Separate GPU engines (part 2/2) (#2440)
* 3D engine now uses DeviceState too, plus new state modification tracking * Remove old methods code * Remove GpuState and friends * Optimize DeviceState, force inline some functions * This change was not supposed to go in * Proper channel initialization * Optimize state read/write methods even more * Fix debug build * Do not dirty state if the write is redundant * The YControl register should dirty either the viewport or front face state too, to update the host origin * Avoid redundant vertex buffer updates * Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace * Comments and nits * Fix rebase * PR feedback * Move changed = false to improve codegen * PR feedback * Carry RyuJIT a bit more
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111 changed files with 5262 additions and 4020 deletions
173
Ryujinx.Graphics.Gpu/Engine/Threed/ConstantBufferUpdater.cs
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173
Ryujinx.Graphics.Gpu/Engine/Threed/ConstantBufferUpdater.cs
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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/// <summary>
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/// Constant buffer updater.
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/// </summary>
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class ConstantBufferUpdater
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{
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private readonly GpuChannel _channel;
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private readonly DeviceStateWithShadow<ThreedClassState> _state;
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// State associated with direct uniform buffer updates.
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// This state is used to attempt to batch together consecutive updates.
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private ulong _ubBeginCpuAddress = 0;
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private ulong _ubFollowUpAddress = 0;
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private ulong _ubByteCount = 0;
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/// <summary>
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/// Creates a new instance of the constant buffer updater.
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/// </summary>
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/// <param name="channel">GPU channel</param>
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/// <param name="state">Channel state</param>
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public ConstantBufferUpdater(GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state)
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{
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_channel = channel;
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_state = state;
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}
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/// <summary>
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/// Binds a uniform buffer for the vertex shader stage.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void BindVertex(int argument)
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{
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Bind(argument, ShaderType.Vertex);
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}
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/// <summary>
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/// Binds a uniform buffer for the tessellation control shader stage.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void BindTessControl(int argument)
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{
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Bind(argument, ShaderType.TessellationControl);
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}
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/// <summary>
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/// Binds a uniform buffer for the tessellation evaluation shader stage.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void BindTessEvaluation(int argument)
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{
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Bind(argument, ShaderType.TessellationEvaluation);
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}
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/// <summary>
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/// Binds a uniform buffer for the geometry shader stage.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void BindGeometry(int argument)
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{
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Bind(argument, ShaderType.Geometry);
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}
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/// <summary>
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/// Binds a uniform buffer for the fragment shader stage.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void BindFragment(int argument)
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{
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Bind(argument, ShaderType.Fragment);
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}
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/// <summary>
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/// Binds a uniform buffer for the specified shader stage.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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/// <param name="type">Shader stage that will access the uniform buffer</param>
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private void Bind(int argument, ShaderType type)
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{
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bool enable = (argument & 1) != 0;
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int index = (argument >> 4) & 0x1f;
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FlushUboDirty();
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if (enable)
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{
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var uniformBuffer = _state.State.UniformBufferState;
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ulong address = uniformBuffer.Address.Pack();
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_channel.BufferManager.SetGraphicsUniformBuffer((int)type, index, address, (uint)uniformBuffer.Size);
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}
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else
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{
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_channel.BufferManager.SetGraphicsUniformBuffer((int)type, index, 0, 0);
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}
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}
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/// <summary>
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/// Flushes any queued UBO updates.
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/// </summary>
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public void FlushUboDirty()
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{
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if (_ubFollowUpAddress != 0)
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{
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var memoryManager = _channel.MemoryManager;
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memoryManager.Physical.BufferCache.ForceDirty(memoryManager, _ubFollowUpAddress - _ubByteCount, _ubByteCount);
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_ubFollowUpAddress = 0;
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}
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}
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/// <summary>
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/// Updates the uniform buffer data with inline data.
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/// </summary>
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/// <param name="argument">New uniform buffer data word</param>
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public void Update(int argument)
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{
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var uniformBuffer = _state.State.UniformBufferState;
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ulong address = uniformBuffer.Address.Pack() + (uint)uniformBuffer.Offset;
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if (_ubFollowUpAddress != address)
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{
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FlushUboDirty();
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_ubByteCount = 0;
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_ubBeginCpuAddress = _channel.MemoryManager.Translate(address);
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}
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var byteData = MemoryMarshal.Cast<int, byte>(MemoryMarshal.CreateSpan(ref argument, 1));
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_channel.MemoryManager.Physical.WriteUntracked(_ubBeginCpuAddress + _ubByteCount, byteData);
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_ubFollowUpAddress = address + 4;
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_ubByteCount += 4;
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_state.State.UniformBufferState.Offset += 4;
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}
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/// <summary>
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/// Updates the uniform buffer data with inline data.
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/// </summary>
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/// <param name="data">Data to be written to the uniform buffer</param>
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public void Update(ReadOnlySpan<int> data)
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{
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var uniformBuffer = _state.State.UniformBufferState;
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ulong address = uniformBuffer.Address.Pack() + (uint)uniformBuffer.Offset;
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ulong size = (ulong)data.Length * 4;
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if (_ubFollowUpAddress != address)
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{
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FlushUboDirty();
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_ubByteCount = 0;
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_ubBeginCpuAddress = _channel.MemoryManager.Translate(address);
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}
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var byteData = MemoryMarshal.Cast<int, byte>(data);
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_channel.MemoryManager.Physical.WriteUntracked(_ubBeginCpuAddress + _ubByteCount, byteData);
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_ubFollowUpAddress = address + size;
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_ubByteCount += size;
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_state.State.UniformBufferState.Offset += data.Length * 4;
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}
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}
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}
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