Separate GPU engines and make state follow official docs (part 1/2) (#2422)
* Use DeviceState for compute and i2m * Migrate 2D class, more comments * Migrate DMA copy engine * Remove now unused code * Replace GpuState by GpuAccessorState on GpuAcessor, since compute no longer has a GpuState * More comments * Add logging (disabled) * Add back i2m on 3D engine
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30 changed files with 2599 additions and 460 deletions
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@ -475,7 +475,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <remarks>
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/// This automatically translates, compiles and adds the code to the cache if not present.
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/// </remarks>
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/// <param name="state">Current GPU state</param>
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/// <param name="channel">GPU channel</param>
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/// <param name="gas">GPU accessor state</param>
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/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
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/// <param name="localSizeX">Local group size X of the computer shader</param>
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/// <param name="localSizeY">Local group size Y of the computer shader</param>
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@ -484,7 +485,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
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/// <returns>Compiled compute shader code</returns>
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public ShaderBundle GetComputeShader(
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GpuState state,
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GpuChannel channel,
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GpuAccessorState gas,
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ulong gpuVa,
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int localSizeX,
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int localSizeY,
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@ -498,7 +500,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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foreach (ShaderBundle cachedCpShader in list)
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{
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if (IsShaderEqual(state.Channel.MemoryManager, cachedCpShader, gpuVa))
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if (IsShaderEqual(channel.MemoryManager, cachedCpShader, gpuVa))
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{
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return cachedCpShader;
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}
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@ -508,7 +510,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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TranslatorContext[] shaderContexts = new TranslatorContext[1];
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shaderContexts[0] = DecodeComputeShader(
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state,
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channel,
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gas,
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gpuVa,
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localSizeX,
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localSizeY,
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@ -533,7 +536,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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isShaderCacheReadOnly = _cacheManager.IsReadOnly;
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// Compute hash and prepare data for shader disk cache comparison.
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shaderCacheEntries = CacheHelper.CreateShaderCacheEntries(state.Channel.MemoryManager, shaderContexts);
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shaderCacheEntries = CacheHelper.CreateShaderCacheEntries(channel.MemoryManager, shaderContexts);
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programCodeHash = CacheHelper.ComputeGuestHashFromCache(shaderCacheEntries);
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}
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@ -548,7 +551,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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// The shader isn't currently cached, translate it and compile it.
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ShaderCodeHolder shader = TranslateShader(state.Channel.MemoryManager, shaderContexts[0]);
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ShaderCodeHolder shader = TranslateShader(channel.MemoryManager, shaderContexts[0]);
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shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);
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@ -832,7 +835,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <summary>
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/// Decode the binary Maxwell shader code to a translator context.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="channel">GPU channel</param>
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/// <param name="gas">GPU accessor state</param>
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/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
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/// <param name="localSizeX">Local group size X of the computer shader</param>
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/// <param name="localSizeY">Local group size Y of the computer shader</param>
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@ -841,7 +845,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
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/// <returns>The generated translator context</returns>
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private TranslatorContext DecodeComputeShader(
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GpuState state,
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GpuChannel channel,
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GpuAccessorState gas,
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ulong gpuVa,
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int localSizeX,
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int localSizeY,
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@ -854,7 +859,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return null;
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}
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GpuAccessor gpuAccessor = new GpuAccessor(_context, state, localSizeX, localSizeY, localSizeZ, localMemorySize, sharedMemorySize);
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GpuAccessor gpuAccessor = new GpuAccessor(_context, channel, gas, localSizeX, localSizeY, localSizeZ, localMemorySize, sharedMemorySize);
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var options = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, DefaultFlags | TranslationFlags.Compute);
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return Translator.CreateContext(gpuVa, gpuAccessor, options);
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@ -884,7 +889,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return null;
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}
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GpuAccessor gpuAccessor = new GpuAccessor(_context, state, (int)stage - 1);
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GpuAccessorState gas = new GpuAccessorState(
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state.Get<PoolState>(MethodOffset.TexturePoolState).Address.Pack(),
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state.Get<PoolState>(MethodOffset.TexturePoolState).MaximumId,
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state.Get<int>(MethodOffset.TextureBufferIndex),
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state.Get<Boolean32>(MethodOffset.EarlyZForce));
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GpuAccessor gpuAccessor = new GpuAccessor(_context, state.Channel, gas, (int)stage - 1);
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var options = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, flags);
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return Translator.CreateContext(gpuVa, gpuAccessor, options, counts);
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