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authorgdkchan <gab.dark.100@gmail.com>2021-07-11 17:20:40 -0300
committerGitHub <noreply@github.com>2021-07-11 17:20:40 -0300
commit40b21cc3c4d2622bbd4f88d43073341854d9a671 (patch)
tree6e9dc6a42e7c0bae5b03db468481771d5a6937ef /Ryujinx.Graphics.Gpu/Engine/MethodReport.cs
parentb5190f16810eb77388c861d1d1773e19644808db (diff)
Separate GPU engines (part 2/2) (#2440)
* 3D engine now uses DeviceState too, plus new state modification tracking * Remove old methods code * Remove GpuState and friends * Optimize DeviceState, force inline some functions * This change was not supposed to go in * Proper channel initialization * Optimize state read/write methods even more * Fix debug build * Do not dirty state if the write is redundant * The YControl register should dirty either the viewport or front face state too, to update the host origin * Avoid redundant vertex buffer updates * Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace * Comments and nits * Fix rebase * PR feedback * Move changed = false to improve codegen * PR feedback * Carry RyuJIT a bit more
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Engine/MethodReport.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Engine/MethodReport.cs131
1 files changed, 0 insertions, 131 deletions
diff --git a/Ryujinx.Graphics.Gpu/Engine/MethodReport.cs b/Ryujinx.Graphics.Gpu/Engine/MethodReport.cs
deleted file mode 100644
index 2dd0bbfa..00000000
--- a/Ryujinx.Graphics.Gpu/Engine/MethodReport.cs
+++ /dev/null
@@ -1,131 +0,0 @@
-using Ryujinx.Common;
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Gpu.Memory;
-using Ryujinx.Graphics.Gpu.State;
-using System;
-using System.Runtime.InteropServices;
-
-namespace Ryujinx.Graphics.Gpu.Engine
-{
- partial class Methods
- {
- private const int NsToTicksFractionNumerator = 384;
- private const int NsToTicksFractionDenominator = 625;
-
- /// <summary>
- /// Writes a GPU counter to guest memory.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- /// <param name="argument">Method call argument</param>
- private void Report(GpuState state, int argument)
- {
- SemaphoreOperation op = (SemaphoreOperation)(argument & 3);
- ReportCounterType type = (ReportCounterType)((argument >> 23) & 0x1f);
-
- switch (op)
- {
- case SemaphoreOperation.Release: ReleaseSemaphore(state); break;
- case SemaphoreOperation.Counter: ReportCounter(state, type); break;
- }
- }
-
- /// <summary>
- /// Writes (or Releases) a GPU semaphore value to guest memory.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- private void ReleaseSemaphore(GpuState state)
- {
- var rs = state.Get<SemaphoreState>(MethodOffset.ReportState);
-
- state.Channel.MemoryManager.Write(rs.Address.Pack(), rs.Payload);
-
- _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="state">Current GPU state</param>
- /// <param name="type">Counter to be written to memory</param>
- private void ReportCounter(GpuState state, ReportCounterType type)
- {
- var rs = state.Get<SemaphoreState>(MethodOffset.ReportState);
-
- ulong gpuVa = rs.Address.Pack();
-
- ulong ticks = ConvertNanosecondsToTicks((ulong)PerformanceCounter.ElapsedNanoseconds);
-
- if (GraphicsConfig.FastGpuTime)
- {
- // Divide by some amount to report time as if operations were performed faster than they really are.
- // This can prevent some games from switching to a lower resolution because rendering is too slow.
- ticks /= 256;
- }
-
- ICounterEvent counter = null;
-
- EventHandler<ulong> resultHandler = (object evt, ulong result) =>
- {
- CounterData counterData = new CounterData();
-
- counterData.Counter = result;
- counterData.Timestamp = ticks;
-
- if (counter?.Invalid != true)
- {
- state.Channel.MemoryManager.Write(gpuVa, counterData);
- }
- };
-
- switch (type)
- {
- case ReportCounterType.Zero:
- resultHandler(null, 0);
- break;
- case ReportCounterType.SamplesPassed:
- counter = _context.Renderer.ReportCounter(CounterType.SamplesPassed, resultHandler);
- break;
- case ReportCounterType.PrimitivesGenerated:
- counter = _context.Renderer.ReportCounter(CounterType.PrimitivesGenerated, resultHandler);
- break;
- case ReportCounterType.TransformFeedbackPrimitivesWritten:
- counter = _context.Renderer.ReportCounter(CounterType.TransformFeedbackPrimitivesWritten, resultHandler);
- break;
- }
-
- state.Channel.MemoryManager.CounterCache.AddOrUpdate(gpuVa, counter);
- }
-
- /// <summary>
- /// Converts a nanoseconds timestamp value to Maxwell time ticks.
- /// </summary>
- /// <remarks>
- /// The frequency is 614400000 Hz.
- /// </remarks>
- /// <param name="nanoseconds">Timestamp in nanoseconds</param>
- /// <returns>Maxwell ticks</returns>
- private static ulong ConvertNanosecondsToTicks(ulong nanoseconds)
- {
- // We need to divide first to avoid overflows.
- // We fix up the result later by calculating the difference and adding
- // that to the result.
- ulong divided = nanoseconds / NsToTicksFractionDenominator;
-
- ulong rounded = divided * NsToTicksFractionDenominator;
-
- ulong errorBias = (nanoseconds - rounded) * NsToTicksFractionNumerator / NsToTicksFractionDenominator;
-
- return divided * NsToTicksFractionNumerator + errorBias;
- }
- }
-} \ No newline at end of file