From c52158b73361bd25364c23c2b39780d2e626c858 Mon Sep 17 00:00:00 2001 From: riperiperi Date: Thu, 27 Jan 2022 21:50:32 +0000 Subject: [PATCH] Add timestamp to 16-byte/4-word semaphore releases. (#3049) * Add timestamp to 16-byte semaphore releases. BOTW was reading a ulong 8 bytes after a semaphore return. Turns out this is the timestamp it was trying to do performance calculation with, so I've made it write when necessary. This mode was also added to the DMA semaphore I added recently, as it is required by a few games. (i think quake?) The timestamp code has been moved to GPU context. Check other games with an unusually low framerate cap or dynamic resolution to see if they have improved. * Cast dma semaphore payload to ulong to fill the space * Write timestamp first Might be just worrying too much, but we don't want the applcation reading timestamp if it sees the payload before timestamp is written. --- Ryujinx.Graphics.Gpu/Engine/Dma/DmaClass.cs | 3 +- .../Engine/GPFifo/GPFifoClass.cs | 6 +++ .../Engine/Threed/SemaphoreUpdater.cs | 38 +--------------- Ryujinx.Graphics.Gpu/GpuContext.cs | 44 +++++++++++++++++++ 4 files changed, 54 insertions(+), 37 deletions(-) diff --git a/Ryujinx.Graphics.Gpu/Engine/Dma/DmaClass.cs b/Ryujinx.Graphics.Gpu/Engine/Dma/DmaClass.cs index 44964b8fda..763391b407 100644 --- a/Ryujinx.Graphics.Gpu/Engine/Dma/DmaClass.cs +++ b/Ryujinx.Graphics.Gpu/Engine/Dma/DmaClass.cs @@ -115,7 +115,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma } else /* if (type == LaunchDmaSemaphoreType.ReleaseFourWordSemaphore) */ { - Logger.Warning?.Print(LogClass.Gpu, "DMA semaphore type ReleaseFourWordSemaphore was used, but is not currently implemented."); + _channel.MemoryManager.Write(address + 8, _context.GetTimestamp()); + _channel.MemoryManager.Write(address, (ulong)_state.State.SetSemaphorePayload); } } } diff --git a/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoClass.cs b/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoClass.cs index dab4e9db63..686c2a9b67 100644 --- a/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoClass.cs +++ b/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoClass.cs @@ -75,6 +75,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo SemaphoredOperation operation = _state.State.SemaphoredOperation; + if (_state.State.SemaphoredReleaseSize == SemaphoredReleaseSize.SixteenBytes) + { + _parent.MemoryManager.Write(address + 4, 0); + _parent.MemoryManager.Write(address + 8, _context.GetTimestamp()); + } + // TODO: Acquire operations (Wait), interrupts for invalid combinations. if (operation == SemaphoredOperation.Release) { diff --git a/Ryujinx.Graphics.Gpu/Engine/Threed/SemaphoreUpdater.cs b/Ryujinx.Graphics.Gpu/Engine/Threed/SemaphoreUpdater.cs index cb0d593db2..986c02aba4 100644 --- a/Ryujinx.Graphics.Gpu/Engine/Threed/SemaphoreUpdater.cs +++ b/Ryujinx.Graphics.Gpu/Engine/Threed/SemaphoreUpdater.cs @@ -1,6 +1,4 @@ -using Ryujinx.Common; -using Ryujinx.Graphics.GAL; -using System.Runtime.InteropServices; +using Ryujinx.Graphics.GAL; namespace Ryujinx.Graphics.Gpu.Engine.Threed { @@ -9,9 +7,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed /// class SemaphoreUpdater { - private const int NsToTicksFractionNumerator = 384; - private const int NsToTicksFractionDenominator = 625; - /// /// GPU semaphore operation. /// @@ -154,14 +149,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed { ulong gpuVa = _state.State.SemaphoreAddress.Pack(); - ulong ticks = ConvertNanosecondsToTicks((ulong)PerformanceCounter.ElapsedNanoseconds); - - if (GraphicsConfig.FastGpuTime) - { - // Divide by some amount to report time as if operations were performed faster than they really are. - // This can prevent some games from switching to a lower resolution because rendering is too slow. - ticks /= 256; - } + ulong ticks = _context.GetTimestamp(); ICounterEvent counter = null; @@ -197,27 +185,5 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed _channel.MemoryManager.CounterCache.AddOrUpdate(gpuVa, counter); } - - /// - /// Converts a nanoseconds timestamp value to Maxwell time ticks. - /// - /// - /// The frequency is 614400000 Hz. - /// - /// Timestamp in nanoseconds - /// Maxwell ticks - private static ulong ConvertNanosecondsToTicks(ulong nanoseconds) - { - // We need to divide first to avoid overflows. - // We fix up the result later by calculating the difference and adding - // that to the result. - ulong divided = nanoseconds / NsToTicksFractionDenominator; - - ulong rounded = divided * NsToTicksFractionDenominator; - - ulong errorBias = (nanoseconds - rounded) * NsToTicksFractionNumerator / NsToTicksFractionDenominator; - - return divided * NsToTicksFractionNumerator + errorBias; - } } } diff --git a/Ryujinx.Graphics.Gpu/GpuContext.cs b/Ryujinx.Graphics.Gpu/GpuContext.cs index ddc95b2c0e..8ea7c91fbb 100644 --- a/Ryujinx.Graphics.Gpu/GpuContext.cs +++ b/Ryujinx.Graphics.Gpu/GpuContext.cs @@ -1,3 +1,4 @@ +using Ryujinx.Common; using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Gpu.Engine.GPFifo; using Ryujinx.Graphics.Gpu.Memory; @@ -15,6 +16,9 @@ namespace Ryujinx.Graphics.Gpu /// public sealed class GpuContext : IDisposable { + private const int NsToTicksFractionNumerator = 384; + private const int NsToTicksFractionDenominator = 625; + /// /// Event signaled when the host emulation context is ready to be used by the gpu context. /// @@ -180,6 +184,46 @@ namespace Ryujinx.Graphics.Gpu } } + /// + /// Converts a nanoseconds timestamp value to Maxwell time ticks. + /// + /// + /// The frequency is 614400000 Hz. + /// + /// Timestamp in nanoseconds + /// Maxwell ticks + private static ulong ConvertNanosecondsToTicks(ulong nanoseconds) + { + // We need to divide first to avoid overflows. + // We fix up the result later by calculating the difference and adding + // that to the result. + ulong divided = nanoseconds / NsToTicksFractionDenominator; + + ulong rounded = divided * NsToTicksFractionDenominator; + + ulong errorBias = (nanoseconds - rounded) * NsToTicksFractionNumerator / NsToTicksFractionDenominator; + + return divided * NsToTicksFractionNumerator + errorBias; + } + + /// + /// Gets the value of the GPU timer. + /// + /// The current GPU timestamp + public ulong GetTimestamp() + { + ulong ticks = ConvertNanosecondsToTicks((ulong)PerformanceCounter.ElapsedNanoseconds); + + if (GraphicsConfig.FastGpuTime) + { + // Divide by some amount to report time as if operations were performed faster than they really are. + // This can prevent some games from switching to a lower resolution because rendering is too slow. + ticks /= 256; + } + + return ticks; + } + /// /// Shader cache state update handler. ///