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* dotnet format style --severity info Some changes were manually reverted. * dotnet format analyzers --serverity info Some changes have been minimally adapted. * Restore a few unused methods and variables * Silence dotnet format IDE0060 warnings * Silence dotnet format IDE0052 warnings * Address dotnet format CA1816 warnings * Address or silence dotnet format CA1069 warnings * Address or silence dotnet format CA2211 warnings * Address remaining dotnet format analyzer warnings * Address review comments * Address most dotnet format whitespace warnings * Apply dotnet format whitespace formatting A few of them have been manually reverted and the corresponding warning was silenced * Format if-blocks correctly * Run dotnet format whitespace after rebase * Run dotnet format style after rebase * Another rebase, another dotnet format run * Run dotnet format style after rebase * Run dotnet format after rebase and remove unused usings - analyzers - style - whitespace * Disable 'prefer switch expression' rule * Add comments to disabled warnings * Remove a few unused parameters * Replace MmeShadowScratch with Array256<uint> * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Start working on disabled warnings * Fix and silence a few dotnet-format warnings again * Run dotnet format after rebase * Address IDE0251 warnings * Silence IDE0060 in .editorconfig * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * First pass of dotnet format * Add unsafe dotnet format changes * Fix typos * Add trailing commas * Disable formatting for FormatTable * Address review feedback
101 lines
3.5 KiB
C#
101 lines
3.5 KiB
C#
using Ryujinx.Graphics.Device;
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using Ryujinx.Graphics.Gpu.Engine.GPFifo;
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using System;
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namespace Ryujinx.Graphics.Gpu.Engine.MME
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{
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/// <summary>
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/// GPU macro program.
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/// </summary>
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struct Macro
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{
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/// <summary>
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/// Word offset of the code on the code memory.
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/// </summary>
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public int Position { get; }
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private IMacroEE _executionEngine;
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private bool _executionPending;
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private int _argument;
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private MacroHLEFunctionName _hleFunction;
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/// <summary>
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/// Creates a new instance of the GPU cached macro program.
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/// </summary>
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/// <param name="position">Macro code start position</param>
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public Macro(int position)
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{
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Position = position;
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_executionEngine = null;
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_executionPending = false;
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_argument = 0;
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_hleFunction = MacroHLEFunctionName.None;
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}
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/// <summary>
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/// Sets the first argument for the macro call.
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/// </summary>
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/// <param name="context">GPU context where the macro code is being executed</param>
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/// <param name="processor">GPU GP FIFO command processor</param>
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/// <param name="code">Code to be executed</param>
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/// <param name="argument">First argument</param>
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public void StartExecution(GpuContext context, GPFifoProcessor processor, ReadOnlySpan<int> code, int argument)
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{
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_argument = argument;
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_executionPending = true;
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if (_executionEngine == null)
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{
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if (GraphicsConfig.EnableMacroHLE && MacroHLETable.TryGetMacroHLEFunction(code[Position..], context.Capabilities, out _hleFunction))
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{
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_executionEngine = new MacroHLE(processor, _hleFunction);
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}
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else if (GraphicsConfig.EnableMacroJit)
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{
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_executionEngine = new MacroJit();
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}
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else
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{
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_executionEngine = new MacroInterpreter();
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}
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}
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// We don't consume the parameter buffer value, so we don't need to flush it.
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// Doing so improves performance if the value was written by a GPU shader.
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if (_hleFunction == MacroHLEFunctionName.DrawElementsIndirect)
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{
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context.GPFifo.SetFlushSkips(1);
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}
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else if (_hleFunction == MacroHLEFunctionName.MultiDrawElementsIndirectCount)
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{
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context.GPFifo.SetFlushSkips(2);
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}
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}
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/// <summary>
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/// Starts executing the macro program code.
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/// </summary>
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/// <param name="code">Program code</param>
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/// <param name="state">Current GPU state</param>
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public void Execute(ReadOnlySpan<int> code, IDeviceState state)
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{
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if (_executionPending)
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{
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_executionPending = false;
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_executionEngine?.Execute(code[Position..], state, _argument);
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}
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}
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/// <summary>
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/// Pushes an argument to the macro call argument FIFO.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address where the command word is located</param>
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/// <param name="argument">Argument to be pushed</param>
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public readonly void PushArgument(ulong gpuVa, int argument)
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{
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_executionEngine?.Fifo.Enqueue(new FifoWord(gpuVa, argument));
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}
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}
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}
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