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diff --git a/Ryujinx.Graphics.Gpu/Engine/MME/MacroHLE.cs b/Ryujinx.Graphics.Gpu/Engine/MME/MacroHLE.cs
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+++ b/Ryujinx.Graphics.Gpu/Engine/MME/MacroHLE.cs
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+using Ryujinx.Common.Logging;
+using Ryujinx.Graphics.Device;
+using Ryujinx.Graphics.GAL;
+using Ryujinx.Graphics.Gpu.Engine.GPFifo;
+using Ryujinx.Graphics.Gpu.Engine.Threed;
+using Ryujinx.Graphics.Gpu.Memory;
+using System;
+using System.Collections.Generic;
+
+namespace Ryujinx.Graphics.Gpu.Engine.MME
+{
+ /// <summary>
+ /// Macro High-level emulation.
+ /// </summary>
+ class MacroHLE : IMacroEE
+ {
+ private readonly GPFifoProcessor _processor;
+ private readonly MacroHLEFunctionName _functionName;
+
+ /// <summary>
+ /// Arguments FIFO.
+ /// </summary>
+ public Queue<FifoWord> Fifo { get; }
+
+ /// <summary>
+ /// Creates a new instance of the HLE macro handler.
+ /// </summary>
+ /// <param name="context">GPU context the macro is being executed on</param>
+ /// <param name="memoryManager">GPU memory manager</param>
+ /// <param name="engine">3D engine where this macro is being called</param>
+ /// <param name="functionName">Name of the HLE macro function to be called</param>
+ public MacroHLE(GPFifoProcessor processor, MacroHLEFunctionName functionName)
+ {
+ _processor = processor;
+ _functionName = functionName;
+
+ Fifo = new Queue<FifoWord>();
+ }
+
+ /// <summary>
+ /// Executes a macro program until it exits.
+ /// </summary>
+ /// <param name="code">Code of the program to execute</param>
+ /// <param name="state">GPU state at the time of the call</param>
+ /// <param name="arg0">Optional argument passed to the program, 0 if not used</param>
+ public void Execute(ReadOnlySpan<int> code, IDeviceState state, int arg0)
+ {
+ switch (_functionName)
+ {
+ case MacroHLEFunctionName.MultiDrawElementsIndirectCount:
+ MultiDrawElementsIndirectCount(state, arg0);
+ break;
+ default:
+ throw new NotImplementedException(_functionName.ToString());
+ }
+ }
+
+ /// <summary>
+ /// Performs a indirect multi-draw, with parameters from a GPU buffer.
+ /// </summary>
+ /// <param name="state">GPU state at the time of the call</param>
+ /// <param name="arg0">First argument of the call</param>
+ private void MultiDrawElementsIndirectCount(IDeviceState state, int arg0)
+ {
+ int arg1 = FetchParam().Word;
+ int arg2 = FetchParam().Word;
+ int arg3 = FetchParam().Word;
+
+ int startOffset = arg0;
+ int endOffset = arg1;
+ var topology = (PrimitiveTopology)arg2;
+ int paddingWords = arg3;
+ int maxDrawCount = endOffset - startOffset;
+ int stride = paddingWords * 4 + 0x14;
+ int indirectBufferSize = maxDrawCount * stride;
+
+ ulong parameterBufferGpuVa = FetchParam().GpuVa;
+ ulong indirectBufferGpuVa = 0;
+
+ int indexCount = 0;
+
+ for (int i = 0; i < maxDrawCount; i++)
+ {
+ var count = FetchParam();
+ var instanceCount = FetchParam();
+ var firstIndex = FetchParam();
+ var baseVertex = FetchParam();
+ var baseInstance = FetchParam();
+
+ if (i == 0)
+ {
+ indirectBufferGpuVa = count.GpuVa;
+ }
+
+ indexCount = Math.Max(indexCount, count.Word + firstIndex.Word);
+
+ if (i != maxDrawCount - 1)
+ {
+ for (int j = 0; j < paddingWords; j++)
+ {
+ FetchParam();
+ }
+ }
+ }
+
+ // It should be empty at this point, but clear it just to be safe.
+ Fifo.Clear();
+
+ var parameterBuffer = _processor.MemoryManager.Physical.BufferCache.GetGpuBufferRange(_processor.MemoryManager, parameterBufferGpuVa, 4);
+ var indirectBuffer = _processor.MemoryManager.Physical.BufferCache.GetGpuBufferRange(_processor.MemoryManager, indirectBufferGpuVa, (ulong)indirectBufferSize);
+
+ _processor.ThreedClass.MultiDrawIndirectCount(indexCount, topology, indirectBuffer, parameterBuffer, maxDrawCount, stride);
+ }
+
+ /// <summary>
+ /// Fetches a arguments from the arguments FIFO.
+ /// </summary>
+ /// <returns>The call argument, or a 0 value with null address if the FIFO is empty</returns>
+ private FifoWord FetchParam()
+ {
+ if (!Fifo.TryDequeue(out var value))
+ {
+ Logger.Warning?.Print(LogClass.Gpu, "Macro attempted to fetch an inexistent argument.");
+
+ return new FifoWord(0UL, 0);
+ }
+
+ return value;
+ }
+
+ /// <summary>
+ /// Performs a GPU method call.
+ /// </summary>
+ /// <param name="state">Current GPU state</param>
+ /// <param name="methAddr">Address, in words, of the method</param>
+ /// <param name="value">Call argument</param>
+ private static void Send(IDeviceState state, int methAddr, int value)
+ {
+ state.Write(methAddr * 4, value);
+ }
+ }
+}