mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-26 19:52:31 +01:00
644de99e86
* 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
114 lines
No EOL
5.1 KiB
C#
114 lines
No EOL
5.1 KiB
C#
namespace Ryujinx.Graphics.Gpu.State
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{
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/// <summary>
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/// GPU method offset.
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/// </summary>
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/// <remarks>
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/// This is indexed in 32 bits word.
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/// </remarks>
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enum MethodOffset
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{
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BindChannel = 0x00,
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FenceValue = 0x1c,
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FenceAction = 0x1d,
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WaitForIdle = 0x44,
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MacroUploadAddress = 0x45,
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SendMacroCodeData = 0x46,
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MacroBindingIndex = 0x47,
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BindMacro = 0x48,
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SetMmeShadowRamControl = 0x49,
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I2mParams = 0x60,
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LaunchDma = 0x6c,
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LoadInlineData = 0x6d,
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CopyDstTexture = 0x80,
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CopySrcTexture = 0x8c,
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DispatchParamsAddress = 0xad,
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Dispatch = 0xaf,
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SyncpointAction = 0xb2,
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CopyBuffer = 0xc0,
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RasterizeEnable = 0xdf,
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CopyBufferParams = 0x100,
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CopyBufferSwizzle = 0x1c2,
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CopyBufferDstTexture = 0x1c3,
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CopyBufferSrcTexture = 0x1ca,
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RtColorState = 0x200,
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CopyTextureControl = 0x223,
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CopyRegion = 0x22c,
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CopyTexture = 0x237,
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ViewportTransform = 0x280,
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ViewportExtents = 0x300,
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VertexBufferDrawState = 0x35d,
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DepthMode = 0x35f,
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ClearColors = 0x360,
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ClearDepthValue = 0x364,
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ClearStencilValue = 0x368,
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DepthBiasState = 0x370,
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TextureBarrier = 0x378,
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ScissorState = 0x380,
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StencilBackMasks = 0x3d5,
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InvalidateTextures = 0x3dd,
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TextureBarrierTiled = 0x3df,
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RtColorMaskShared = 0x3e4,
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RtDepthStencilState = 0x3f8,
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VertexAttribState = 0x458,
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RtControl = 0x487,
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RtDepthStencilSize = 0x48a,
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SamplerIndex = 0x48d,
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DepthTestEnable = 0x4b3,
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BlendIndependent = 0x4b9,
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DepthWriteEnable = 0x4ba,
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DepthTestFunc = 0x4c3,
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BlendStateCommon = 0x4cf,
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BlendEnableCommon = 0x4d7,
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BlendEnable = 0x4d8,
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StencilTestState = 0x4e0,
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YControl = 0x4eb,
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FirstVertex = 0x50d,
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FirstInstance = 0x50e,
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PointSize = 0x546,
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ResetCounter = 0x54c,
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RtDepthStencilEnable = 0x54e,
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ConditionState = 0x554,
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SamplerPoolState = 0x557,
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DepthBiasFactor = 0x55b,
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TexturePoolState = 0x55d,
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StencilBackTestState = 0x565,
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DepthBiasUnits = 0x56f,
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RtMsaaMode = 0x574,
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ShaderBaseAddress = 0x582,
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DrawEnd = 0x585,
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DrawBegin = 0x586,
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PrimitiveRestartState = 0x591,
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IndexBufferState = 0x5f2,
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IndexBufferCount = 0x5f8,
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DepthBiasClamp = 0x61f,
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VertexBufferInstanced = 0x620,
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FaceState = 0x646,
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ViewportTransformEnable = 0x64b,
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ViewVolumeClipControl = 0x64f,
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Clear = 0x674,
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RtColorMask = 0x680,
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ReportState = 0x6c0,
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Report = 0x6c3,
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VertexBufferState = 0x700,
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BlendState = 0x780,
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VertexBufferEndAddress = 0x7c0,
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ShaderState = 0x800,
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FirmwareCall0 = 0x8c0,
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FirmwareCall1 = 0x8c1,
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FirmwareCall2 = 0x8c2,
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FirmwareCall3 = 0x8c3,
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FirmwareCall4 = 0x8c4,
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FirmwareCall5 = 0x8c5,
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FirmwareCall6 = 0x8c6,
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FirmwareCall7 = 0x8c7,
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UniformBufferState = 0x8e0,
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UniformBufferUpdateData = 0x8e4,
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UniformBufferBindVertex = 0x904,
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UniformBufferBindTessControl = 0x90c,
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UniformBufferBindTessEvaluation = 0x914,
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UniformBufferBindGeometry = 0x91c,
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UniformBufferBindFragment = 0x924,
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TextureBufferIndex = 0x982
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}
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} |