aboutsummaryrefslogtreecommitdiff
path: root/src/Ryujinx.Graphics.Gpu/Engine/InlineToMemory/InlineToMemoryClass.cs
blob: 93e43ce3c5cea7c2174b38c7eb7ccd4cdb1e7db1 (plain) (blame)
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
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
using Ryujinx.Common;
using Ryujinx.Common.Memory;
using Ryujinx.Graphics.Device;
using Ryujinx.Graphics.Texture;
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Runtime.Intrinsics;

namespace Ryujinx.Graphics.Gpu.Engine.InlineToMemory
{
    /// <summary>
    /// Represents a Inline-to-Memory engine class.
    /// </summary>
    class InlineToMemoryClass : IDeviceState
    {
        private readonly GpuContext _context;
        private readonly GpuChannel _channel;
        private readonly DeviceState<InlineToMemoryClassState> _state;

        private bool _isLinear;

        private int _offset;
        private int _size;

        private ulong _dstGpuVa;
        private int _dstX;
        private int _dstY;
        private int _dstWidth;
        private int _dstHeight;
        private int _dstStride;
        private int _dstGobBlocksInY;
        private int _dstGobBlocksInZ;
        private int _lineLengthIn;
        private int _lineCount;

        private bool _finished;

        private int[] _buffer;

        /// <summary>
        /// Creates a new instance of the Inline-to-Memory engine class.
        /// </summary>
        /// <param name="context">GPU context</param>
        /// <param name="channel">GPU channel</param>
        /// <param name="initializeState">Indicates if the internal state should be initialized. Set to false if part of another engine</param>
        public InlineToMemoryClass(GpuContext context, GpuChannel channel, bool initializeState)
        {
            _context = context;
            _channel = channel;

            if (initializeState)
            {
                _state = new DeviceState<InlineToMemoryClassState>(new Dictionary<string, RwCallback>
                {
                    { nameof(InlineToMemoryClassState.LaunchDma), new RwCallback(LaunchDma, null) },
                    { nameof(InlineToMemoryClassState.LoadInlineData), new RwCallback(LoadInlineData, null) },
                });
            }
        }

        /// <summary>
        /// Creates a new instance of the inline-to-memory engine class.
        /// </summary>
        /// <param name="context">GPU context</param>
        /// <param name="channel">GPU channel</param>
        public InlineToMemoryClass(GpuContext context, GpuChannel channel) : this(context, channel, true)
        {
        }

        /// <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>
        /// Launches Inline-to-Memory engine DMA copy.
        /// </summary>
        /// <param name="argument">Method call argument</param>
        private void LaunchDma(int argument)
        {
            LaunchDma(ref _state.State, argument);
        }

        /// <summary>
        /// Launches Inline-to-Memory engine DMA copy.
        /// </summary>
        /// <param name="state">Current class state</param>
        /// <param name="argument">Method call argument</param>
        public void LaunchDma(ref InlineToMemoryClassState state, int argument)
        {
            _isLinear = (argument & 1) != 0;

            _offset = 0;
            _size = (int)(BitUtils.AlignUp<uint>(state.LineLengthIn, 4) * state.LineCount);

            int count = _size / 4;

            if (_buffer == null || _buffer.Length < count)
            {
                _buffer = new int[count];
            }

            ulong dstGpuVa = ((ulong)state.OffsetOutUpperValue << 32) | state.OffsetOut;

            _dstGpuVa = dstGpuVa;
            _dstX = state.SetDstOriginBytesXV;
            _dstY = state.SetDstOriginSamplesYV;
            _dstWidth = (int)state.SetDstWidth;
            _dstHeight = (int)state.SetDstHeight;
            _dstStride = (int)state.PitchOut;
            _dstGobBlocksInY = 1 << (int)state.SetDstBlockSizeHeight;
            _dstGobBlocksInZ = 1 << (int)state.SetDstBlockSizeDepth;
            _lineLengthIn = (int)state.LineLengthIn;
            _lineCount = (int)state.LineCount;

            _finished = false;
        }

        /// <summary>
        /// Pushes a block of data to the Inline-to-Memory engine.
        /// </summary>
        /// <param name="data">Data to push</param>
        public void LoadInlineData(ReadOnlySpan<int> data)
        {
            if (!_finished)
            {
                int copySize = Math.Min(data.Length, _buffer.Length - _offset);
                data[..copySize].CopyTo(new Span<int>(_buffer).Slice(_offset, copySize));

                _offset += copySize;

                if (_offset * 4 >= _size)
                {
                    FinishTransfer();
                }
            }
        }

        /// <summary>
        /// Pushes a word of data to the Inline-to-Memory engine.
        /// </summary>
        /// <param name="argument">Method call argument</param>
        public void LoadInlineData(int argument)
        {
            if (!_finished)
            {
                _buffer[_offset++] = argument;

                if (_offset * 4 >= _size)
                {
                    FinishTransfer();
                }
            }
        }

        /// <summary>
        /// Performs actual copy of the inline data after the transfer is finished.
        /// </summary>
        private void FinishTransfer()
        {
            var memoryManager = _channel.MemoryManager;

            var data = MemoryMarshal.Cast<int, byte>(_buffer)[.._size];

            if (_isLinear && _lineCount == 1)
            {
                memoryManager.WriteTrackedResource(_dstGpuVa, data[.._lineLengthIn]);
                _context.AdvanceSequence();
            }
            else
            {
                // TODO: Verify if the destination X/Y and width/height are taken into account
                // for linear texture transfers. If not, we can use the fast path for that aswell.
                // Right now the copy code at the bottom assumes that it is used on both which might be incorrect.
                if (!_isLinear)
                {
                    var target = memoryManager.Physical.TextureCache.FindTexture(
                        memoryManager,
                        _dstGpuVa,
                        1,
                        _dstStride,
                        _dstHeight,
                        _lineLengthIn,
                        _lineCount,
                        _isLinear,
                        _dstGobBlocksInY,
                        _dstGobBlocksInZ);

                    if (target != null)
                    {
                        target.SynchronizeMemory();
                        var dataCopy = ByteMemoryPool.RentCopy(data);
                        target.SetData(dataCopy, 0, 0, new GAL.Rectangle<int>(_dstX, _dstY, _lineLengthIn / target.Info.FormatInfo.BytesPerPixel, _lineCount));
                        target.SignalModified();

                        return;
                    }
                }

                var dstCalculator = new OffsetCalculator(
                    _dstWidth,
                    _dstHeight,
                    _dstStride,
                    _isLinear,
                    _dstGobBlocksInY,
                    1);

                int srcOffset = 0;

                for (int y = _dstY; y < _dstY + _lineCount; y++)
                {
                    int x1 = _dstX;
                    int x2 = _dstX + _lineLengthIn;
                    int x1Round = BitUtils.AlignUp(_dstX, 16);
                    int x2Trunc = BitUtils.AlignDown(x2, 16);

                    int x = x1;

                    if (x1Round <= x2)
                    {
                        for (; x < x1Round; x++, srcOffset++)
                        {
                            int dstOffset = dstCalculator.GetOffset(x, y);

                            ulong dstAddress = _dstGpuVa + (uint)dstOffset;

                            memoryManager.Write(dstAddress, data[srcOffset]);
                        }
                    }

                    for (; x < x2Trunc; x += 16, srcOffset += 16)
                    {
                        int dstOffset = dstCalculator.GetOffset(x, y);

                        ulong dstAddress = _dstGpuVa + (uint)dstOffset;

                        memoryManager.Write(dstAddress, MemoryMarshal.Cast<byte, Vector128<byte>>(data.Slice(srcOffset, 16))[0]);
                    }

                    for (; x < x2; x++, srcOffset++)
                    {
                        int dstOffset = dstCalculator.GetOffset(x, y);

                        ulong dstAddress = _dstGpuVa + (uint)dstOffset;

                        memoryManager.Write(dstAddress, data[srcOffset]);
                    }

                    // All lines must be aligned to 4 bytes, as the data is pushed one word at a time.
                    // If our copy length is not a multiple of 4, then we need to skip the padding bytes here.
                    int misalignment = _lineLengthIn & 3;

                    if (misalignment != 0)
                    {
                        srcOffset += 4 - misalignment;
                    }
                }

                _context.AdvanceSequence();
            }

            _finished = true;
        }
    }
}