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path: root/Ryujinx.Graphics.Gpu/Engine/MethodFifo.cs
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-rw-r--r--Ryujinx.Graphics.Gpu/Engine/MethodFifo.cs77
1 files changed, 77 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Gpu/Engine/MethodFifo.cs b/Ryujinx.Graphics.Gpu/Engine/MethodFifo.cs
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+++ b/Ryujinx.Graphics.Gpu/Engine/MethodFifo.cs
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+using Ryujinx.Graphics.Gpu.State;
+using System;
+using System.Threading;
+
+namespace Ryujinx.Graphics.Gpu.Engine
+{
+ partial class Methods
+ {
+ /// <summary>
+ /// Waits for the GPU to be idle.
+ /// </summary>
+ /// <param name="state">Current GPU state</param>
+ /// <param name="argument">Method call argument</param>
+ public void WaitForIdle(GpuState state, int argument)
+ {
+ PerformDeferredDraws();
+
+ _context.Renderer.Pipeline.Barrier();
+ }
+
+ /// <summary>
+ /// Send macro code/data to the MME.
+ /// </summary>
+ /// <param name="state">Current GPU state</param>
+ /// <param name="argument">Method call argument</param>
+ public void SendMacroCodeData(GpuState state, int argument)
+ {
+ int macroUploadAddress = state.Get<int>(MethodOffset.MacroUploadAddress);
+
+ _context.Fifo.SendMacroCodeData(macroUploadAddress++, argument);
+
+ state.Write((int)MethodOffset.MacroUploadAddress, macroUploadAddress);
+ }
+
+ /// <summary>
+ /// Bind a macro index to a position for the MME.
+ /// </summary>
+ /// <param name="state">Current GPU state</param>
+ /// <param name="argument">Method call argument</param>
+ public void BindMacro(GpuState state, int argument)
+ {
+ int macroBindingIndex = state.Get<int>(MethodOffset.MacroBindingIndex);
+
+ _context.Fifo.BindMacro(macroBindingIndex++, argument);
+
+ state.Write((int)MethodOffset.MacroBindingIndex, macroBindingIndex);
+ }
+
+ public void SetMmeShadowRamControl(GpuState state, int argument)
+ {
+ _context.Fifo.SetMmeShadowRamControl((ShadowRamControl)argument);
+ }
+
+ /// <summary>
+ /// Apply a fence operation on a syncpoint.
+ /// </summary>
+ /// <param name="state">Current GPU state</param>
+ /// <param name="argument">Method call argument</param>
+ public void FenceAction(GpuState state, int argument)
+ {
+ uint threshold = state.Get<uint>(MethodOffset.FenceValue);
+
+ FenceActionOperation operation = (FenceActionOperation)(argument & 1);
+
+ uint syncpointId = (uint)(argument >> 8) & 0xFF;
+
+ if (operation == FenceActionOperation.Acquire)
+ {
+ _context.Synchronization.WaitOnSyncpoint(syncpointId, threshold, Timeout.InfiniteTimeSpan);
+ }
+ else if (operation == FenceActionOperation.Increment)
+ {
+ _context.Synchronization.IncrementSyncpoint(syncpointId);
+ }
+ }
+ }
+}