<PresentationTexture> _frameQueue;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the GPU presentation window.
|
||||
/// </summary>
|
||||
/// <param name="context">GPU emulation context</param>
|
||||
public Window(GpuContext context)
|
||||
{
|
||||
_context = context;
|
||||
|
@ -40,6 +72,23 @@ namespace Ryujinx.Graphics.Gpu
|
|||
_frameQueue = new ConcurrentQueue<PresentationTexture>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enqueues a frame for presentation.
|
||||
/// This method is thread safe and can be called from any thread.
|
||||
/// When the texture is presented and not needed anymore, the release callback is called.
|
||||
/// It's an error to modify the texture after calling this method, before the release callback is called.
|
||||
/// </summary>
|
||||
/// <param name="address">CPU virtual address of the texture data</param>
|
||||
/// <param name="width">Texture width</param>
|
||||
/// <param name="height">Texture height</param>
|
||||
/// <param name="stride">Texture stride for linear texture, should be zero otherwise</param>
|
||||
/// <param name="isLinear">Indicates if the texture is linear, normally false</param>
|
||||
/// <param name="gobBlocksInY">GOB blocks in the Y direction, for block linear textures</param>
|
||||
/// <param name="format">Texture format</param>
|
||||
/// <param name="bytesPerPixel">Texture format bytes per pixel (must match the format)</param>
|
||||
/// <param name="crop">Texture crop region</param>
|
||||
/// <param name="callback">Texture release callback</param>
|
||||
/// <param name="userObj">User defined object passed to the release callback</param>
|
||||
public void EnqueueFrameThreadSafe(
|
||||
ulong address,
|
||||
int width,
|
||||
|
@ -74,6 +123,11 @@ namespace Ryujinx.Graphics.Gpu
|
|||
_frameQueue.Enqueue(new PresentationTexture(info, crop, callback, userObj));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Presents a texture on the queue.
|
||||
/// If the queue is empty, then no texture is presented.
|
||||
/// </summary>
|
||||
/// <param name="swapBuffersCallback">Callback method to call when a new texture should be presented on the screen</param>
|
||||
public void Present(Action swapBuffersCallback)
|
||||
{
|
||||
_context.AdvanceSequence();
|
||||
|
|
Loading…
Reference in a new issue