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jinx/Ryujinx.Graphics.Gpu/GpuContext.cs
Thog 644de99e86
Implement GPU syncpoints (#980)
* 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
2020-04-19 11:25:57 +10:00

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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();
}
}
}