using Ryujinx.Graphics.Device; using Ryujinx.Graphics.Gpu.Engine.InlineToMemory; using Ryujinx.Graphics.Gpu.Engine.Threed; using Ryujinx.Graphics.Gpu.Engine.Types; using Ryujinx.Graphics.Gpu.Shader; using Ryujinx.Graphics.Shader; using System; using System.Collections.Generic; using System.Runtime.CompilerServices; namespace Ryujinx.Graphics.Gpu.Engine.Compute { /// /// Represents a compute engine class. /// class ComputeClass : IDeviceState { private readonly GpuContext _context; private readonly GpuChannel _channel; private readonly ThreedClass _3dEngine; private readonly DeviceState _state; private readonly InlineToMemoryClass _i2mClass; /// /// Creates a new instance of the compute engine class. /// /// GPU context /// GPU channel /// 3D engine public ComputeClass(GpuContext context, GpuChannel channel, ThreedClass threedEngine) { _context = context; _channel = channel; _3dEngine = threedEngine; _state = new DeviceState(new Dictionary { { nameof(ComputeClassState.LaunchDma), new RwCallback(LaunchDma, null) }, { nameof(ComputeClassState.LoadInlineData), new RwCallback(LoadInlineData, null) }, { nameof(ComputeClassState.SendSignalingPcasB), new RwCallback(SendSignalingPcasB, null) }, }); _i2mClass = new InlineToMemoryClass(context, channel, initializeState: false); } /// /// Reads data from the class registers. /// /// Register byte offset /// Data at the specified offset public int Read(int offset) => _state.Read(offset); /// /// Writes data to the class registers. /// /// Register byte offset /// Data to be written public void Write(int offset, int data) => _state.Write(offset, data); /// /// Launches the Inline-to-Memory DMA copy operation. /// /// Method call argument private void LaunchDma(int argument) { _i2mClass.LaunchDma(ref Unsafe.As(ref _state.State), argument); } /// /// Pushes a block of data to the Inline-to-Memory engine. /// /// Data to push public void LoadInlineData(ReadOnlySpan data) { _i2mClass.LoadInlineData(data); } /// /// Pushes a word of data to the Inline-to-Memory engine. /// /// Method call argument private void LoadInlineData(int argument) { _i2mClass.LoadInlineData(argument); } /// /// Performs the compute dispatch operation. /// /// Method call argument private void SendSignalingPcasB(int argument) { var memoryManager = _channel.MemoryManager; // Since we're going to change the state, make sure any pending instanced draws are done. _3dEngine.PerformDeferredDraws(); // Make sure all pending uniform buffer data is written to memory. _3dEngine.FlushUboDirty(); uint qmdAddress = _state.State.SendPcasA; var qmd = _channel.MemoryManager.Read((ulong)qmdAddress << 8); ulong shaderGpuVa = ((ulong)_state.State.SetProgramRegionAAddressUpper << 32) | _state.State.SetProgramRegionB; shaderGpuVa += (uint)qmd.ProgramOffset; int localMemorySize = qmd.ShaderLocalMemoryLowSize + qmd.ShaderLocalMemoryHighSize; int sharedMemorySize = Math.Min(qmd.SharedMemorySize, _context.Capabilities.MaximumComputeSharedMemorySize); for (int index = 0; index < Constants.TotalCpUniformBuffers; index++) { if (!qmd.ConstantBufferValid(index)) { continue; } ulong gpuVa = (uint)qmd.ConstantBufferAddrLower(index) | (ulong)qmd.ConstantBufferAddrUpper(index) << 32; ulong size = (ulong)qmd.ConstantBufferSize(index); _channel.BufferManager.SetComputeUniformBuffer(index, gpuVa, size); } ulong samplerPoolGpuVa = ((ulong)_state.State.SetTexSamplerPoolAOffsetUpper << 32) | _state.State.SetTexSamplerPoolB; ulong texturePoolGpuVa = ((ulong)_state.State.SetTexHeaderPoolAOffsetUpper << 32) | _state.State.SetTexHeaderPoolB; int samplerPoolMaximumId = _state.State.SetTexSamplerPoolCMaximumIndex; GpuChannelPoolState poolState = new( texturePoolGpuVa, _state.State.SetTexHeaderPoolCMaximumIndex, _state.State.SetBindlessTextureConstantBufferSlotSelect); GpuChannelComputeState computeState = new( qmd.CtaThreadDimension0, qmd.CtaThreadDimension1, qmd.CtaThreadDimension2, localMemorySize, sharedMemorySize, _channel.BufferManager.HasUnalignedStorageBuffers); CachedShaderProgram cs = memoryManager.Physical.ShaderCache.GetComputeShader(_channel, samplerPoolMaximumId, poolState, computeState, shaderGpuVa); _context.Renderer.Pipeline.SetProgram(cs.HostProgram); _channel.TextureManager.SetComputeSamplerPool(samplerPoolGpuVa, _state.State.SetTexSamplerPoolCMaximumIndex, qmd.SamplerIndex); _channel.TextureManager.SetComputeTexturePool(texturePoolGpuVa, _state.State.SetTexHeaderPoolCMaximumIndex); _channel.TextureManager.SetComputeTextureBufferIndex(_state.State.SetBindlessTextureConstantBufferSlotSelect); ShaderProgramInfo info = cs.Shaders[0].Info; for (int index = 0; index < info.SBuffers.Count; index++) { BufferDescriptor sb = info.SBuffers[index]; ulong sbDescAddress = _channel.BufferManager.GetComputeUniformBufferAddress(sb.SbCbSlot); sbDescAddress += (ulong)sb.SbCbOffset * 4; SbDescriptor sbDescriptor = _channel.MemoryManager.Physical.Read(sbDescAddress); uint size; if (sb.SbCbSlot == Constants.DriverReservedUniformBuffer) { // Only trust the SbDescriptor size if it comes from slot 0. size = (uint)sbDescriptor.Size; } else { // TODO: Use full mapped size and somehow speed up buffer sync. size = (uint)_channel.MemoryManager.GetMappedSize(sbDescriptor.PackAddress(), Constants.MaxUnknownStorageSize); } _channel.BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), size, sb.Flags); } if (_channel.BufferManager.HasUnalignedStorageBuffers != computeState.HasUnalignedStorageBuffer) { // Refetch the shader, as assumptions about storage buffer alignment have changed. computeState = new GpuChannelComputeState( qmd.CtaThreadDimension0, qmd.CtaThreadDimension1, qmd.CtaThreadDimension2, localMemorySize, sharedMemorySize, _channel.BufferManager.HasUnalignedStorageBuffers); cs = memoryManager.Physical.ShaderCache.GetComputeShader(_channel, samplerPoolMaximumId, poolState, computeState, shaderGpuVa); _context.Renderer.Pipeline.SetProgram(cs.HostProgram); } _channel.BufferManager.SetComputeBufferBindings(cs.Bindings); _channel.TextureManager.SetComputeBindings(cs.Bindings); // Should never return false for mismatching spec state, since the shader was fetched above. _channel.TextureManager.CommitComputeBindings(cs.SpecializationState); _channel.BufferManager.CommitComputeBindings(); _context.Renderer.Pipeline.DispatchCompute(qmd.CtaRasterWidth, qmd.CtaRasterHeight, qmd.CtaRasterDepth); _3dEngine.ForceShaderUpdate(); } } }