Ryujinx/Ryujinx.Graphics.Gpu/Engine/Compute.cs

125 lines
4.5 KiB
C#

using Ryujinx.Graphics.GAL.Texture;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.Shader;
using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Shader;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Engine
{
partial class Methods
{
public void Dispatch(int argument)
{
uint dispatchParamsAddress = (uint)_context.State.Get<int>(MethodOffset.DispatchParamsAddress);
var dispatchParams = _context.MemoryAccessor.Read<ComputeParams>((ulong)dispatchParamsAddress << 8);
GpuVa shaderBaseAddress = _context.State.Get<GpuVa>(MethodOffset.ShaderBaseAddress);
ulong shaderGpuVa = shaderBaseAddress.Pack() + (uint)dispatchParams.ShaderOffset;
ComputeShader cs = _shaderCache.GetComputeShader(
shaderGpuVa,
dispatchParams.UnpackBlockSizeX(),
dispatchParams.UnpackBlockSizeY(),
dispatchParams.UnpackBlockSizeZ());
_context.Renderer.Pipeline.BindProgram(cs.HostProgram);
var samplerPool = _context.State.Get<PoolState>(MethodOffset.SamplerPoolState);
_textureManager.SetComputeSamplerPool(samplerPool.Address.Pack(), samplerPool.MaximumId);
var texturePool = _context.State.Get<PoolState>(MethodOffset.TexturePoolState);
_textureManager.SetComputeTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
_textureManager.SetComputeTextureBufferIndex(_context.State.Get<int>(MethodOffset.TextureBufferIndex));
ShaderProgramInfo info = cs.Shader.Program.Info;
var textureBindings = new TextureBindingInfo[info.Textures.Count];
for (int index = 0; index < info.Textures.Count; index++)
{
var descriptor = info.Textures[index];
Target target = GetTarget(descriptor.Type);
textureBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex);
}
_textureManager.SetComputeTextures(textureBindings);
var imageBindings = new TextureBindingInfo[info.Images.Count];
for (int index = 0; index < info.Images.Count; index++)
{
var descriptor = info.Images[index];
Target target = GetTarget(descriptor.Type);
imageBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex);
}
_textureManager.SetComputeImages(imageBindings);
uint sbEnableMask = 0;
uint ubEnableMask = dispatchParams.UnpackUniformBuffersEnableMask();
for (int index = 0; index < dispatchParams.UniformBuffers.Length; index++)
{
if ((ubEnableMask & (1 << index)) == 0)
{
continue;
}
ulong gpuVa = dispatchParams.UniformBuffers[index].PackAddress();
ulong size = dispatchParams.UniformBuffers[index].UnpackSize();
_bufferManager.SetComputeUniformBuffer(index, gpuVa, size);
}
for (int index = 0; index < info.SBuffers.Count; index++)
{
BufferDescriptor sb = info.SBuffers[index];
sbEnableMask |= 1u << sb.Slot;
ulong sbDescAddress = _bufferManager.GetComputeUniformBufferAddress(0);
int sbDescOffset = 0x310 + sb.Slot * 0x10;
sbDescAddress += (ulong)sbDescOffset;
Span<byte> sbDescriptorData = _context.PhysicalMemory.Read(sbDescAddress, 0x10);
SbDescriptor sbDescriptor = MemoryMarshal.Cast<byte, SbDescriptor>(sbDescriptorData)[0];
_bufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size);
}
ubEnableMask = 0;
for (int index = 0; index < info.CBuffers.Count; index++)
{
ubEnableMask |= 1u << info.CBuffers[index].Slot;
}
_bufferManager.SetComputeStorageBufferEnableMask(sbEnableMask);
_bufferManager.SetComputeUniformBufferEnableMask(ubEnableMask);
_bufferManager.CommitComputeBindings();
_textureManager.CommitComputeBindings();
_context.Renderer.Pipeline.Dispatch(
dispatchParams.UnpackGridSizeX(),
dispatchParams.UnpackGridSizeY(),
dispatchParams.UnpackGridSizeZ());
UpdateShaderState();
}
}
}