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
166
Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdateTracker.cs
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166
Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdateTracker.cs
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using Ryujinx.Graphics.Device;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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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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/// State update callback entry, with the callback function and associated field names.
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/// </summary>
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struct StateUpdateCallbackEntry
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{
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/// <summary>
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/// Callback function, to be called if the register was written as the state needs to be updated.
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/// </summary>
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public Action Callback { get; }
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/// <summary>
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/// Name of the state fields (registers) associated with the callback function.
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/// </summary>
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public string[] FieldNames { get; }
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/// <summary>
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/// Creates a new state update callback entry.
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/// </summary>
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/// <param name="callback">Callback function, to be called if the register was written as the state needs to be updated</param>
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/// <param name="fieldNames">Name of the state fields (registers) associated with the callback function</param>
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public StateUpdateCallbackEntry(Action callback, params string[] fieldNames)
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{
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Callback = callback;
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FieldNames = fieldNames;
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}
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}
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/// <summary>
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/// GPU state update tracker.
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/// </summary>
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/// <typeparam name="TState">State type</typeparam>
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class StateUpdateTracker<TState>
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{
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private const int BlockSize = 0xe00;
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private const int RegisterSize = sizeof(uint);
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private readonly byte[] _registerToGroupMapping;
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private readonly Action[] _callbacks;
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private ulong _dirtyMask;
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/// <summary>
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/// Creates a new instance of the state update tracker.
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/// </summary>
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/// <param name="entries">Update tracker callback entries</param>
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public StateUpdateTracker(StateUpdateCallbackEntry[] entries)
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{
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_registerToGroupMapping = new byte[BlockSize];
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_callbacks = new Action[entries.Length];
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var fieldToDelegate = new Dictionary<string, int>();
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for (int entryIndex = 0; entryIndex < entries.Length; entryIndex++)
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{
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var entry = entries[entryIndex];
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foreach (var fieldName in entry.FieldNames)
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{
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fieldToDelegate.Add(fieldName, entryIndex);
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}
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_callbacks[entryIndex] = entry.Callback;
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}
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var fields = typeof(TState).GetFields();
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int offset = 0;
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for (int fieldIndex = 0; fieldIndex < fields.Length; fieldIndex++)
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{
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var field = fields[fieldIndex];
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int sizeOfField = SizeCalculator.SizeOf(field.FieldType);
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if (fieldToDelegate.TryGetValue(field.Name, out int entryIndex))
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{
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for (int i = 0; i < ((sizeOfField + 3) & ~3); i += 4)
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{
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_registerToGroupMapping[(offset + i) / RegisterSize] = (byte)(entryIndex + 1);
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}
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}
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offset += sizeOfField;
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}
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Debug.Assert(offset == Unsafe.SizeOf<TState>());
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}
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/// <summary>
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/// Sets a register as modified.
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/// </summary>
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/// <param name="offset">Register offset in bytes</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetDirty(int offset)
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{
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uint index = (uint)offset / RegisterSize;
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if (index < BlockSize)
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{
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int groupIndex = Unsafe.Add(ref MemoryMarshal.GetArrayDataReference(_registerToGroupMapping), (IntPtr)index);
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if (groupIndex != 0)
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{
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groupIndex--;
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_dirtyMask |= 1UL << groupIndex;
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}
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}
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}
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/// <summary>
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/// Forces a register group as dirty, by index.
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/// </summary>
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/// <param name="groupIndex">Index of the group to be dirtied</param>
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public void ForceDirty(int groupIndex)
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{
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if ((uint)groupIndex >= _callbacks.Length)
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{
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throw new ArgumentOutOfRangeException(nameof(groupIndex));
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}
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_dirtyMask |= 1UL << groupIndex;
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}
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/// <summary>
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/// Forces all register groups as dirty, triggering a full update on the next call to <see cref="Update"/>.
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/// </summary>
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public void SetAllDirty()
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{
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Debug.Assert(_callbacks.Length <= sizeof(ulong) * 8);
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_dirtyMask = ulong.MaxValue >> ((sizeof(ulong) * 8) - _callbacks.Length);
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}
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/// <summary>
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/// Check all the groups specified by <paramref name="checkMask"/> for modification, and update if modified.
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/// </summary>
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/// <param name="checkMask">Mask, where each bit set corresponds to a group index that should be checked</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Update(ulong checkMask)
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{
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ulong mask = _dirtyMask & checkMask;
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if (mask == 0)
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{
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return;
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}
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do
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{
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int groupIndex = BitOperations.TrailingZeroCount(mask);
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_callbacks[groupIndex]();
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mask &= ~(1UL << groupIndex);
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}
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while (mask != 0);
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_dirtyMask &= ~checkMask;
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}
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}
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}
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