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authorThog <me@thog.eu>2020-04-19 03:25:57 +0200
committerGitHub <noreply@github.com>2020-04-19 11:25:57 +1000
commit644de99e86856bad3fe24a0324c06f96cee6a401 (patch)
tree1615bc5acb7af4e9de0337bfad6ceac749cec0a0 /Ryujinx.Graphics.Gpu/Engine/MethodReport.cs
parent4960ab85f81f48553b7217261f4181e31d812a10 (diff)
Implement GPU syncpoints (#980)
* Implement GPU syncpoints This adds support for GPU syncpoints on the GPU backend & nvservices. Everything that was implemented here is based on my researches, hardware testing of the GM20B and reversing of nvservices (8.1.0). Thanks to @fincs for the informations about some behaviours of the pusher and for the initial informations about syncpoints. * syncpoint: address gdkchan's comments * Add some missing logic to handle SubmitGpfifo correctly * Handle the NV event API correctly * evnt => hostEvent * Finish addressing gdkchan's comments * nvservices: write the output buffer even when an error is returned * dma pusher: Implemnet prefetch barrier lso fix when the commands should be prefetch. * Partially fix prefetch barrier * Add a missing syncpoint check in QueryEvent of NvHostSyncPt * Address Ac_K's comments and fix GetSyncpoint for ChannelResourcePolicy == Channel * fix SyncptWait & SyncptWaitEx cmds logic * Address ripinperi's comments * Address gdkchan's comments * Move user event management to the control channel * Fix mm implementation, nvdec works again * Address ripinperi's comments * Address gdkchan's comments * Implement nvhost-ctrl close accurately + make nvservices dispose channels when stopping the emulator * Fix typo in MultiMediaOperationType
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Engine/MethodReport.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Engine/MethodReport.cs8
1 files changed, 4 insertions, 4 deletions
diff --git a/Ryujinx.Graphics.Gpu/Engine/MethodReport.cs b/Ryujinx.Graphics.Gpu/Engine/MethodReport.cs
index 173989c3..0565acdc 100644
--- a/Ryujinx.Graphics.Gpu/Engine/MethodReport.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/MethodReport.cs
@@ -26,16 +26,16 @@ namespace Ryujinx.Graphics.Gpu.Engine
switch (mode)
{
- case ReportMode.Semaphore: ReportSemaphore(state); break;
- case ReportMode.Counter: ReportCounter(state, type); break;
+ case ReportMode.Release: ReleaseSemaphore(state); break;
+ case ReportMode.Counter: ReportCounter(state, type); break;
}
}
/// <summary>
- /// Writes a GPU semaphore value to guest memory.
+ /// Writes (or Releases) a GPU semaphore value to guest memory.
/// </summary>
/// <param name="state">Current GPU state</param>
- private void ReportSemaphore(GpuState state)
+ private void ReleaseSemaphore(GpuState state)
{
var rs = state.Get<ReportState>(MethodOffset.ReportState);