Ryujinx/Ryujinx.Graphics.Gpu/DmaPusher.cs

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C#
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using System.Collections.Concurrent;
using System.Threading;
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namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// GPU DMA pusher, used to push commands to the GPU.
/// </summary>
public class DmaPusher
{
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private ConcurrentQueue<ulong> _ibBuffer;
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private ulong _dmaPut;
private ulong _dmaGet;
/// <summary>
/// Internal GPFIFO state.
/// </summary>
private struct DmaState
{
public int Method;
public int SubChannel;
public int MethodCount;
public bool NonIncrementing;
public bool IncrementOnce;
public int LengthPending;
}
private DmaState _state;
private bool _sliEnable;
private bool _sliActive;
private bool _ibEnable;
private bool _nonMain;
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private ulong _dmaMGet;
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private GpuContext _context;
private AutoResetEvent _event;
/// <summary>
/// Creates a new instance of the GPU DMA pusher.
/// </summary>
/// <param name="context">GPU context that the pusher belongs to</param>
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internal DmaPusher(GpuContext context)
{
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_context = context;
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_ibBuffer = new ConcurrentQueue<ulong>();
_ibEnable = true;
_event = new AutoResetEvent(false);
}
/// <summary>
/// Pushes a GPFIFO entry.
/// </summary>
/// <param name="entry">GPFIFO entry</param>
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public void Push(ulong entry)
{
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_ibBuffer.Enqueue(entry);
_event.Set();
}
/// <summary>
/// Waits until commands are pushed to the FIFO.
/// </summary>
/// <returns>True if commands were received, false if wait timed out</returns>
public bool WaitForCommands()
{
return _event.WaitOne(8);
}
/// <summary>
/// Processes commands pushed to the FIFO.
/// </summary>
public void DispatchCalls()
{
while (Step());
}
/// <summary>
/// Processes a single command on the FIFO.
/// </summary>
/// <returns></returns>
private bool Step()
{
if (_dmaGet != _dmaPut)
{
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int word = _context.MemoryAccessor.ReadInt32(_dmaGet);
_dmaGet += 4;
if (!_nonMain)
{
_dmaMGet = _dmaGet;
}
if (_state.LengthPending != 0)
{
_state.LengthPending = 0;
_state.MethodCount = word & 0xffffff;
}
else if (_state.MethodCount != 0)
{
if (!_sliEnable || _sliActive)
{
CallMethod(word);
}
if (!_state.NonIncrementing)
{
_state.Method++;
}
if (_state.IncrementOnce)
{
_state.NonIncrementing = true;
}
_state.MethodCount--;
}
else
{
int submissionMode = (word >> 29) & 7;
switch (submissionMode)
{
case 1:
// Incrementing.
SetNonImmediateState(word);
_state.NonIncrementing = false;
_state.IncrementOnce = false;
break;
case 3:
// Non-incrementing.
SetNonImmediateState(word);
_state.NonIncrementing = true;
_state.IncrementOnce = false;
break;
case 4:
// Immediate.
_state.Method = (word >> 0) & 0x1fff;
_state.SubChannel = (word >> 13) & 7;
_state.NonIncrementing = true;
_state.IncrementOnce = false;
CallMethod((word >> 16) & 0x1fff);
break;
case 5:
// Increment-once.
SetNonImmediateState(word);
_state.NonIncrementing = false;
_state.IncrementOnce = true;
break;
}
}
}
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else if (_ibEnable && _ibBuffer.TryDequeue(out ulong entry))
{
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ulong length = (entry >> 42) & 0x1fffff;
_dmaGet = entry & 0xfffffffffc;
_dmaPut = _dmaGet + length * 4;
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_nonMain = (entry & (1UL << 41)) != 0;
}
else
{
return false;
}
return true;
}
/// <summary>
/// Sets current non-immediate method call state.
/// </summary>
/// <param name="word">Compressed method word</param>
private void SetNonImmediateState(int word)
{
_state.Method = (word >> 0) & 0x1fff;
_state.SubChannel = (word >> 13) & 7;
_state.MethodCount = (word >> 16) & 0x1fff;
}
/// <summary>
/// Forwards the method call to GPU engines.
/// </summary>
/// <param name="argument">Call argument</param>
private void CallMethod(int argument)
{
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_context.Fifo.CallMethod(new MethodParams(
_state.Method,
argument,
_state.SubChannel,
_state.MethodCount));
}
}
}