1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
|
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.Shader;
using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Shader;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Engine
{
partial class Methods
{
/// <summary>
/// Dispatches compute work.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>
public void Dispatch(GpuState state, int argument)
{
uint dispatchParamsAddress = (uint)state.Get<int>(MethodOffset.DispatchParamsAddress);
var dispatchParams = _context.MemoryAccessor.Read<ComputeParams>((ulong)dispatchParamsAddress << 8);
GpuVa shaderBaseAddress = state.Get<GpuVa>(MethodOffset.ShaderBaseAddress);
ulong shaderGpuVa = shaderBaseAddress.Pack() + (uint)dispatchParams.ShaderOffset;
// Note: A size of 0 is also invalid, the size must be at least 1.
int sharedMemorySize = Math.Clamp(dispatchParams.SharedMemorySize & 0xffff, 1, _context.Capabilities.MaximumComputeSharedMemorySize);
ComputeShader cs = ShaderCache.GetComputeShader(
shaderGpuVa,
sharedMemorySize,
dispatchParams.UnpackBlockSizeX(),
dispatchParams.UnpackBlockSizeY(),
dispatchParams.UnpackBlockSizeZ());
_context.Renderer.Pipeline.SetProgram(cs.HostProgram);
var samplerPool = state.Get<PoolState>(MethodOffset.SamplerPoolState);
TextureManager.SetComputeSamplerPool(samplerPool.Address.Pack(), samplerPool.MaximumId, dispatchParams.SamplerIndex);
var texturePool = state.Get<PoolState>(MethodOffset.TexturePoolState);
TextureManager.SetComputeTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
TextureManager.SetComputeTextureBufferIndex(state.Get<int>(MethodOffset.TextureBufferIndex));
ShaderProgramInfo info = cs.Shader.Program.Info;
uint sbEnableMask = 0;
uint ubEnableMask = dispatchParams.UnpackUniformBuffersEnableMask();
for (int index = 0; index < dispatchParams.UniformBuffers.Length; index++)
{
if ((ubEnableMask & (1 << index)) == 0)
{
continue;
}
ulong gpuVa = dispatchParams.UniformBuffers[index].PackAddress();
ulong size = dispatchParams.UniformBuffers[index].UnpackSize();
BufferManager.SetComputeUniformBuffer(index, gpuVa, size);
}
for (int index = 0; index < info.SBuffers.Count; index++)
{
BufferDescriptor sb = info.SBuffers[index];
sbEnableMask |= 1u << sb.Slot;
ulong sbDescAddress = BufferManager.GetComputeUniformBufferAddress(0);
int sbDescOffset = 0x310 + sb.Slot * 0x10;
sbDescAddress += (ulong)sbDescOffset;
ReadOnlySpan<byte> sbDescriptorData = _context.PhysicalMemory.GetSpan(sbDescAddress, 0x10);
SbDescriptor sbDescriptor = MemoryMarshal.Cast<byte, SbDescriptor>(sbDescriptorData)[0];
BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size);
}
ubEnableMask = 0;
for (int index = 0; index < info.CBuffers.Count; index++)
{
ubEnableMask |= 1u << info.CBuffers[index].Slot;
}
BufferManager.SetComputeStorageBufferEnableMask(sbEnableMask);
BufferManager.SetComputeUniformBufferEnableMask(ubEnableMask);
var textureBindings = new TextureBindingInfo[info.Textures.Count];
for (int index = 0; index < info.Textures.Count; index++)
{
var descriptor = info.Textures[index];
Target target = GetTarget(descriptor.Type);
if (descriptor.IsBindless)
{
textureBindings[index] = new TextureBindingInfo(target, descriptor.CbufOffset, descriptor.CbufSlot);
}
else
{
textureBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex);
}
}
TextureManager.SetComputeTextures(textureBindings);
var imageBindings = new TextureBindingInfo[info.Images.Count];
for (int index = 0; index < info.Images.Count; index++)
{
var descriptor = info.Images[index];
Target target = GetTarget(descriptor.Type);
imageBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex);
}
TextureManager.SetComputeImages(imageBindings);
BufferManager.CommitComputeBindings();
TextureManager.CommitComputeBindings();
_context.Renderer.Pipeline.DispatchCompute(
dispatchParams.UnpackGridSizeX(),
dispatchParams.UnpackGridSizeY(),
dispatchParams.UnpackGridSizeZ());
UpdateShaderState(state);
}
}
}
|