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 { /// /// Dispatches compute work. /// /// Current GPU state /// Method call argument public void Dispatch(GpuState state, int argument) { uint qmdAddress = (uint)state.Get(MethodOffset.DispatchParamsAddress); var qmd = _context.MemoryAccessor.Read((ulong)qmdAddress << 8); GpuVa shaderBaseAddress = state.Get(MethodOffset.ShaderBaseAddress); ulong shaderGpuVa = shaderBaseAddress.Pack() + (uint)qmd.ProgramOffset; int localMemorySize = qmd.ShaderLocalMemoryLowSize + qmd.ShaderLocalMemoryHighSize; int sharedMemorySize = Math.Min(qmd.SharedMemorySize, _context.Capabilities.MaximumComputeSharedMemorySize); ComputeShader cs = ShaderCache.GetComputeShader( shaderGpuVa, qmd.CtaThreadDimension0, qmd.CtaThreadDimension1, qmd.CtaThreadDimension2, localMemorySize, sharedMemorySize); _context.Renderer.Pipeline.SetProgram(cs.HostProgram); var samplerPool = state.Get(MethodOffset.SamplerPoolState); TextureManager.SetComputeSamplerPool(samplerPool.Address.Pack(), samplerPool.MaximumId, qmd.SamplerIndex); var texturePool = state.Get(MethodOffset.TexturePoolState); TextureManager.SetComputeTexturePool(texturePool.Address.Pack(), texturePool.MaximumId); TextureManager.SetComputeTextureBufferIndex(state.Get(MethodOffset.TextureBufferIndex)); ShaderProgramInfo info = cs.Shader.Program.Info; uint sbEnableMask = 0; uint ubEnableMask = 0; for (int index = 0; index < Constants.TotalCpUniformBuffers; index++) { if (!qmd.ConstantBufferValid(index)) { continue; } ubEnableMask |= 1u << index; ulong gpuVa = (uint)qmd.ConstantBufferAddrLower(index) | (ulong)qmd.ConstantBufferAddrUpper(index) << 32; ulong size = (ulong)qmd.ConstantBufferSize(index); BufferManager.SetComputeUniformBuffer(index, gpuVa, size); } for (int index = 0; index < info.CBuffers.Count; index++) { BufferDescriptor cb = info.CBuffers[index]; // NVN uses the "hardware" constant buffer for anything that is less than 8, // and those are already bound above. // Anything greater than or equal to 8 uses the emulated constant buffers. // They are emulated using global memory loads. if (cb.Slot < 8) { continue; } ubEnableMask |= 1u << cb.Slot; ulong cbDescAddress = BufferManager.GetComputeUniformBufferAddress(0); int cbDescOffset = 0x260 + cb.Slot * 0x10; cbDescAddress += (ulong)cbDescOffset; ReadOnlySpan cbDescriptorData = _context.PhysicalMemory.GetSpan(cbDescAddress, 0x10); SbDescriptor cbDescriptor = MemoryMarshal.Cast(cbDescriptorData)[0]; BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.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 sbDescriptorData = _context.PhysicalMemory.GetSpan(sbDescAddress, 0x10); SbDescriptor sbDescriptor = MemoryMarshal.Cast(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( qmd.CtaRasterWidth, qmd.CtaRasterHeight, qmd.CtaRasterDepth); UpdateShaderState(state); } } }