Archived
1
0
Fork 0
forked from Mirror/Ryujinx
This repository has been archived on 2024-10-11. You can view files and clone it, but cannot push or open issues or pull requests.
jinx/Ryujinx.Graphics.Gpu/Engine/MethodFifo.cs

78 lines
2.6 KiB
C#
Raw Normal View History

using Ryujinx.Graphics.Gpu.State;
using System;
using System.Threading;
namespace Ryujinx.Graphics.Gpu.Engine
{
partial class Methods
{
/// <summary>
/// Waits for the GPU to be idle.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>
public void WaitForIdle(GpuState state, int argument)
{
PerformDeferredDraws();
_context.Renderer.Pipeline.Barrier();
}
/// <summary>
/// Send macro code/data to the MME.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>
public void SendMacroCodeData(GpuState state, int argument)
{
int macroUploadAddress = state.Get<int>(MethodOffset.MacroUploadAddress);
_context.Fifo.SendMacroCodeData(macroUploadAddress++, argument);
state.Write((int)MethodOffset.MacroUploadAddress, macroUploadAddress);
}
/// <summary>
/// Bind a macro index to a position for the MME.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>
public void BindMacro(GpuState state, int argument)
{
int macroBindingIndex = state.Get<int>(MethodOffset.MacroBindingIndex);
_context.Fifo.BindMacro(macroBindingIndex++, argument);
state.Write((int)MethodOffset.MacroBindingIndex, macroBindingIndex);
}
public void SetMmeShadowRamControl(GpuState state, int argument)
{
_context.Fifo.SetMmeShadowRamControl((ShadowRamControl)argument);
}
/// <summary>
/// Apply a fence operation on a syncpoint.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>
public void FenceAction(GpuState state, int argument)
{
uint threshold = state.Get<uint>(MethodOffset.FenceValue);
FenceActionOperation operation = (FenceActionOperation)(argument & 1);
uint syncpointId = (uint)(argument >> 8) & 0xFF;
if (operation == FenceActionOperation.Acquire)
{
_context.Synchronization.WaitOnSyncpoint(syncpointId, threshold, Timeout.InfiniteTimeSpan);
}
else if (operation == FenceActionOperation.Increment)
{
_context.Synchronization.IncrementSyncpoint(syncpointId);
}
}
}
}