mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-23 02:06:55 +01:00
40b21cc3c4
* 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
122 lines
4.3 KiB
C#
122 lines
4.3 KiB
C#
using Ryujinx.Graphics.Gpu.Engine.GPFifo;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Memory;
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using System;
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using System.Threading;
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namespace Ryujinx.Graphics.Gpu
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{
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/// <summary>
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/// Represents a GPU channel.
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/// </summary>
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public class GpuChannel : IDisposable
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{
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private readonly GpuContext _context;
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private readonly GPFifoDevice _device;
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private readonly GPFifoProcessor _processor;
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private MemoryManager _memoryManager;
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/// <summary>
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/// Channel buffer bindings manager.
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/// </summary>
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internal BufferManager BufferManager { get; }
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/// <summary>
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/// Channel texture bindings manager.
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/// </summary>
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internal TextureManager TextureManager { get; }
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/// <summary>
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/// Current channel memory manager.
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/// </summary>
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internal MemoryManager MemoryManager => _memoryManager;
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/// <summary>
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/// Creates a new instance of a GPU channel.
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/// </summary>
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/// <param name="context">GPU context that the channel belongs to</param>
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internal GpuChannel(GpuContext context)
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{
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_context = context;
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_device = context.GPFifo;
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_processor = new GPFifoProcessor(context, this);
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BufferManager = new BufferManager(context, this);
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TextureManager = new TextureManager(context, this);
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}
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/// <summary>
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/// Binds a memory manager to the channel.
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/// All submitted and in-flight commands will use the specified memory manager for any memory operations.
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/// </summary>
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/// <param name="memoryManager">The new memory manager to be bound</param>
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public void BindMemory(MemoryManager memoryManager)
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{
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var oldMemoryManager = Interlocked.Exchange(ref _memoryManager, memoryManager ?? throw new ArgumentNullException(nameof(memoryManager)));
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memoryManager.Physical.IncrementReferenceCount();
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if (oldMemoryManager != null)
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{
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oldMemoryManager.Physical.BufferCache.NotifyBuffersModified -= BufferManager.Rebind;
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oldMemoryManager.Physical.DecrementReferenceCount();
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}
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memoryManager.Physical.BufferCache.NotifyBuffersModified += BufferManager.Rebind;
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}
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/// <summary>
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/// Writes data directly to the state of the specified class.
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/// </summary>
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/// <param name="classId">ID of the class to write the data into</param>
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/// <param name="offset">State offset in bytes</param>
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/// <param name="value">Value to be written</param>
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public void Write(ClassId classId, int offset, uint value)
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{
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_processor.Write(classId, offset, (int)value);
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}
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/// <summary>
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/// Push a GPFIFO entry in the form of a prefetched command buffer.
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/// It is intended to be used by nvservices to handle special cases.
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/// </summary>
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/// <param name="commandBuffer">The command buffer containing the prefetched commands</param>
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public void PushHostCommandBuffer(int[] commandBuffer)
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{
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_device.PushHostCommandBuffer(_processor, commandBuffer);
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}
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/// <summary>
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/// Pushes GPFIFO entries.
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/// </summary>
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/// <param name="entries">GPFIFO entries</param>
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public void PushEntries(ReadOnlySpan<ulong> entries)
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{
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_device.PushEntries(_processor, entries);
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}
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/// <summary>
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/// Disposes the GPU channel.
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/// It's an error to use the GPU channel after disposal.
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/// </summary>
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public void Dispose()
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{
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_context.DeferredActions.Enqueue(Destroy);
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}
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/// <summary>
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/// Performs disposal of the host GPU resources used by this channel, that are not shared.
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/// This must only be called from the render thread.
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/// </summary>
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private void Destroy()
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{
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TextureManager.Dispose();
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var oldMemoryManager = Interlocked.Exchange(ref _memoryManager, null);
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if (oldMemoryManager != null)
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{
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oldMemoryManager.Physical.BufferCache.NotifyBuffersModified -= BufferManager.Rebind;
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oldMemoryManager.Physical.DecrementReferenceCount();
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}
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}
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}
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}
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