From 40b21cc3c4d2622bbd4f88d43073341854d9a671 Mon Sep 17 00:00:00 2001 From: gdkchan Date: Sun, 11 Jul 2021 17:20:40 -0300 Subject: 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 --- .../Engine/Compute/ComputeClass.cs | 38 ++++++++++++++++------ 1 file changed, 28 insertions(+), 10 deletions(-) (limited to 'Ryujinx.Graphics.Gpu/Engine/Compute/ComputeClass.cs') diff --git a/Ryujinx.Graphics.Gpu/Engine/Compute/ComputeClass.cs b/Ryujinx.Graphics.Gpu/Engine/Compute/ComputeClass.cs index 5d1fd2c0..ac8b1186 100644 --- a/Ryujinx.Graphics.Gpu/Engine/Compute/ComputeClass.cs +++ b/Ryujinx.Graphics.Gpu/Engine/Compute/ComputeClass.cs @@ -1,9 +1,10 @@ using Ryujinx.Graphics.Device; using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Gpu.Engine.InlineToMemory; +using Ryujinx.Graphics.Gpu.Engine.Threed; +using Ryujinx.Graphics.Gpu.Engine.Types; using Ryujinx.Graphics.Gpu.Image; using Ryujinx.Graphics.Gpu.Shader; -using Ryujinx.Graphics.Gpu.State; using Ryujinx.Graphics.Shader; using System; using System.Collections.Generic; @@ -14,27 +15,34 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute /// /// Represents a compute engine class. /// - class ComputeClass : InlineToMemoryClass, IDeviceState + class ComputeClass : IDeviceState { private readonly GpuContext _context; private readonly GpuChannel _channel; + private readonly ThreedClass _3dEngine; private readonly DeviceState _state; + private readonly InlineToMemoryClass _i2mClass; + /// /// Creates a new instance of the compute engine class. /// /// GPU context /// GPU channel - public ComputeClass(GpuContext context, GpuChannel channel) : base(context, channel, false) + /// 3D engine + public ComputeClass(GpuContext context, GpuChannel channel, ThreedClass threedEngine) { _context = context; _channel = channel; + _3dEngine = threedEngine; _state = new DeviceState(new Dictionary { { nameof(ComputeClassState.LaunchDma), new RwCallback(LaunchDma, null) }, { nameof(ComputeClassState.LoadInlineData), new RwCallback(LoadInlineData, null) }, { nameof(ComputeClassState.SendSignalingPcasB), new RwCallback(SendSignalingPcasB, null) } }); + + _i2mClass = new InlineToMemoryClass(context, channel, initializeState: false); } /// @@ -42,22 +50,31 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute /// /// Register byte offset /// Data at the specified offset - public override int Read(int offset) => _state.Read(offset); + public int Read(int offset) => _state.Read(offset); /// /// Writes data to the class registers. /// /// Register byte offset /// Data to be written - public override void Write(int offset, int data) => _state.Write(offset, data); + public void Write(int offset, int data) => _state.Write(offset, data); /// /// Launches the Inline-to-Memory DMA copy operation. /// /// Method call argument - protected override void LaunchDma(int argument) + private void LaunchDma(int argument) + { + _i2mClass.LaunchDma(ref Unsafe.As(ref _state.State), argument); + } + + /// + /// Pushes a word of data to the Inline-to-Memory engine. + /// + /// Method call argument + private void LoadInlineData(int argument) { - LaunchDma(ref Unsafe.As(ref _state.State), argument); + _i2mClass.LoadInlineData(argument); } /// @@ -68,7 +85,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute { var memoryManager = _channel.MemoryManager; - _context.Methods.FlushUboDirty(memoryManager); + _3dEngine.FlushUboDirty(); uint qmdAddress = _state.State.SendPcasA; @@ -102,7 +119,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute texturePoolGpuVa, _state.State.SetTexHeaderPoolCMaximumIndex, _state.State.SetBindlessTextureConstantBufferSlotSelect, - false); + false, + PrimitiveTopology.Points); ShaderBundle cs = memoryManager.Physical.ShaderCache.GetComputeShader( _channel, @@ -207,7 +225,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute _context.Renderer.Pipeline.DispatchCompute(qmd.CtaRasterWidth, qmd.CtaRasterHeight, qmd.CtaRasterDepth); - _context.Methods.ForceShaderUpdate(); + _3dEngine.ForceShaderUpdate(); } } } -- cgit v1.2.3