using Ryujinx.Graphics.Gpu.State; using System; using System.Threading; namespace Ryujinx.Graphics.Gpu.Engine { partial class Methods { /// /// Waits for the GPU to be idle. /// /// Current GPU state /// Method call argument public void WaitForIdle(GpuState state, int argument) { PerformDeferredDraws(); _context.Renderer.Pipeline.Barrier(); } /// /// Send macro code/data to the MME. /// /// Current GPU state /// Method call argument public void SendMacroCodeData(GpuState state, int argument) { int macroUploadAddress = state.Get(MethodOffset.MacroUploadAddress); _context.Fifo.SendMacroCodeData(macroUploadAddress++, argument); state.Write((int)MethodOffset.MacroUploadAddress, macroUploadAddress); } /// /// Bind a macro index to a position for the MME. /// /// Current GPU state /// Method call argument public void BindMacro(GpuState state, int argument) { int macroBindingIndex = state.Get(MethodOffset.MacroBindingIndex); _context.Fifo.BindMacro(macroBindingIndex++, argument); state.Write((int)MethodOffset.MacroBindingIndex, macroBindingIndex); } public void SetMmeShadowRamControl(GpuState state, int argument) { _context.Fifo.SetMmeShadowRamControl((ShadowRamControl)argument); } /// /// Apply a fence operation on a syncpoint. /// /// Current GPU state /// Method call argument public void FenceAction(GpuState state, int argument) { uint threshold = state.Get(MethodOffset.FenceValue); FenceActionOperation operation = (FenceActionOperation)(argument & 1); uint syncpointId = (uint)(argument >> 8) & 0xFF; if (operation == FenceActionOperation.Acquire) { _context.Synchronization.WaitOnSyncpoint(syncpointId, threshold, Timeout.InfiniteTimeSpan); } else if (operation == FenceActionOperation.Increment) { _context.Synchronization.IncrementSyncpoint(syncpointId); } } } }