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-rw-r--r--src/Ryujinx.Graphics.Gpu/Engine/InlineToMemory/InlineToMemoryClass.cs273
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diff --git a/src/Ryujinx.Graphics.Gpu/Engine/InlineToMemory/InlineToMemoryClass.cs b/src/Ryujinx.Graphics.Gpu/Engine/InlineToMemory/InlineToMemoryClass.cs
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+++ b/src/Ryujinx.Graphics.Gpu/Engine/InlineToMemory/InlineToMemoryClass.cs
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+using Ryujinx.Common;
+using Ryujinx.Graphics.Device;
+using Ryujinx.Graphics.Texture;
+using System;
+using System.Collections.Generic;
+using System.Runtime.InteropServices;
+using System.Runtime.Intrinsics;
+
+namespace Ryujinx.Graphics.Gpu.Engine.InlineToMemory
+{
+ /// <summary>
+ /// Represents a Inline-to-Memory engine class.
+ /// </summary>
+ class InlineToMemoryClass : IDeviceState
+ {
+ private readonly GpuContext _context;
+ private readonly GpuChannel _channel;
+ private readonly DeviceState<InlineToMemoryClassState> _state;
+
+ private bool _isLinear;
+
+ private int _offset;
+ private int _size;
+
+ private ulong _dstGpuVa;
+ private int _dstX;
+ private int _dstY;
+ private int _dstWidth;
+ private int _dstHeight;
+ private int _dstStride;
+ private int _dstGobBlocksInY;
+ private int _dstGobBlocksInZ;
+ private int _lineLengthIn;
+ private int _lineCount;
+
+ private bool _finished;
+
+ private int[] _buffer;
+
+ /// <summary>
+ /// Creates a new instance of the Inline-to-Memory engine class.
+ /// </summary>
+ /// <param name="context">GPU context</param>
+ /// <param name="channel">GPU channel</param>
+ /// <param name="initializeState">Indicates if the internal state should be initialized. Set to false if part of another engine</param>
+ public InlineToMemoryClass(GpuContext context, GpuChannel channel, bool initializeState)
+ {
+ _context = context;
+ _channel = channel;
+
+ if (initializeState)
+ {
+ _state = new DeviceState<InlineToMemoryClassState>(new Dictionary<string, RwCallback>
+ {
+ { nameof(InlineToMemoryClassState.LaunchDma), new RwCallback(LaunchDma, null) },
+ { nameof(InlineToMemoryClassState.LoadInlineData), new RwCallback(LoadInlineData, null) }
+ });
+ }
+ }
+
+ /// <summary>
+ /// Creates a new instance of the inline-to-memory engine class.
+ /// </summary>
+ /// <param name="context">GPU context</param>
+ /// <param name="channel">GPU channel</param>
+ public InlineToMemoryClass(GpuContext context, GpuChannel channel) : this(context, channel, true)
+ {
+ }
+
+ /// <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>
+ /// Launches Inline-to-Memory engine DMA copy.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ private void LaunchDma(int argument)
+ {
+ LaunchDma(ref _state.State, argument);
+ }
+
+ /// <summary>
+ /// Launches Inline-to-Memory engine DMA copy.
+ /// </summary>
+ /// <param name="state">Current class state</param>
+ /// <param name="argument">Method call argument</param>
+ public void LaunchDma(ref InlineToMemoryClassState state, int argument)
+ {
+ _isLinear = (argument & 1) != 0;
+
+ _offset = 0;
+ _size = (int)(BitUtils.AlignUp<uint>(state.LineLengthIn, 4) * state.LineCount);
+
+ int count = _size / 4;
+
+ if (_buffer == null || _buffer.Length < count)
+ {
+ _buffer = new int[count];
+ }
+
+ ulong dstGpuVa = ((ulong)state.OffsetOutUpperValue << 32) | state.OffsetOut;
+
+ _dstGpuVa = dstGpuVa;
+ _dstX = state.SetDstOriginBytesXV;
+ _dstY = state.SetDstOriginSamplesYV;
+ _dstWidth = (int)state.SetDstWidth;
+ _dstHeight = (int)state.SetDstHeight;
+ _dstStride = (int)state.PitchOut;
+ _dstGobBlocksInY = 1 << (int)state.SetDstBlockSizeHeight;
+ _dstGobBlocksInZ = 1 << (int)state.SetDstBlockSizeDepth;
+ _lineLengthIn = (int)state.LineLengthIn;
+ _lineCount = (int)state.LineCount;
+
+ _finished = false;
+ }
+
+ /// <summary>
+ /// Pushes a block of data to the Inline-to-Memory engine.
+ /// </summary>
+ /// <param name="data">Data to push</param>
+ public void LoadInlineData(ReadOnlySpan<int> data)
+ {
+ if (!_finished)
+ {
+ int copySize = Math.Min(data.Length, _buffer.Length - _offset);
+ data.Slice(0, copySize).CopyTo(new Span<int>(_buffer).Slice(_offset, copySize));
+
+ _offset += copySize;
+
+ if (_offset * 4 >= _size)
+ {
+ FinishTransfer();
+ }
+ }
+ }
+
+ /// <summary>
+ /// Pushes a word of data to the Inline-to-Memory engine.
+ /// </summary>
+ /// <param name="argument">Method call argument</param>
+ public void LoadInlineData(int argument)
+ {
+ if (!_finished)
+ {
+ _buffer[_offset++] = argument;
+
+ if (_offset * 4 >= _size)
+ {
+ FinishTransfer();
+ }
+ }
+ }
+
+ /// <summary>
+ /// Performs actual copy of the inline data after the transfer is finished.
+ /// </summary>
+ private void FinishTransfer()
+ {
+ var memoryManager = _channel.MemoryManager;
+
+ var data = MemoryMarshal.Cast<int, byte>(_buffer).Slice(0, _size);
+
+ if (_isLinear && _lineCount == 1)
+ {
+ memoryManager.WriteTrackedResource(_dstGpuVa, data.Slice(0, _lineLengthIn));
+ _context.AdvanceSequence();
+ }
+ else
+ {
+ // TODO: Verify if the destination X/Y and width/height are taken into account
+ // for linear texture transfers. If not, we can use the fast path for that aswell.
+ // Right now the copy code at the bottom assumes that it is used on both which might be incorrect.
+ if (!_isLinear)
+ {
+ var target = memoryManager.Physical.TextureCache.FindTexture(
+ memoryManager,
+ _dstGpuVa,
+ 1,
+ _dstStride,
+ _dstHeight,
+ _lineLengthIn,
+ _lineCount,
+ _isLinear,
+ _dstGobBlocksInY,
+ _dstGobBlocksInZ);
+
+ if (target != null)
+ {
+ target.SynchronizeMemory();
+ target.SetData(data, 0, 0, new GAL.Rectangle<int>(_dstX, _dstY, _lineLengthIn / target.Info.FormatInfo.BytesPerPixel, _lineCount));
+ target.SignalModified();
+
+ return;
+ }
+ }
+
+ var dstCalculator = new OffsetCalculator(
+ _dstWidth,
+ _dstHeight,
+ _dstStride,
+ _isLinear,
+ _dstGobBlocksInY,
+ 1);
+
+ int srcOffset = 0;
+
+ for (int y = _dstY; y < _dstY + _lineCount; y++)
+ {
+ int x1 = _dstX;
+ int x2 = _dstX + _lineLengthIn;
+ int x1Round = BitUtils.AlignUp(_dstX, 16);
+ int x2Trunc = BitUtils.AlignDown(x2, 16);
+
+ int x = x1;
+
+ if (x1Round <= x2)
+ {
+ for (; x < x1Round; x++, srcOffset++)
+ {
+ int dstOffset = dstCalculator.GetOffset(x, y);
+
+ ulong dstAddress = _dstGpuVa + (uint)dstOffset;
+
+ memoryManager.Write(dstAddress, data[srcOffset]);
+ }
+ }
+
+ for (; x < x2Trunc; x += 16, srcOffset += 16)
+ {
+ int dstOffset = dstCalculator.GetOffset(x, y);
+
+ ulong dstAddress = _dstGpuVa + (uint)dstOffset;
+
+ memoryManager.Write(dstAddress, MemoryMarshal.Cast<byte, Vector128<byte>>(data.Slice(srcOffset, 16))[0]);
+ }
+
+ for (; x < x2; x++, srcOffset++)
+ {
+ int dstOffset = dstCalculator.GetOffset(x, y);
+
+ ulong dstAddress = _dstGpuVa + (uint)dstOffset;
+
+ memoryManager.Write(dstAddress, data[srcOffset]);
+ }
+
+ // All lines must be aligned to 4 bytes, as the data is pushed one word at a time.
+ // If our copy length is not a multiple of 4, then we need to skip the padding bytes here.
+ int misalignment = _lineLengthIn & 3;
+
+ if (misalignment != 0)
+ {
+ srcOffset += 4 - misalignment;
+ }
+ }
+
+ _context.AdvanceSequence();
+ }
+
+ _finished = true;
+ }
+ }
+}