Ryujinx/Ryujinx.Graphics.Gpu/Engine/Compute.cs

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using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.Shader;
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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>
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public void Dispatch(GpuState state, int argument)
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{
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uint dispatchParamsAddress = (uint)state.Get<int>(MethodOffset.DispatchParamsAddress);
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var dispatchParams = _context.MemoryAccessor.Read<ComputeParams>((ulong)dispatchParamsAddress << 8);
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GpuVa shaderBaseAddress = state.Get<GpuVa>(MethodOffset.ShaderBaseAddress);
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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);
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ComputeShader cs = _shaderCache.GetComputeShader(
shaderGpuVa,
sharedMemorySize,
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dispatchParams.UnpackBlockSizeX(),
dispatchParams.UnpackBlockSizeY(),
dispatchParams.UnpackBlockSizeZ());
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_context.Renderer.Pipeline.SetProgram(cs.HostProgram);
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var samplerPool = state.Get<PoolState>(MethodOffset.SamplerPoolState);
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TextureManager.SetComputeSamplerPool(samplerPool.Address.Pack(), samplerPool.MaximumId, dispatchParams.SamplerIndex);
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var texturePool = state.Get<PoolState>(MethodOffset.TexturePoolState);
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TextureManager.SetComputeTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
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TextureManager.SetComputeTextureBufferIndex(state.Get<int>(MethodOffset.TextureBufferIndex));
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ShaderProgramInfo info = cs.Shader.Program.Info;
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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();
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BufferManager.SetComputeUniformBuffer(index, gpuVa, size);
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}
for (int index = 0; index < info.SBuffers.Count; index++)
{
BufferDescriptor sb = info.SBuffers[index];
sbEnableMask |= 1u << sb.Slot;
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ulong sbDescAddress = BufferManager.GetComputeUniformBufferAddress(0);
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int sbDescOffset = 0x310 + sb.Slot * 0x10;
sbDescAddress += (ulong)sbDescOffset;
Span<byte> sbDescriptorData = _context.PhysicalMemory.Read(sbDescAddress, 0x10);
SbDescriptor sbDescriptor = MemoryMarshal.Cast<byte, SbDescriptor>(sbDescriptorData)[0];
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BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size);
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}
ubEnableMask = 0;
for (int index = 0; index < info.CBuffers.Count; index++)
{
ubEnableMask |= 1u << info.CBuffers[index].Slot;
}
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BufferManager.SetComputeStorageBufferEnableMask(sbEnableMask);
BufferManager.SetComputeUniformBufferEnableMask(ubEnableMask);
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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);
}
}
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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);
}
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TextureManager.SetComputeImages(imageBindings);
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BufferManager.CommitComputeBindings();
TextureManager.CommitComputeBindings();
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_context.Renderer.Pipeline.DispatchCompute(
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dispatchParams.UnpackGridSizeX(),
dispatchParams.UnpackGridSizeY(),
dispatchParams.UnpackGridSizeZ());
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UpdateShaderState(state);
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}
}
}