mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-20 12:24:15 +00:00
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
130 lines
No EOL
3.8 KiB
C#
130 lines
No EOL
3.8 KiB
C#
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Gpu.Engine;
|
|
using Ryujinx.Graphics.Gpu.Memory;
|
|
using Ryujinx.Graphics.Gpu.Synchronization;
|
|
using System;
|
|
|
|
namespace Ryujinx.Graphics.Gpu
|
|
{
|
|
/// <summary>
|
|
/// GPU emulation context.
|
|
/// </summary>
|
|
public sealed class GpuContext : IDisposable
|
|
{
|
|
/// <summary>
|
|
/// Host renderer.
|
|
/// </summary>
|
|
public IRenderer Renderer { get; }
|
|
|
|
/// <summary>
|
|
/// Physical memory access (it actually accesses the process memory, not actual physical memory).
|
|
/// </summary>
|
|
internal PhysicalMemory PhysicalMemory { get; private set; }
|
|
|
|
/// <summary>
|
|
/// GPU memory manager.
|
|
/// </summary>
|
|
public MemoryManager MemoryManager { get; }
|
|
|
|
/// <summary>
|
|
/// GPU memory accessor.
|
|
/// </summary>
|
|
public MemoryAccessor MemoryAccessor { get; }
|
|
|
|
/// <summary>
|
|
/// GPU engine methods processing.
|
|
/// </summary>
|
|
internal Methods Methods { get; }
|
|
|
|
/// <summary>
|
|
/// GPU commands FIFO.
|
|
/// </summary>
|
|
internal NvGpuFifo Fifo { get; }
|
|
|
|
/// <summary>
|
|
/// DMA pusher.
|
|
/// </summary>
|
|
public DmaPusher DmaPusher { get; }
|
|
|
|
/// <summary>
|
|
/// GPU synchronization manager.
|
|
/// </summary>
|
|
public SynchronizationManager Synchronization { get; }
|
|
|
|
/// <summary>
|
|
/// Presentation window.
|
|
/// </summary>
|
|
public Window Window { get; }
|
|
|
|
/// <summary>
|
|
/// Internal sequence number, used to avoid needless resource data updates
|
|
/// in the middle of a command buffer before synchronizations.
|
|
/// </summary>
|
|
internal int SequenceNumber { get; private set; }
|
|
|
|
private readonly Lazy<Capabilities> _caps;
|
|
|
|
/// <summary>
|
|
/// Host hardware capabilities.
|
|
/// </summary>
|
|
internal Capabilities Capabilities => _caps.Value;
|
|
|
|
/// <summary>
|
|
/// Creates a new instance of the GPU emulation context.
|
|
/// </summary>
|
|
/// <param name="renderer">Host renderer</param>
|
|
public GpuContext(IRenderer renderer)
|
|
{
|
|
Renderer = renderer;
|
|
|
|
MemoryManager = new MemoryManager();
|
|
|
|
MemoryAccessor = new MemoryAccessor(this);
|
|
|
|
Methods = new Methods(this);
|
|
|
|
Fifo = new NvGpuFifo(this);
|
|
|
|
DmaPusher = new DmaPusher(this);
|
|
|
|
Synchronization = new SynchronizationManager();
|
|
|
|
Window = new Window(this);
|
|
|
|
_caps = new Lazy<Capabilities>(Renderer.GetCapabilities);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Advances internal sequence number.
|
|
/// This forces the update of any modified GPU resource.
|
|
/// </summary>
|
|
internal void AdvanceSequence()
|
|
{
|
|
SequenceNumber++;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the process memory manager, after the application process is initialized.
|
|
/// This is required for any GPU memory access.
|
|
/// </summary>
|
|
/// <param name="cpuMemory">CPU memory manager</param>
|
|
public void SetVmm(ARMeilleure.Memory.MemoryManager cpuMemory)
|
|
{
|
|
PhysicalMemory = new PhysicalMemory(cpuMemory);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Disposes all GPU resources currently cached.
|
|
/// It's an error to push any GPU commands after disposal.
|
|
/// Additionally, the GPU commands FIFO must be empty for disposal,
|
|
/// and processing of all commands must have finished.
|
|
/// </summary>
|
|
public void Dispose()
|
|
{
|
|
Methods.ShaderCache.Dispose();
|
|
Methods.BufferManager.Dispose();
|
|
Methods.TextureManager.Dispose();
|
|
Renderer.Dispose();
|
|
}
|
|
}
|
|
} |