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-rw-r--r--src/Ryujinx.Graphics.Gpu/Engine/Dma/DmaClass.cs635
1 files changed, 635 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Engine/Dma/DmaClass.cs b/src/Ryujinx.Graphics.Gpu/Engine/Dma/DmaClass.cs
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index 00000000..fd93cd8b
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+++ b/src/Ryujinx.Graphics.Gpu/Engine/Dma/DmaClass.cs
@@ -0,0 +1,635 @@
+using Ryujinx.Common;
+using Ryujinx.Graphics.Device;
+using Ryujinx.Graphics.Gpu.Engine.Threed;
+using Ryujinx.Graphics.Gpu.Memory;
+using Ryujinx.Graphics.Texture;
+using System;
+using System.Collections.Generic;
+using System.Runtime.CompilerServices;
+using System.Runtime.InteropServices;
+using System.Runtime.Intrinsics;
+
+namespace Ryujinx.Graphics.Gpu.Engine.Dma
+{
+ /// <summary>
+ /// Represents a DMA copy engine class.
+ /// </summary>
+ class DmaClass : IDeviceState
+ {
+ private readonly GpuContext _context;
+ private readonly GpuChannel _channel;
+ private readonly ThreedClass _3dEngine;
+ private readonly DeviceState<DmaClassState> _state;
+
+ /// <summary>
+ /// Copy flags passed on DMA launch.
+ /// </summary>
+ [Flags]
+ private enum CopyFlags
+ {
+ SrcLinear = 1 << 7,
+ DstLinear = 1 << 8,
+ MultiLineEnable = 1 << 9,
+ RemapEnable = 1 << 10
+ }
+
+ /// <summary>
+ /// Texture parameters for copy.
+ /// </summary>
+ private struct TextureParams
+ {
+ /// <summary>
+ /// Copy region X coordinate.
+ /// </summary>
+ public readonly int RegionX;
+
+ /// <summary>
+ /// Copy region Y coordinate.
+ /// </summary>
+ public readonly int RegionY;
+
+ /// <summary>
+ /// Offset from the base pointer of the data in memory.
+ /// </summary>
+ public readonly int BaseOffset;
+
+ /// <summary>
+ /// Bytes per pixel.
+ /// </summary>
+ public readonly int Bpp;
+
+ /// <summary>
+ /// Whether the texture is linear. If false, the texture is block linear.
+ /// </summary>
+ public readonly bool Linear;
+
+ /// <summary>
+ /// Pixel offset from XYZ coordinates calculator.
+ /// </summary>
+ public readonly OffsetCalculator Calculator;
+
+ /// <summary>
+ /// Creates texture parameters.
+ /// </summary>
+ /// <param name="regionX">Copy region X coordinate</param>
+ /// <param name="regionY">Copy region Y coordinate</param>
+ /// <param name="baseOffset">Offset from the base pointer of the data in memory</param>
+ /// <param name="bpp">Bytes per pixel</param>
+ /// <param name="linear">Whether the texture is linear. If false, the texture is block linear</param>
+ /// <param name="calculator">Pixel offset from XYZ coordinates calculator</param>
+ public TextureParams(int regionX, int regionY, int baseOffset, int bpp, bool linear, OffsetCalculator calculator)
+ {
+ RegionX = regionX;
+ RegionY = regionY;
+ BaseOffset = baseOffset;
+ Bpp = bpp;
+ Linear = linear;
+ Calculator = calculator;
+ }
+ }
+
+ [StructLayout(LayoutKind.Sequential, Size = 3, Pack = 1)]
+ private struct UInt24
+ {
+ public byte Byte0;
+ public byte Byte1;
+ public byte Byte2;
+ }
+
+ /// <summary>
+ /// Creates a new instance of the DMA copy engine class.
+ /// </summary>
+ /// <param name="context">GPU context</param>
+ /// <param name="channel">GPU channel</param>
+ /// <param name="threedEngine">3D engine</param>
+ public DmaClass(GpuContext context, GpuChannel channel, ThreedClass threedEngine)
+ {
+ _context = context;
+ _channel = channel;
+ _3dEngine = threedEngine;
+ _state = new DeviceState<DmaClassState>(new Dictionary<string, RwCallback>
+ {
+ { nameof(DmaClassState.LaunchDma), new RwCallback(LaunchDma, null) }
+ });
+ }
+
+ /// <summary>
+ /// Reads data from the class registers.
+ /// </summary>
+ /// <param name="offset">Register byte offset</param>
+ /// <returns>Data at the specified offset</returns>
+ public int Read(int offset) => _state.Read(offset);
+
+ /// <summary>
+ /// Writes data to the class registers.
+ /// </summary>
+ /// <param name="offset">Register byte offset</param>
+ /// <param name="data">Data to be written</param>
+ public void Write(int offset, int data) => _state.Write(offset, data);
+
+ /// <summary>
+ /// Determine if a buffer-to-texture region covers the entirety of a texture.
+ /// </summary>
+ /// <param name="tex">Texture to compare</param>
+ /// <param name="linear">True if the texture is linear, false if block linear</param>
+ /// <param name="bpp">Texture bytes per pixel</param>
+ /// <param name="stride">Texture stride</param>
+ /// <param name="xCount">Number of pixels to be copied</param>
+ /// <param name="yCount">Number of lines to be copied</param>
+ /// <returns></returns>
+ private static bool IsTextureCopyComplete(DmaTexture tex, bool linear, int bpp, int stride, int xCount, int yCount)
+ {
+ if (linear)
+ {
+ // If the stride is negative, the texture has to be flipped, so
+ // the fast copy is not trivial, use the slow path.
+ if (stride <= 0)
+ {
+ return false;
+ }
+
+ int alignWidth = Constants.StrideAlignment / bpp;
+ return stride / bpp == BitUtils.AlignUp(xCount, alignWidth);
+ }
+ else
+ {
+ int alignWidth = Constants.GobAlignment / bpp;
+ return tex.RegionX == 0 &&
+ tex.RegionY == 0 &&
+ tex.Width == BitUtils.AlignUp(xCount, alignWidth) &&
+ tex.Height == yCount;
+ }
+ }
+
+ /// <summary>
+ /// Releases a semaphore for a given LaunchDma method call.
+ /// </summary>
+ /// <param name="argument">The LaunchDma call argument</param>
+ private void ReleaseSemaphore(int argument)
+ {
+ LaunchDmaSemaphoreType type = (LaunchDmaSemaphoreType)((argument >> 3) & 0x3);
+ if (type != LaunchDmaSemaphoreType.None)
+ {
+ ulong address = ((ulong)_state.State.SetSemaphoreA << 32) | _state.State.SetSemaphoreB;
+ if (type == LaunchDmaSemaphoreType.ReleaseOneWordSemaphore)
+ {
+ _channel.MemoryManager.Write(address, _state.State.SetSemaphorePayload);
+ }
+ else /* if (type == LaunchDmaSemaphoreType.ReleaseFourWordSemaphore) */
+ {
+ _channel.MemoryManager.Write(address + 8, _context.GetTimestamp());
+ _channel.MemoryManager.Write(address, (ulong)_state.State.SetSemaphorePayload);
+ }
+ }
+ }
+
+ /// <summary>
+ /// Performs a buffer to buffer, or buffer to texture copy.
+ /// </summary>
+ /// <param name="argument">The LaunchDma call argument</param>
+ private void DmaCopy(int argument)
+ {
+ var memoryManager = _channel.MemoryManager;
+
+ CopyFlags copyFlags = (CopyFlags)argument;
+
+ bool srcLinear = copyFlags.HasFlag(CopyFlags.SrcLinear);
+ bool dstLinear = copyFlags.HasFlag(CopyFlags.DstLinear);
+ bool copy2D = copyFlags.HasFlag(CopyFlags.MultiLineEnable);
+ bool remap = copyFlags.HasFlag(CopyFlags.RemapEnable);
+
+ uint size = _state.State.LineLengthIn;
+
+ if (size == 0)
+ {
+ return;
+ }
+
+ ulong srcGpuVa = ((ulong)_state.State.OffsetInUpperUpper << 32) | _state.State.OffsetInLower;
+ ulong dstGpuVa = ((ulong)_state.State.OffsetOutUpperUpper << 32) | _state.State.OffsetOutLower;
+
+ int xCount = (int)_state.State.LineLengthIn;
+ int yCount = (int)_state.State.LineCount;
+
+ _3dEngine.CreatePendingSyncs();
+ _3dEngine.FlushUboDirty();
+
+ if (copy2D)
+ {
+ // Buffer to texture copy.
+ int componentSize = (int)_state.State.SetRemapComponentsComponentSize + 1;
+ int srcComponents = (int)_state.State.SetRemapComponentsNumSrcComponents + 1;
+ int dstComponents = (int)_state.State.SetRemapComponentsNumDstComponents + 1;
+ int srcBpp = remap ? srcComponents * componentSize : 1;
+ int dstBpp = remap ? dstComponents * componentSize : 1;
+
+ var dst = Unsafe.As<uint, DmaTexture>(ref _state.State.SetDstBlockSize);
+ var src = Unsafe.As<uint, DmaTexture>(ref _state.State.SetSrcBlockSize);
+
+ int srcRegionX = 0, srcRegionY = 0, dstRegionX = 0, dstRegionY = 0;
+
+ if (!srcLinear)
+ {
+ srcRegionX = src.RegionX;
+ srcRegionY = src.RegionY;
+ }
+
+ if (!dstLinear)
+ {
+ dstRegionX = dst.RegionX;
+ dstRegionY = dst.RegionY;
+ }
+
+ int srcStride = (int)_state.State.PitchIn;
+ int dstStride = (int)_state.State.PitchOut;
+
+ var srcCalculator = new OffsetCalculator(
+ src.Width,
+ src.Height,
+ srcStride,
+ srcLinear,
+ src.MemoryLayout.UnpackGobBlocksInY(),
+ src.MemoryLayout.UnpackGobBlocksInZ(),
+ srcBpp);
+
+ var dstCalculator = new OffsetCalculator(
+ dst.Width,
+ dst.Height,
+ dstStride,
+ dstLinear,
+ dst.MemoryLayout.UnpackGobBlocksInY(),
+ dst.MemoryLayout.UnpackGobBlocksInZ(),
+ dstBpp);
+
+ (int srcBaseOffset, int srcSize) = srcCalculator.GetRectangleRange(srcRegionX, srcRegionY, xCount, yCount);
+ (int dstBaseOffset, int dstSize) = dstCalculator.GetRectangleRange(dstRegionX, dstRegionY, xCount, yCount);
+
+ if (srcLinear && srcStride < 0)
+ {
+ srcBaseOffset += srcStride * (yCount - 1);
+ }
+
+ if (dstLinear && dstStride < 0)
+ {
+ dstBaseOffset += dstStride * (yCount - 1);
+ }
+
+ ReadOnlySpan<byte> srcSpan = memoryManager.GetSpan(srcGpuVa + (ulong)srcBaseOffset, srcSize, true);
+
+ bool completeSource = IsTextureCopyComplete(src, srcLinear, srcBpp, srcStride, xCount, yCount);
+ bool completeDest = IsTextureCopyComplete(dst, dstLinear, dstBpp, dstStride, xCount, yCount);
+
+ if (completeSource && completeDest)
+ {
+ var target = memoryManager.Physical.TextureCache.FindTexture(
+ memoryManager,
+ dstGpuVa,
+ dstBpp,
+ dstStride,
+ dst.Height,
+ xCount,
+ yCount,
+ dstLinear,
+ dst.MemoryLayout.UnpackGobBlocksInY(),
+ dst.MemoryLayout.UnpackGobBlocksInZ());
+
+ if (target != null)
+ {
+ byte[] data;
+ if (srcLinear)
+ {
+ data = LayoutConverter.ConvertLinearStridedToLinear(
+ target.Info.Width,
+ target.Info.Height,
+ 1,
+ 1,
+ xCount * srcBpp,
+ srcStride,
+ target.Info.FormatInfo.BytesPerPixel,
+ srcSpan);
+ }
+ else
+ {
+ data = LayoutConverter.ConvertBlockLinearToLinear(
+ src.Width,
+ src.Height,
+ src.Depth,
+ 1,
+ 1,
+ 1,
+ 1,
+ 1,
+ srcBpp,
+ src.MemoryLayout.UnpackGobBlocksInY(),
+ src.MemoryLayout.UnpackGobBlocksInZ(),
+ 1,
+ new SizeInfo((int)target.Size),
+ srcSpan);
+ }
+
+ target.SynchronizeMemory();
+ target.SetData(data);
+ target.SignalModified();
+ return;
+ }
+ else if (srcCalculator.LayoutMatches(dstCalculator))
+ {
+ // No layout conversion has to be performed, just copy the data entirely.
+ memoryManager.Write(dstGpuVa + (ulong)dstBaseOffset, srcSpan);
+ return;
+ }
+ }
+
+ // OPT: This allocates a (potentially) huge temporary array and then copies an existing
+ // region of memory into it, data that might get overwritten entirely anyways. Ideally this should
+ // all be rewritten to use pooled arrays, but that gets complicated with packed data and strides
+ Span<byte> dstSpan = memoryManager.GetSpan(dstGpuVa + (ulong)dstBaseOffset, dstSize).ToArray();
+
+ TextureParams srcParams = new TextureParams(srcRegionX, srcRegionY, srcBaseOffset, srcBpp, srcLinear, srcCalculator);
+ TextureParams dstParams = new TextureParams(dstRegionX, dstRegionY, dstBaseOffset, dstBpp, dstLinear, dstCalculator);
+
+ // If remapping is enabled, we always copy the components directly, in order.
+ // If it's enabled, but the mapping is just XYZW, we also copy them in order.
+ bool isIdentityRemap = !remap ||
+ (_state.State.SetRemapComponentsDstX == SetRemapComponentsDst.SrcX &&
+ (dstComponents < 2 || _state.State.SetRemapComponentsDstY == SetRemapComponentsDst.SrcY) &&
+ (dstComponents < 3 || _state.State.SetRemapComponentsDstZ == SetRemapComponentsDst.SrcZ) &&
+ (dstComponents < 4 || _state.State.SetRemapComponentsDstW == SetRemapComponentsDst.SrcW));
+
+ if (isIdentityRemap)
+ {
+ // The order of the components doesn't change, so we can just copy directly
+ // (with layout conversion if necessary).
+
+ switch (srcBpp)
+ {
+ case 1: Copy<byte>(dstSpan, srcSpan, dstParams, srcParams); break;
+ case 2: Copy<ushort>(dstSpan, srcSpan, dstParams, srcParams); break;
+ case 4: Copy<uint>(dstSpan, srcSpan, dstParams, srcParams); break;
+ case 8: Copy<ulong>(dstSpan, srcSpan, dstParams, srcParams); break;
+ case 12: Copy<Bpp12Pixel>(dstSpan, srcSpan, dstParams, srcParams); break;
+ case 16: Copy<Vector128<byte>>(dstSpan, srcSpan, dstParams, srcParams); break;
+ default: throw new NotSupportedException($"Unable to copy ${srcBpp} bpp pixel format.");
+ }
+ }
+ else
+ {
+ // The order or value of the components might change.
+
+ switch (componentSize)
+ {
+ case 1: CopyShuffle<byte>(dstSpan, srcSpan, dstParams, srcParams); break;
+ case 2: CopyShuffle<ushort>(dstSpan, srcSpan, dstParams, srcParams); break;
+ case 3: CopyShuffle<UInt24>(dstSpan, srcSpan, dstParams, srcParams); break;
+ case 4: CopyShuffle<uint>(dstSpan, srcSpan, dstParams, srcParams); break;
+ default: throw new NotSupportedException($"Unable to copy ${componentSize} component size.");
+ }
+ }
+
+ memoryManager.Write(dstGpuVa + (ulong)dstBaseOffset, dstSpan);
+ }
+ else
+ {
+ if (remap &&
+ _state.State.SetRemapComponentsDstX == SetRemapComponentsDst.ConstA &&
+ _state.State.SetRemapComponentsDstY == SetRemapComponentsDst.ConstA &&
+ _state.State.SetRemapComponentsDstZ == SetRemapComponentsDst.ConstA &&
+ _state.State.SetRemapComponentsDstW == SetRemapComponentsDst.ConstA &&
+ _state.State.SetRemapComponentsNumSrcComponents == SetRemapComponentsNumComponents.One &&
+ _state.State.SetRemapComponentsNumDstComponents == SetRemapComponentsNumComponents.One &&
+ _state.State.SetRemapComponentsComponentSize == SetRemapComponentsComponentSize.Four)
+ {
+ // Fast path for clears when remap is enabled.
+ memoryManager.Physical.BufferCache.ClearBuffer(memoryManager, dstGpuVa, size * 4, _state.State.SetRemapConstA);
+ }
+ else
+ {
+ // TODO: Implement remap functionality.
+ // Buffer to buffer copy.
+
+ bool srcIsPitchKind = memoryManager.GetKind(srcGpuVa).IsPitch();
+ bool dstIsPitchKind = memoryManager.GetKind(dstGpuVa).IsPitch();
+
+ if (!srcIsPitchKind && dstIsPitchKind)
+ {
+ CopyGobBlockLinearToLinear(memoryManager, srcGpuVa, dstGpuVa, size);
+ }
+ else if (srcIsPitchKind && !dstIsPitchKind)
+ {
+ CopyGobLinearToBlockLinear(memoryManager, srcGpuVa, dstGpuVa, size);
+ }
+ else
+ {
+ memoryManager.Physical.BufferCache.CopyBuffer(memoryManager, srcGpuVa, dstGpuVa, size);
+ }
+ }
+ }
+ }
+
+ /// <summary>
+ /// Copies data from one texture to another, while performing layout conversion if necessary.
+ /// </summary>
+ /// <typeparam name="T">Pixel type</typeparam>
+ /// <param name="dstSpan">Destination texture memory region</param>
+ /// <param name="srcSpan">Source texture memory region</param>
+ /// <param name="dst">Destination texture parameters</param>
+ /// <param name="src">Source texture parameters</param>
+ private unsafe void Copy<T>(Span<byte> dstSpan, ReadOnlySpan<byte> srcSpan, TextureParams dst, TextureParams src) where T : unmanaged
+ {
+ int xCount = (int)_state.State.LineLengthIn;
+ int yCount = (int)_state.State.LineCount;
+
+ if (src.Linear && dst.Linear && src.Bpp == dst.Bpp)
+ {
+ // Optimized path for purely linear copies - we don't need to calculate every single byte offset,
+ // and we can make use of Span.CopyTo which is very very fast (even compared to pointers)
+ for (int y = 0; y < yCount; y++)
+ {
+ src.Calculator.SetY(src.RegionY + y);
+ dst.Calculator.SetY(dst.RegionY + y);
+ int srcOffset = src.Calculator.GetOffset(src.RegionX);
+ int dstOffset = dst.Calculator.GetOffset(dst.RegionX);
+ srcSpan.Slice(srcOffset - src.BaseOffset, xCount * src.Bpp)
+ .CopyTo(dstSpan.Slice(dstOffset - dst.BaseOffset, xCount * dst.Bpp));
+ }
+ }
+ else
+ {
+ fixed (byte* dstPtr = dstSpan, srcPtr = srcSpan)
+ {
+ byte* dstBase = dstPtr - dst.BaseOffset; // Layout offset is relative to the base, so we need to subtract the span's offset.
+ byte* srcBase = srcPtr - src.BaseOffset;
+
+ for (int y = 0; y < yCount; y++)
+ {
+ src.Calculator.SetY(src.RegionY + y);
+ dst.Calculator.SetY(dst.RegionY + y);
+
+ for (int x = 0; x < xCount; x++)
+ {
+ int srcOffset = src.Calculator.GetOffset(src.RegionX + x);
+ int dstOffset = dst.Calculator.GetOffset(dst.RegionX + x);
+
+ *(T*)(dstBase + dstOffset) = *(T*)(srcBase + srcOffset);
+ }
+ }
+ }
+ }
+ }
+
+ /// <summary>
+ /// Sets texture pixel data to a constant value, while performing layout conversion if necessary.
+ /// </summary>
+ /// <typeparam name="T">Pixel type</typeparam>
+ /// <param name="dstSpan">Destination texture memory region</param>
+ /// <param name="dst">Destination texture parameters</param>
+ /// <param name="fillValue">Constant pixel value to be set</param>
+ private unsafe void Fill<T>(Span<byte> dstSpan, TextureParams dst, T fillValue) where T : unmanaged
+ {
+ int xCount = (int)_state.State.LineLengthIn;
+ int yCount = (int)_state.State.LineCount;
+
+ fixed (byte* dstPtr = dstSpan)
+ {
+ byte* dstBase = dstPtr - dst.BaseOffset; // Layout offset is relative to the base, so we need to subtract the span's offset.
+
+ for (int y = 0; y < yCount; y++)
+ {
+ dst.Calculator.SetY(dst.RegionY + y);
+
+ for (int x = 0; x < xCount; x++)
+ {
+ int dstOffset = dst.Calculator.GetOffset(dst.RegionX + x);
+
+ *(T*)(dstBase + dstOffset) = fillValue;
+ }
+ }
+ }
+ }
+
+ /// <summary>
+ /// Copies data from one texture to another, while performing layout conversion and component shuffling if necessary.
+ /// </summary>
+ /// <typeparam name="T">Pixel type</typeparam>
+ /// <param name="dstSpan">Destination texture memory region</param>
+ /// <param name="srcSpan">Source texture memory region</param>
+ /// <param name="dst">Destination texture parameters</param>
+ /// <param name="src">Source texture parameters</param>
+ private void CopyShuffle<T>(Span<byte> dstSpan, ReadOnlySpan<byte> srcSpan, TextureParams dst, TextureParams src) where T : unmanaged
+ {
+ int dstComponents = (int)_state.State.SetRemapComponentsNumDstComponents + 1;
+
+ for (int i = 0; i < dstComponents; i++)
+ {
+ SetRemapComponentsDst componentsDst = i switch
+ {
+ 0 => _state.State.SetRemapComponentsDstX,
+ 1 => _state.State.SetRemapComponentsDstY,
+ 2 => _state.State.SetRemapComponentsDstZ,
+ _ => _state.State.SetRemapComponentsDstW
+ };
+
+ switch (componentsDst)
+ {
+ case SetRemapComponentsDst.SrcX:
+ Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan, dst, src);
+ break;
+ case SetRemapComponentsDst.SrcY:
+ Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan.Slice(Unsafe.SizeOf<T>()), dst, src);
+ break;
+ case SetRemapComponentsDst.SrcZ:
+ Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan.Slice(Unsafe.SizeOf<T>() * 2), dst, src);
+ break;
+ case SetRemapComponentsDst.SrcW:
+ Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan.Slice(Unsafe.SizeOf<T>() * 3), dst, src);
+ break;
+ case SetRemapComponentsDst.ConstA:
+ Fill<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), dst, Unsafe.As<uint, T>(ref _state.State.SetRemapConstA));
+ break;
+ case SetRemapComponentsDst.ConstB:
+ Fill<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), dst, Unsafe.As<uint, T>(ref _state.State.SetRemapConstB));
+ break;
+ }
+ }
+ }
+
+ /// <summary>
+ /// Copies block linear data with block linear GOBs to a block linear destination with linear GOBs.
+ /// </summary>
+ /// <param name="memoryManager">GPU memory manager</param>
+ /// <param name="srcGpuVa">Source GPU virtual address</param>
+ /// <param name="dstGpuVa">Destination GPU virtual address</param>
+ /// <param name="size">Size in bytes of the copy</param>
+ private static void CopyGobBlockLinearToLinear(MemoryManager memoryManager, ulong srcGpuVa, ulong dstGpuVa, ulong size)
+ {
+ if (((srcGpuVa | dstGpuVa | size) & 0xf) == 0)
+ {
+ for (ulong offset = 0; offset < size; offset += 16)
+ {
+ Vector128<byte> data = memoryManager.Read<Vector128<byte>>(ConvertGobLinearToBlockLinearAddress(srcGpuVa + offset), true);
+ memoryManager.Write(dstGpuVa + offset, data);
+ }
+ }
+ else
+ {
+ for (ulong offset = 0; offset < size; offset++)
+ {
+ byte data = memoryManager.Read<byte>(ConvertGobLinearToBlockLinearAddress(srcGpuVa + offset), true);
+ memoryManager.Write(dstGpuVa + offset, data);
+ }
+ }
+ }
+
+ /// <summary>
+ /// Copies block linear data with linear GOBs to a block linear destination with block linear GOBs.
+ /// </summary>
+ /// <param name="memoryManager">GPU memory manager</param>
+ /// <param name="srcGpuVa">Source GPU virtual address</param>
+ /// <param name="dstGpuVa">Destination GPU virtual address</param>
+ /// <param name="size">Size in bytes of the copy</param>
+ private static void CopyGobLinearToBlockLinear(MemoryManager memoryManager, ulong srcGpuVa, ulong dstGpuVa, ulong size)
+ {
+ if (((srcGpuVa | dstGpuVa | size) & 0xf) == 0)
+ {
+ for (ulong offset = 0; offset < size; offset += 16)
+ {
+ Vector128<byte> data = memoryManager.Read<Vector128<byte>>(srcGpuVa + offset, true);
+ memoryManager.Write(ConvertGobLinearToBlockLinearAddress(dstGpuVa + offset), data);
+ }
+ }
+ else
+ {
+ for (ulong offset = 0; offset < size; offset++)
+ {
+ byte data = memoryManager.Read<byte>(srcGpuVa + offset, true);
+ memoryManager.Write(ConvertGobLinearToBlockLinearAddress(dstGpuVa + offset), data);
+ }
+ }
+ }
+
+ /// <summary>
+ /// Calculates the GOB block linear address from a linear address.
+ /// </summary>
+ /// <param name="address">Linear address</param>
+ /// <returns>Block linear address</returns>
+ private static ulong ConvertGobLinearToBlockLinearAddress(ulong address)
+ {
+ // y2 y1 y0 x5 x4 x3 x2 x1 x0 -> x5 y2 y1 x4 y0 x3 x2 x1 x0
+ return (address & ~0x1f0UL) |
+ ((address & 0x40) >> 2) |
+ ((address & 0x10) << 1) |
+ ((address & 0x180) >> 1) |
+ ((address & 0x20) << 3);
+ }
+
+ /// <summary>
+ /// Performs a buffer to buffer, or buffer to texture copy, then optionally releases a semaphore.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void LaunchDma(int argument)
+ {
+ DmaCopy(argument);
+ ReleaseSemaphore(argument);
+ }
+ }
+}