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using Ryujinx.Common;
using Ryujinx.Graphics.Device;
using Ryujinx.Graphics.Gpu.Engine.Threed;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Texture;
using System;
using System.Buffers;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Intrinsics;
namespace Ryujinx.Graphics.Gpu.Engine.Dma
{
/// <summary>
/// Represents a DMA copy engine class.
/// </summary>
class DmaClass : IDeviceState
{
private readonly GpuContext _context;
private readonly GpuChannel _channel;
private readonly ThreedClass _3dEngine;
private readonly DeviceState<DmaClassState> _state;
/// <summary>
/// Copy flags passed on DMA launch.
/// </summary>
[Flags]
private enum CopyFlags
{
SrcLinear = 1 << 7,
DstLinear = 1 << 8,
MultiLineEnable = 1 << 9,
RemapEnable = 1 << 10,
}
/// <summary>
/// Texture parameters for copy.
/// </summary>
private readonly struct TextureParams
{
/// <summary>
/// Copy region X coordinate.
/// </summary>
public readonly int RegionX;
/// <summary>
/// Copy region Y coordinate.
/// </summary>
public readonly int RegionY;
/// <summary>
/// Offset from the base pointer of the data in memory.
/// </summary>
public readonly int BaseOffset;
/// <summary>
/// Bytes per pixel.
/// </summary>
public readonly int Bpp;
/// <summary>
/// Whether the texture is linear. If false, the texture is block linear.
/// </summary>
public readonly bool Linear;
/// <summary>
/// Pixel offset from XYZ coordinates calculator.
/// </summary>
public readonly OffsetCalculator Calculator;
/// <summary>
/// Creates texture parameters.
/// </summary>
/// <param name="regionX">Copy region X coordinate</param>
/// <param name="regionY">Copy region Y coordinate</param>
/// <param name="baseOffset">Offset from the base pointer of the data in memory</param>
/// <param name="bpp">Bytes per pixel</param>
/// <param name="linear">Whether the texture is linear. If false, the texture is block linear</param>
/// <param name="calculator">Pixel offset from XYZ coordinates calculator</param>
public TextureParams(int regionX, int regionY, int baseOffset, int bpp, bool linear, OffsetCalculator calculator)
{
RegionX = regionX;
RegionY = regionY;
BaseOffset = baseOffset;
Bpp = bpp;
Linear = linear;
Calculator = calculator;
}
}
[StructLayout(LayoutKind.Sequential, Size = 3, Pack = 1)]
private struct UInt24
{
public byte Byte0;
public byte Byte1;
public byte Byte2;
}
/// <summary>
/// Creates a new instance of the DMA copy engine class.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="channel">GPU channel</param>
/// <param name="threedEngine">3D engine</param>
public DmaClass(GpuContext context, GpuChannel channel, ThreedClass threedEngine)
{
_context = context;
_channel = channel;
_3dEngine = threedEngine;
_state = new DeviceState<DmaClassState>(new Dictionary<string, RwCallback>
{
{ nameof(DmaClassState.LaunchDma), new RwCallback(LaunchDma, null) },
});
}
/// <summary>
/// Reads data from the class registers.
/// </summary>
/// <param name="offset">Register byte offset</param>
/// <returns>Data at the specified offset</returns>
public int Read(int offset) => _state.Read(offset);
/// <summary>
/// Writes data to the class registers.
/// </summary>
/// <param name="offset">Register byte offset</param>
/// <param name="data">Data to be written</param>
public void Write(int offset, int data) => _state.Write(offset, data);
/// <summary>
/// Determine if a buffer-to-texture region covers the entirety of a texture.
/// </summary>
/// <param name="tex">Texture to compare</param>
/// <param name="linear">True if the texture is linear, false if block linear</param>
/// <param name="bpp">Texture bytes per pixel</param>
/// <param name="stride">Texture stride</param>
/// <param name="xCount">Number of pixels to be copied</param>
/// <param name="yCount">Number of lines to be copied</param>
/// <returns></returns>
private static bool IsTextureCopyComplete(DmaTexture tex, bool linear, int bpp, int stride, int xCount, int yCount)
{
if (linear)
{
// If the stride is negative, the texture has to be flipped, so
// the fast copy is not trivial, use the slow path.
if (stride <= 0)
{
return false;
}
int alignWidth = Constants.StrideAlignment / bpp;
return stride / bpp == BitUtils.AlignUp(xCount, alignWidth);
}
else
{
int alignWidth = Constants.GobAlignment / bpp;
return tex.RegionX == 0 &&
tex.RegionY == 0 &&
tex.Width == BitUtils.AlignUp(xCount, alignWidth) &&
tex.Height == yCount;
}
}
/// <summary>
/// Releases a semaphore for a given LaunchDma method call.
/// </summary>
/// <param name="argument">The LaunchDma call argument</param>
private void ReleaseSemaphore(int argument)
{
LaunchDmaSemaphoreType type = (LaunchDmaSemaphoreType)((argument >> 3) & 0x3);
if (type != LaunchDmaSemaphoreType.None)
{
ulong address = ((ulong)_state.State.SetSemaphoreA << 32) | _state.State.SetSemaphoreB;
if (type == LaunchDmaSemaphoreType.ReleaseOneWordSemaphore)
{
_channel.MemoryManager.Write(address, _state.State.SetSemaphorePayload);
}
else /* if (type == LaunchDmaSemaphoreType.ReleaseFourWordSemaphore) */
{
_channel.MemoryManager.Write(address + 8, _context.GetTimestamp());
_channel.MemoryManager.Write(address, (ulong)_state.State.SetSemaphorePayload);
}
}
}
/// <summary>
/// Performs a buffer to buffer, or buffer to texture copy.
/// </summary>
/// <param name="argument">The LaunchDma call argument</param>
private void DmaCopy(int argument)
{
var memoryManager = _channel.MemoryManager;
CopyFlags copyFlags = (CopyFlags)argument;
bool srcLinear = copyFlags.HasFlag(CopyFlags.SrcLinear);
bool dstLinear = copyFlags.HasFlag(CopyFlags.DstLinear);
bool copy2D = copyFlags.HasFlag(CopyFlags.MultiLineEnable);
bool remap = copyFlags.HasFlag(CopyFlags.RemapEnable);
uint size = _state.State.LineLengthIn;
if (size == 0)
{
return;
}
ulong srcGpuVa = ((ulong)_state.State.OffsetInUpperUpper << 32) | _state.State.OffsetInLower;
ulong dstGpuVa = ((ulong)_state.State.OffsetOutUpperUpper << 32) | _state.State.OffsetOutLower;
int xCount = (int)_state.State.LineLengthIn;
int yCount = (int)_state.State.LineCount;
_channel.TextureManager.RefreshModifiedTextures();
_3dEngine.CreatePendingSyncs();
_3dEngine.FlushUboDirty();
if (copy2D)
{
// Buffer to texture copy.
int componentSize = (int)_state.State.SetRemapComponentsComponentSize + 1;
int srcComponents = (int)_state.State.SetRemapComponentsNumSrcComponents + 1;
int dstComponents = (int)_state.State.SetRemapComponentsNumDstComponents + 1;
int srcBpp = remap ? srcComponents * componentSize : 1;
int dstBpp = remap ? dstComponents * componentSize : 1;
var dst = Unsafe.As<uint, DmaTexture>(ref _state.State.SetDstBlockSize);
var src = Unsafe.As<uint, DmaTexture>(ref _state.State.SetSrcBlockSize);
int srcRegionX = 0, srcRegionY = 0, dstRegionX = 0, dstRegionY = 0;
if (!srcLinear)
{
srcRegionX = src.RegionX;
srcRegionY = src.RegionY;
}
if (!dstLinear)
{
dstRegionX = dst.RegionX;
dstRegionY = dst.RegionY;
}
int srcStride = (int)_state.State.PitchIn;
int dstStride = (int)_state.State.PitchOut;
var srcCalculator = new OffsetCalculator(
src.Width,
src.Height,
srcStride,
srcLinear,
src.MemoryLayout.UnpackGobBlocksInY(),
src.MemoryLayout.UnpackGobBlocksInZ(),
srcBpp);
var dstCalculator = new OffsetCalculator(
dst.Width,
dst.Height,
dstStride,
dstLinear,
dst.MemoryLayout.UnpackGobBlocksInY(),
dst.MemoryLayout.UnpackGobBlocksInZ(),
dstBpp);
(int srcBaseOffset, int srcSize) = srcCalculator.GetRectangleRange(srcRegionX, srcRegionY, xCount, yCount);
(int dstBaseOffset, int dstSize) = dstCalculator.GetRectangleRange(dstRegionX, dstRegionY, xCount, yCount);
if (srcLinear && srcStride < 0)
{
srcBaseOffset += srcStride * (yCount - 1);
}
if (dstLinear && dstStride < 0)
{
dstBaseOffset += dstStride * (yCount - 1);
}
ReadOnlySpan<byte> srcSpan = memoryManager.GetSpan(srcGpuVa + (ulong)srcBaseOffset, srcSize, true);
// If remapping is disabled, we always copy the components directly, in order.
// If it's enabled, but the mapping is just XYZW, we also copy them in order.
bool isIdentityRemap = !remap ||
(_state.State.SetRemapComponentsDstX == SetRemapComponentsDst.SrcX &&
(dstComponents < 2 || _state.State.SetRemapComponentsDstY == SetRemapComponentsDst.SrcY) &&
(dstComponents < 3 || _state.State.SetRemapComponentsDstZ == SetRemapComponentsDst.SrcZ) &&
(dstComponents < 4 || _state.State.SetRemapComponentsDstW == SetRemapComponentsDst.SrcW));
bool completeSource = IsTextureCopyComplete(src, srcLinear, srcBpp, srcStride, xCount, yCount);
bool completeDest = IsTextureCopyComplete(dst, dstLinear, dstBpp, dstStride, xCount, yCount);
// Try to set the texture data directly,
// but only if we are doing a complete copy,
// and not for block linear to linear copies, since those are typically accessed from the CPU.
if (completeSource && completeDest && !(dstLinear && !srcLinear) && isIdentityRemap)
{
var target = memoryManager.Physical.TextureCache.FindTexture(
memoryManager,
dstGpuVa,
dstBpp,
dstStride,
dst.Height,
xCount,
yCount,
dstLinear,
dst.MemoryLayout.UnpackGobBlocksInY(),
dst.MemoryLayout.UnpackGobBlocksInZ());
if (target != null)
{
IMemoryOwner<byte> data;
if (srcLinear)
{
data = LayoutConverter.ConvertLinearStridedToLinear(
target.Info.Width,
target.Info.Height,
1,
1,
xCount * srcBpp,
srcStride,
target.Info.FormatInfo.BytesPerPixel,
srcSpan);
}
else
{
data = LayoutConverter.ConvertBlockLinearToLinear(
src.Width,
src.Height,
src.Depth,
1,
1,
1,
1,
1,
srcBpp,
src.MemoryLayout.UnpackGobBlocksInY(),
src.MemoryLayout.UnpackGobBlocksInZ(),
1,
new SizeInfo((int)target.Size),
srcSpan);
}
target.SynchronizeMemory();
target.SetData(data);
target.SignalModified();
return;
}
else if (srcCalculator.LayoutMatches(dstCalculator))
{
// No layout conversion has to be performed, just copy the data entirely.
memoryManager.Write(dstGpuVa + (ulong)dstBaseOffset, srcSpan);
return;
}
}
// OPT: This allocates a (potentially) huge temporary array and then copies an existing
// region of memory into it, data that might get overwritten entirely anyways. Ideally this should
// all be rewritten to use pooled arrays, but that gets complicated with packed data and strides
Span<byte> dstSpan = memoryManager.GetSpan(dstGpuVa + (ulong)dstBaseOffset, dstSize).ToArray();
TextureParams srcParams = new(srcRegionX, srcRegionY, srcBaseOffset, srcBpp, srcLinear, srcCalculator);
TextureParams dstParams = new(dstRegionX, dstRegionY, dstBaseOffset, dstBpp, dstLinear, dstCalculator);
if (isIdentityRemap)
{
// The order of the components doesn't change, so we can just copy directly
// (with layout conversion if necessary).
switch (srcBpp)
{
case 1:
Copy<byte>(dstSpan, srcSpan, dstParams, srcParams);
break;
case 2:
Copy<ushort>(dstSpan, srcSpan, dstParams, srcParams);
break;
case 4:
Copy<uint>(dstSpan, srcSpan, dstParams, srcParams);
break;
case 8:
Copy<ulong>(dstSpan, srcSpan, dstParams, srcParams);
break;
case 12:
Copy<Bpp12Pixel>(dstSpan, srcSpan, dstParams, srcParams);
break;
case 16:
Copy<Vector128<byte>>(dstSpan, srcSpan, dstParams, srcParams);
break;
default:
throw new NotSupportedException($"Unable to copy ${srcBpp} bpp pixel format.");
}
}
else
{
// The order or value of the components might change.
switch (componentSize)
{
case 1:
CopyShuffle<byte>(dstSpan, srcSpan, dstParams, srcParams);
break;
case 2:
CopyShuffle<ushort>(dstSpan, srcSpan, dstParams, srcParams);
break;
case 3:
CopyShuffle<UInt24>(dstSpan, srcSpan, dstParams, srcParams);
break;
case 4:
CopyShuffle<uint>(dstSpan, srcSpan, dstParams, srcParams);
break;
default:
throw new NotSupportedException($"Unable to copy ${componentSize} component size.");
}
}
memoryManager.Write(dstGpuVa + (ulong)dstBaseOffset, dstSpan);
}
else
{
if (remap &&
_state.State.SetRemapComponentsDstX == SetRemapComponentsDst.ConstA &&
_state.State.SetRemapComponentsDstY == SetRemapComponentsDst.ConstA &&
_state.State.SetRemapComponentsDstZ == SetRemapComponentsDst.ConstA &&
_state.State.SetRemapComponentsDstW == SetRemapComponentsDst.ConstA &&
_state.State.SetRemapComponentsNumSrcComponents == SetRemapComponentsNumComponents.One &&
_state.State.SetRemapComponentsNumDstComponents == SetRemapComponentsNumComponents.One &&
_state.State.SetRemapComponentsComponentSize == SetRemapComponentsComponentSize.Four)
{
// Fast path for clears when remap is enabled.
memoryManager.Physical.BufferCache.ClearBuffer(memoryManager, dstGpuVa, size * 4, _state.State.SetRemapConstA);
}
else
{
// TODO: Implement remap functionality.
// Buffer to buffer copy.
bool srcIsPitchKind = memoryManager.GetKind(srcGpuVa).IsPitch();
bool dstIsPitchKind = memoryManager.GetKind(dstGpuVa).IsPitch();
if (!srcIsPitchKind && dstIsPitchKind)
{
CopyGobBlockLinearToLinear(memoryManager, srcGpuVa, dstGpuVa, size);
}
else if (srcIsPitchKind && !dstIsPitchKind)
{
CopyGobLinearToBlockLinear(memoryManager, srcGpuVa, dstGpuVa, size);
}
else
{
memoryManager.Physical.BufferCache.CopyBuffer(memoryManager, srcGpuVa, dstGpuVa, size);
}
}
}
}
/// <summary>
/// Copies data from one texture to another, while performing layout conversion if necessary.
/// </summary>
/// <typeparam name="T">Pixel type</typeparam>
/// <param name="dstSpan">Destination texture memory region</param>
/// <param name="srcSpan">Source texture memory region</param>
/// <param name="dst">Destination texture parameters</param>
/// <param name="src">Source texture parameters</param>
private unsafe void Copy<T>(Span<byte> dstSpan, ReadOnlySpan<byte> srcSpan, TextureParams dst, TextureParams src) where T : unmanaged
{
int xCount = (int)_state.State.LineLengthIn;
int yCount = (int)_state.State.LineCount;
if (src.Linear && dst.Linear && src.Bpp == dst.Bpp)
{
// Optimized path for purely linear copies - we don't need to calculate every single byte offset,
// and we can make use of Span.CopyTo which is very very fast (even compared to pointers)
for (int y = 0; y < yCount; y++)
{
src.Calculator.SetY(src.RegionY + y);
dst.Calculator.SetY(dst.RegionY + y);
int srcOffset = src.Calculator.GetOffset(src.RegionX);
int dstOffset = dst.Calculator.GetOffset(dst.RegionX);
srcSpan.Slice(srcOffset - src.BaseOffset, xCount * src.Bpp)
.CopyTo(dstSpan.Slice(dstOffset - dst.BaseOffset, xCount * dst.Bpp));
}
}
else
{
fixed (byte* dstPtr = dstSpan, srcPtr = srcSpan)
{
byte* dstBase = dstPtr - dst.BaseOffset; // Layout offset is relative to the base, so we need to subtract the span's offset.
byte* srcBase = srcPtr - src.BaseOffset;
for (int y = 0; y < yCount; y++)
{
src.Calculator.SetY(src.RegionY + y);
dst.Calculator.SetY(dst.RegionY + y);
for (int x = 0; x < xCount; x++)
{
int srcOffset = src.Calculator.GetOffset(src.RegionX + x);
int dstOffset = dst.Calculator.GetOffset(dst.RegionX + x);
*(T*)(dstBase + dstOffset) = *(T*)(srcBase + srcOffset);
}
}
}
}
}
/// <summary>
/// Sets texture pixel data to a constant value, while performing layout conversion if necessary.
/// </summary>
/// <typeparam name="T">Pixel type</typeparam>
/// <param name="dstSpan">Destination texture memory region</param>
/// <param name="dst">Destination texture parameters</param>
/// <param name="fillValue">Constant pixel value to be set</param>
private unsafe void Fill<T>(Span<byte> dstSpan, TextureParams dst, T fillValue) where T : unmanaged
{
int xCount = (int)_state.State.LineLengthIn;
int yCount = (int)_state.State.LineCount;
fixed (byte* dstPtr = dstSpan)
{
byte* dstBase = dstPtr - dst.BaseOffset; // Layout offset is relative to the base, so we need to subtract the span's offset.
for (int y = 0; y < yCount; y++)
{
dst.Calculator.SetY(dst.RegionY + y);
for (int x = 0; x < xCount; x++)
{
int dstOffset = dst.Calculator.GetOffset(dst.RegionX + x);
*(T*)(dstBase + dstOffset) = fillValue;
}
}
}
}
/// <summary>
/// Copies data from one texture to another, while performing layout conversion and component shuffling if necessary.
/// </summary>
/// <typeparam name="T">Pixel type</typeparam>
/// <param name="dstSpan">Destination texture memory region</param>
/// <param name="srcSpan">Source texture memory region</param>
/// <param name="dst">Destination texture parameters</param>
/// <param name="src">Source texture parameters</param>
private void CopyShuffle<T>(Span<byte> dstSpan, ReadOnlySpan<byte> srcSpan, TextureParams dst, TextureParams src) where T : unmanaged
{
int dstComponents = (int)_state.State.SetRemapComponentsNumDstComponents + 1;
for (int i = 0; i < dstComponents; i++)
{
SetRemapComponentsDst componentsDst = i switch
{
0 => _state.State.SetRemapComponentsDstX,
1 => _state.State.SetRemapComponentsDstY,
2 => _state.State.SetRemapComponentsDstZ,
_ => _state.State.SetRemapComponentsDstW,
};
switch (componentsDst)
{
case SetRemapComponentsDst.SrcX:
Copy<T>(dstSpan[(Unsafe.SizeOf<T>() * i)..], srcSpan, dst, src);
break;
case SetRemapComponentsDst.SrcY:
Copy<T>(dstSpan[(Unsafe.SizeOf<T>() * i)..], srcSpan[Unsafe.SizeOf<T>()..], dst, src);
break;
case SetRemapComponentsDst.SrcZ:
Copy<T>(dstSpan[(Unsafe.SizeOf<T>() * i)..], srcSpan[(Unsafe.SizeOf<T>() * 2)..], dst, src);
break;
case SetRemapComponentsDst.SrcW:
Copy<T>(dstSpan[(Unsafe.SizeOf<T>() * i)..], srcSpan[(Unsafe.SizeOf<T>() * 3)..], dst, src);
break;
case SetRemapComponentsDst.ConstA:
Fill<T>(dstSpan[(Unsafe.SizeOf<T>() * i)..], dst, Unsafe.As<uint, T>(ref _state.State.SetRemapConstA));
break;
case SetRemapComponentsDst.ConstB:
Fill<T>(dstSpan[(Unsafe.SizeOf<T>() * i)..], dst, Unsafe.As<uint, T>(ref _state.State.SetRemapConstB));
break;
}
}
}
/// <summary>
/// Copies block linear data with block linear GOBs to a block linear destination with linear GOBs.
/// </summary>
/// <param name="memoryManager">GPU memory manager</param>
/// <param name="srcGpuVa">Source GPU virtual address</param>
/// <param name="dstGpuVa">Destination GPU virtual address</param>
/// <param name="size">Size in bytes of the copy</param>
private static void CopyGobBlockLinearToLinear(MemoryManager memoryManager, ulong srcGpuVa, ulong dstGpuVa, ulong size)
{
if (((srcGpuVa | dstGpuVa | size) & 0xf) == 0)
{
for (ulong offset = 0; offset < size; offset += 16)
{
Vector128<byte> data = memoryManager.Read<Vector128<byte>>(ConvertGobLinearToBlockLinearAddress(srcGpuVa + offset), true);
memoryManager.Write(dstGpuVa + offset, data);
}
}
else
{
for (ulong offset = 0; offset < size; offset++)
{
byte data = memoryManager.Read<byte>(ConvertGobLinearToBlockLinearAddress(srcGpuVa + offset), true);
memoryManager.Write(dstGpuVa + offset, data);
}
}
}
/// <summary>
/// Copies block linear data with linear GOBs to a block linear destination with block linear GOBs.
/// </summary>
/// <param name="memoryManager">GPU memory manager</param>
/// <param name="srcGpuVa">Source GPU virtual address</param>
/// <param name="dstGpuVa">Destination GPU virtual address</param>
/// <param name="size">Size in bytes of the copy</param>
private static void CopyGobLinearToBlockLinear(MemoryManager memoryManager, ulong srcGpuVa, ulong dstGpuVa, ulong size)
{
if (((srcGpuVa | dstGpuVa | size) & 0xf) == 0)
{
for (ulong offset = 0; offset < size; offset += 16)
{
Vector128<byte> data = memoryManager.Read<Vector128<byte>>(srcGpuVa + offset, true);
memoryManager.Write(ConvertGobLinearToBlockLinearAddress(dstGpuVa + offset), data);
}
}
else
{
for (ulong offset = 0; offset < size; offset++)
{
byte data = memoryManager.Read<byte>(srcGpuVa + offset, true);
memoryManager.Write(ConvertGobLinearToBlockLinearAddress(dstGpuVa + offset), data);
}
}
}
/// <summary>
/// Calculates the GOB block linear address from a linear address.
/// </summary>
/// <param name="address">Linear address</param>
/// <returns>Block linear address</returns>
private static ulong ConvertGobLinearToBlockLinearAddress(ulong address)
{
// y2 y1 y0 x5 x4 x3 x2 x1 x0 -> x5 y2 y1 x4 y0 x3 x2 x1 x0
return (address & ~0x1f0UL) |
((address & 0x40) >> 2) |
((address & 0x10) << 1) |
((address & 0x180) >> 1) |
((address & 0x20) << 3);
}
/// <summary>
/// Performs a buffer to buffer, or buffer to texture copy, then optionally releases a semaphore.
/// </summary>
/// <param name="argument">Method call argument</param>
private void LaunchDma(int argument)
{
DmaCopy(argument);
ReleaseSemaphore(argument);
}
}
}
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