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https://github.com/Ryujinx/Ryujinx.git
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111534a74e
* Remove GPU MemoryAccessor * Update outdated XML doc * Update more outdated stuff
133 lines
4.8 KiB
C#
133 lines
4.8 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.State;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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partial class Methods
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{
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private const int NsToTicksFractionNumerator = 384;
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private const int NsToTicksFractionDenominator = 625;
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private readonly CounterCache _counterCache = new CounterCache();
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/// <summary>
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/// Writes a GPU counter to guest memory.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void Report(GpuState state, int argument)
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{
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SemaphoreOperation op = (SemaphoreOperation)(argument & 3);
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ReportCounterType type = (ReportCounterType)((argument >> 23) & 0x1f);
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switch (op)
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{
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case SemaphoreOperation.Release: ReleaseSemaphore(state); break;
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case SemaphoreOperation.Counter: ReportCounter(state, type); break;
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}
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}
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/// <summary>
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/// Writes (or Releases) a GPU semaphore value to guest memory.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void ReleaseSemaphore(GpuState state)
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{
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var rs = state.Get<SemaphoreState>(MethodOffset.ReportState);
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_context.MemoryManager.Write(rs.Address.Pack(), rs.Payload);
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_context.AdvanceSequence();
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}
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/// <summary>
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/// Packed GPU counter data (including GPU timestamp) in memory.
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/// </summary>
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private struct CounterData
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{
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public ulong Counter;
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public ulong Timestamp;
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}
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/// <summary>
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/// Writes a GPU counter to guest memory.
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/// This also writes the current timestamp value.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="type">Counter to be written to memory</param>
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private void ReportCounter(GpuState state, ReportCounterType type)
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{
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var rs = state.Get<SemaphoreState>(MethodOffset.ReportState);
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ulong gpuVa = rs.Address.Pack();
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ulong ticks = ConvertNanosecondsToTicks((ulong)PerformanceCounter.ElapsedNanoseconds);
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if (GraphicsConfig.FastGpuTime)
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{
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// Divide by some amount to report time as if operations were performed faster than they really are.
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// This can prevent some games from switching to a lower resolution because rendering is too slow.
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ticks /= 256;
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}
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ICounterEvent counter = null;
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EventHandler<ulong> resultHandler = (object evt, ulong result) =>
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{
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CounterData counterData = new CounterData();
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counterData.Counter = result;
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counterData.Timestamp = ticks;
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if (counter?.Invalid != true)
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{
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_context.MemoryManager.Write(gpuVa, counterData);
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}
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};
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switch (type)
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{
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case ReportCounterType.Zero:
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resultHandler(null, 0);
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break;
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case ReportCounterType.SamplesPassed:
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counter = _context.Renderer.ReportCounter(CounterType.SamplesPassed, resultHandler);
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break;
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case ReportCounterType.PrimitivesGenerated:
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counter = _context.Renderer.ReportCounter(CounterType.PrimitivesGenerated, resultHandler);
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break;
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case ReportCounterType.TransformFeedbackPrimitivesWritten:
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counter = _context.Renderer.ReportCounter(CounterType.TransformFeedbackPrimitivesWritten, resultHandler);
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break;
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}
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_counterCache.AddOrUpdate(gpuVa, counter);
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}
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/// <summary>
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/// Converts a nanoseconds timestamp value to Maxwell time ticks.
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/// </summary>
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/// <remarks>
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/// The frequency is 614400000 Hz.
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/// </remarks>
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/// <param name="nanoseconds">Timestamp in nanoseconds</param>
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/// <returns>Maxwell ticks</returns>
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private static ulong ConvertNanosecondsToTicks(ulong nanoseconds)
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{
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// We need to divide first to avoid overflows.
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// We fix up the result later by calculating the difference and adding
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// that to the result.
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ulong divided = nanoseconds / NsToTicksFractionDenominator;
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ulong rounded = divided * NsToTicksFractionDenominator;
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ulong errorBias = (nanoseconds - rounded) * NsToTicksFractionNumerator / NsToTicksFractionDenominator;
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return divided * NsToTicksFractionNumerator + errorBias;
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}
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}
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} |