db4242c5dc
* Implement DMA texture copy component shuffle * Set UInt24 alignment to 1
636 lines
28 KiB
C#
636 lines
28 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Graphics.Device;
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using Ryujinx.Graphics.Gpu.Engine.Threed;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Texture;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Runtime.Intrinsics;
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namespace Ryujinx.Graphics.Gpu.Engine.Dma
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{
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/// <summary>
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/// Represents a DMA copy engine class.
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/// </summary>
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class DmaClass : IDeviceState
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{
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private readonly GpuContext _context;
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private readonly GpuChannel _channel;
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private readonly ThreedClass _3dEngine;
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private readonly DeviceState<DmaClassState> _state;
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/// <summary>
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/// Copy flags passed on DMA launch.
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/// </summary>
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[Flags]
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private enum CopyFlags
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{
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SrcLinear = 1 << 7,
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DstLinear = 1 << 8,
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MultiLineEnable = 1 << 9,
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RemapEnable = 1 << 10
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}
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/// <summary>
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/// Texture parameters for copy.
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/// </summary>
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private struct TextureParams
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{
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/// <summary>
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/// Copy region X coordinate.
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/// </summary>
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public readonly int RegionX;
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/// <summary>
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/// Copy region Y coordinate.
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/// </summary>
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public readonly int RegionY;
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/// <summary>
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/// Offset from the base pointer of the data in memory.
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/// </summary>
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public readonly int BaseOffset;
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/// <summary>
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/// Bytes per pixel.
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/// </summary>
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public readonly int Bpp;
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/// <summary>
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/// Whether the texture is linear. If false, the texture is block linear.
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/// </summary>
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public readonly bool Linear;
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/// <summary>
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/// Pixel offset from XYZ coordinates calculator.
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/// </summary>
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public readonly OffsetCalculator Calculator;
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/// <summary>
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/// Creates texture parameters.
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/// </summary>
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/// <param name="regionX">Copy region X coordinate</param>
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/// <param name="regionY">Copy region Y coordinate</param>
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/// <param name="baseOffset">Offset from the base pointer of the data in memory</param>
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/// <param name="bpp">Bytes per pixel</param>
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/// <param name="linear">Whether the texture is linear. If false, the texture is block linear</param>
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/// <param name="calculator">Pixel offset from XYZ coordinates calculator</param>
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public TextureParams(int regionX, int regionY, int baseOffset, int bpp, bool linear, OffsetCalculator calculator)
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{
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RegionX = regionX;
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RegionY = regionY;
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BaseOffset = baseOffset;
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Bpp = bpp;
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Linear = linear;
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Calculator = calculator;
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}
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}
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[StructLayout(LayoutKind.Sequential, Size = 3, Pack = 1)]
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private struct UInt24
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{
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public byte Byte0;
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public byte Byte1;
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public byte Byte2;
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}
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/// <summary>
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/// Creates a new instance of the DMA copy engine class.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="channel">GPU channel</param>
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/// <param name="threedEngine">3D engine</param>
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public DmaClass(GpuContext context, GpuChannel channel, ThreedClass threedEngine)
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{
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_context = context;
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_channel = channel;
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_3dEngine = threedEngine;
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_state = new DeviceState<DmaClassState>(new Dictionary<string, RwCallback>
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{
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{ nameof(DmaClassState.LaunchDma), new RwCallback(LaunchDma, null) }
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});
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}
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/// <summary>
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/// Reads data from the class registers.
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/// </summary>
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/// <param name="offset">Register byte offset</param>
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/// <returns>Data at the specified offset</returns>
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public int Read(int offset) => _state.Read(offset);
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/// <summary>
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/// Writes data to the class registers.
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/// </summary>
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/// <param name="offset">Register byte offset</param>
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/// <param name="data">Data to be written</param>
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public void Write(int offset, int data) => _state.Write(offset, data);
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/// <summary>
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/// Determine if a buffer-to-texture region covers the entirety of a texture.
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/// </summary>
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/// <param name="tex">Texture to compare</param>
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/// <param name="linear">True if the texture is linear, false if block linear</param>
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/// <param name="bpp">Texture bytes per pixel</param>
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/// <param name="stride">Texture stride</param>
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/// <param name="xCount">Number of pixels to be copied</param>
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/// <param name="yCount">Number of lines to be copied</param>
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/// <returns></returns>
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private static bool IsTextureCopyComplete(DmaTexture tex, bool linear, int bpp, int stride, int xCount, int yCount)
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{
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if (linear)
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{
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// If the stride is negative, the texture has to be flipped, so
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// the fast copy is not trivial, use the slow path.
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if (stride <= 0)
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{
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return false;
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}
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int alignWidth = Constants.StrideAlignment / bpp;
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return stride / bpp == BitUtils.AlignUp(xCount, alignWidth);
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}
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else
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{
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int alignWidth = Constants.GobAlignment / bpp;
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return tex.RegionX == 0 &&
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tex.RegionY == 0 &&
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tex.Width == BitUtils.AlignUp(xCount, alignWidth) &&
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tex.Height == yCount;
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}
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}
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/// <summary>
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/// Releases a semaphore for a given LaunchDma method call.
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/// </summary>
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/// <param name="argument">The LaunchDma call argument</param>
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private void ReleaseSemaphore(int argument)
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{
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LaunchDmaSemaphoreType type = (LaunchDmaSemaphoreType)((argument >> 3) & 0x3);
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if (type != LaunchDmaSemaphoreType.None)
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{
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ulong address = ((ulong)_state.State.SetSemaphoreA << 32) | _state.State.SetSemaphoreB;
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if (type == LaunchDmaSemaphoreType.ReleaseOneWordSemaphore)
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{
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_channel.MemoryManager.Write(address, _state.State.SetSemaphorePayload);
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}
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else /* if (type == LaunchDmaSemaphoreType.ReleaseFourWordSemaphore) */
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{
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_channel.MemoryManager.Write(address + 8, _context.GetTimestamp());
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_channel.MemoryManager.Write(address, (ulong)_state.State.SetSemaphorePayload);
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}
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}
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}
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/// <summary>
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/// Performs a buffer to buffer, or buffer to texture copy.
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/// </summary>
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/// <param name="argument">The LaunchDma call argument</param>
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private void DmaCopy(int argument)
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{
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var memoryManager = _channel.MemoryManager;
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CopyFlags copyFlags = (CopyFlags)argument;
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bool srcLinear = copyFlags.HasFlag(CopyFlags.SrcLinear);
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bool dstLinear = copyFlags.HasFlag(CopyFlags.DstLinear);
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bool copy2D = copyFlags.HasFlag(CopyFlags.MultiLineEnable);
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bool remap = copyFlags.HasFlag(CopyFlags.RemapEnable);
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uint size = _state.State.LineLengthIn;
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if (size == 0)
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{
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return;
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}
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ulong srcGpuVa = ((ulong)_state.State.OffsetInUpperUpper << 32) | _state.State.OffsetInLower;
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ulong dstGpuVa = ((ulong)_state.State.OffsetOutUpperUpper << 32) | _state.State.OffsetOutLower;
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int xCount = (int)_state.State.LineLengthIn;
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int yCount = (int)_state.State.LineCount;
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_3dEngine.CreatePendingSyncs();
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_3dEngine.FlushUboDirty();
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if (copy2D)
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{
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// Buffer to texture copy.
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int componentSize = (int)_state.State.SetRemapComponentsComponentSize + 1;
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int srcComponents = (int)_state.State.SetRemapComponentsNumSrcComponents + 1;
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int dstComponents = (int)_state.State.SetRemapComponentsNumDstComponents + 1;
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int srcBpp = remap ? srcComponents * componentSize : 1;
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int dstBpp = remap ? dstComponents * componentSize : 1;
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var dst = Unsafe.As<uint, DmaTexture>(ref _state.State.SetDstBlockSize);
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var src = Unsafe.As<uint, DmaTexture>(ref _state.State.SetSrcBlockSize);
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int srcRegionX = 0, srcRegionY = 0, dstRegionX = 0, dstRegionY = 0;
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if (!srcLinear)
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{
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srcRegionX = src.RegionX;
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srcRegionY = src.RegionY;
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}
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if (!dstLinear)
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{
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dstRegionX = dst.RegionX;
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dstRegionY = dst.RegionY;
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}
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int srcStride = (int)_state.State.PitchIn;
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int dstStride = (int)_state.State.PitchOut;
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var srcCalculator = new OffsetCalculator(
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src.Width,
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src.Height,
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srcStride,
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srcLinear,
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src.MemoryLayout.UnpackGobBlocksInY(),
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src.MemoryLayout.UnpackGobBlocksInZ(),
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srcBpp);
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var dstCalculator = new OffsetCalculator(
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dst.Width,
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dst.Height,
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dstStride,
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dstLinear,
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dst.MemoryLayout.UnpackGobBlocksInY(),
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dst.MemoryLayout.UnpackGobBlocksInZ(),
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dstBpp);
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(int srcBaseOffset, int srcSize) = srcCalculator.GetRectangleRange(srcRegionX, srcRegionY, xCount, yCount);
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(int dstBaseOffset, int dstSize) = dstCalculator.GetRectangleRange(dstRegionX, dstRegionY, xCount, yCount);
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if (srcLinear && srcStride < 0)
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{
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srcBaseOffset += srcStride * (yCount - 1);
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}
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if (dstLinear && dstStride < 0)
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{
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dstBaseOffset += dstStride * (yCount - 1);
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}
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ReadOnlySpan<byte> srcSpan = memoryManager.GetSpan(srcGpuVa + (ulong)srcBaseOffset, srcSize, true);
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bool completeSource = IsTextureCopyComplete(src, srcLinear, srcBpp, srcStride, xCount, yCount);
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bool completeDest = IsTextureCopyComplete(dst, dstLinear, dstBpp, dstStride, xCount, yCount);
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if (completeSource && completeDest)
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{
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var target = memoryManager.Physical.TextureCache.FindTexture(
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memoryManager,
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dstGpuVa,
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dstBpp,
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dstStride,
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dst.Height,
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xCount,
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yCount,
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dstLinear,
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dst.MemoryLayout.UnpackGobBlocksInY(),
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dst.MemoryLayout.UnpackGobBlocksInZ());
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if (target != null)
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{
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byte[] data;
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if (srcLinear)
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{
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data = LayoutConverter.ConvertLinearStridedToLinear(
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target.Info.Width,
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target.Info.Height,
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1,
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1,
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xCount * srcBpp,
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srcStride,
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target.Info.FormatInfo.BytesPerPixel,
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srcSpan);
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}
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else
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{
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data = LayoutConverter.ConvertBlockLinearToLinear(
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src.Width,
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src.Height,
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src.Depth,
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1,
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1,
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1,
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1,
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1,
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srcBpp,
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src.MemoryLayout.UnpackGobBlocksInY(),
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src.MemoryLayout.UnpackGobBlocksInZ(),
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1,
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new SizeInfo((int)target.Size),
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srcSpan);
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}
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target.SynchronizeMemory();
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target.SetData(data);
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target.SignalModified();
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return;
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}
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else if (srcCalculator.LayoutMatches(dstCalculator))
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{
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// No layout conversion has to be performed, just copy the data entirely.
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memoryManager.Write(dstGpuVa + (ulong)dstBaseOffset, srcSpan);
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return;
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}
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}
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// OPT: This allocates a (potentially) huge temporary array and then copies an existing
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// region of memory into it, data that might get overwritten entirely anyways. Ideally this should
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// all be rewritten to use pooled arrays, but that gets complicated with packed data and strides
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Span<byte> dstSpan = memoryManager.GetSpan(dstGpuVa + (ulong)dstBaseOffset, dstSize).ToArray();
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TextureParams srcParams = new TextureParams(srcRegionX, srcRegionY, srcBaseOffset, srcBpp, srcLinear, srcCalculator);
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TextureParams dstParams = new TextureParams(dstRegionX, dstRegionY, dstBaseOffset, dstBpp, dstLinear, dstCalculator);
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// If remapping is enabled, we always copy the components directly, in order.
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// If it's enabled, but the mapping is just XYZW, we also copy them in order.
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bool isIdentityRemap = !remap ||
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(_state.State.SetRemapComponentsDstX == SetRemapComponentsDst.SrcX &&
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(dstComponents < 2 || _state.State.SetRemapComponentsDstY == SetRemapComponentsDst.SrcY) &&
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(dstComponents < 3 || _state.State.SetRemapComponentsDstZ == SetRemapComponentsDst.SrcZ) &&
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(dstComponents < 4 || _state.State.SetRemapComponentsDstW == SetRemapComponentsDst.SrcW));
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if (isIdentityRemap)
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{
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// The order of the components doesn't change, so we can just copy directly
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// (with layout conversion if necessary).
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switch (srcBpp)
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{
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case 1: Copy<byte>(dstSpan, srcSpan, dstParams, srcParams); break;
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case 2: Copy<ushort>(dstSpan, srcSpan, dstParams, srcParams); break;
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case 4: Copy<uint>(dstSpan, srcSpan, dstParams, srcParams); break;
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case 8: Copy<ulong>(dstSpan, srcSpan, dstParams, srcParams); break;
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case 12: Copy<Bpp12Pixel>(dstSpan, srcSpan, dstParams, srcParams); break;
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case 16: Copy<Vector128<byte>>(dstSpan, srcSpan, dstParams, srcParams); break;
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default: throw new NotSupportedException($"Unable to copy ${srcBpp} bpp pixel format.");
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}
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}
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else
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{
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// The order or value of the components might change.
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switch (componentSize)
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{
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case 1: CopyShuffle<byte>(dstSpan, srcSpan, dstParams, srcParams); break;
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case 2: CopyShuffle<ushort>(dstSpan, srcSpan, dstParams, srcParams); break;
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case 3: CopyShuffle<UInt24>(dstSpan, srcSpan, dstParams, srcParams); break;
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case 4: CopyShuffle<uint>(dstSpan, srcSpan, dstParams, srcParams); break;
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default: throw new NotSupportedException($"Unable to copy ${componentSize} component size.");
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}
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}
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memoryManager.Write(dstGpuVa + (ulong)dstBaseOffset, dstSpan);
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}
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else
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{
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if (remap &&
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_state.State.SetRemapComponentsDstX == SetRemapComponentsDst.ConstA &&
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_state.State.SetRemapComponentsDstY == SetRemapComponentsDst.ConstA &&
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_state.State.SetRemapComponentsDstZ == SetRemapComponentsDst.ConstA &&
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_state.State.SetRemapComponentsDstW == SetRemapComponentsDst.ConstA &&
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_state.State.SetRemapComponentsNumSrcComponents == SetRemapComponentsNumComponents.One &&
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_state.State.SetRemapComponentsNumDstComponents == SetRemapComponentsNumComponents.One &&
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_state.State.SetRemapComponentsComponentSize == SetRemapComponentsComponentSize.Four)
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{
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// Fast path for clears when remap is enabled.
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memoryManager.Physical.BufferCache.ClearBuffer(memoryManager, dstGpuVa, size * 4, _state.State.SetRemapConstA);
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}
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else
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{
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// TODO: Implement remap functionality.
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// Buffer to buffer copy.
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bool srcIsPitchKind = memoryManager.GetKind(srcGpuVa).IsPitch();
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bool dstIsPitchKind = memoryManager.GetKind(dstGpuVa).IsPitch();
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if (!srcIsPitchKind && dstIsPitchKind)
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{
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CopyGobBlockLinearToLinear(memoryManager, srcGpuVa, dstGpuVa, size);
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}
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else if (srcIsPitchKind && !dstIsPitchKind)
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{
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CopyGobLinearToBlockLinear(memoryManager, srcGpuVa, dstGpuVa, size);
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}
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else
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{
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memoryManager.Physical.BufferCache.CopyBuffer(memoryManager, srcGpuVa, dstGpuVa, size);
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}
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}
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}
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}
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/// <summary>
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/// Copies data from one texture to another, while performing layout conversion if necessary.
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/// </summary>
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/// <typeparam name="T">Pixel type</typeparam>
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/// <param name="dstSpan">Destination texture memory region</param>
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/// <param name="srcSpan">Source texture memory region</param>
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/// <param name="dst">Destination texture parameters</param>
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/// <param name="src">Source texture parameters</param>
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private unsafe void Copy<T>(Span<byte> dstSpan, ReadOnlySpan<byte> srcSpan, TextureParams dst, TextureParams src) where T : unmanaged
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{
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int xCount = (int)_state.State.LineLengthIn;
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int yCount = (int)_state.State.LineCount;
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if (src.Linear && dst.Linear && src.Bpp == dst.Bpp)
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{
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// Optimized path for purely linear copies - we don't need to calculate every single byte offset,
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// and we can make use of Span.CopyTo which is very very fast (even compared to pointers)
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for (int y = 0; y < yCount; y++)
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{
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src.Calculator.SetY(src.RegionY + y);
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dst.Calculator.SetY(dst.RegionY + y);
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int srcOffset = src.Calculator.GetOffset(src.RegionX);
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int dstOffset = dst.Calculator.GetOffset(dst.RegionX);
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srcSpan.Slice(srcOffset - src.BaseOffset, xCount * src.Bpp)
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.CopyTo(dstSpan.Slice(dstOffset - dst.BaseOffset, xCount * dst.Bpp));
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}
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}
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else
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{
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fixed (byte* dstPtr = dstSpan, srcPtr = srcSpan)
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{
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byte* dstBase = dstPtr - dst.BaseOffset; // Layout offset is relative to the base, so we need to subtract the span's offset.
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byte* srcBase = srcPtr - src.BaseOffset;
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for (int y = 0; y < yCount; y++)
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{
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src.Calculator.SetY(src.RegionY + y);
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dst.Calculator.SetY(dst.RegionY + y);
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for (int x = 0; x < xCount; x++)
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{
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int srcOffset = src.Calculator.GetOffset(src.RegionX + x);
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int dstOffset = dst.Calculator.GetOffset(dst.RegionX + x);
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*(T*)(dstBase + dstOffset) = *(T*)(srcBase + srcOffset);
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}
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}
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}
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}
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}
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/// <summary>
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/// Sets texture pixel data to a constant value, while performing layout conversion if necessary.
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/// </summary>
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/// <typeparam name="T">Pixel type</typeparam>
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/// <param name="dstSpan">Destination texture memory region</param>
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/// <param name="dst">Destination texture parameters</param>
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/// <param name="fillValue">Constant pixel value to be set</param>
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private unsafe void Fill<T>(Span<byte> dstSpan, TextureParams dst, T fillValue) where T : unmanaged
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{
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int xCount = (int)_state.State.LineLengthIn;
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int yCount = (int)_state.State.LineCount;
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|
|
fixed (byte* dstPtr = dstSpan)
|
|
{
|
|
byte* dstBase = dstPtr - dst.BaseOffset; // Layout offset is relative to the base, so we need to subtract the span's offset.
|
|
|
|
for (int y = 0; y < yCount; y++)
|
|
{
|
|
dst.Calculator.SetY(dst.RegionY + y);
|
|
|
|
for (int x = 0; x < xCount; x++)
|
|
{
|
|
int dstOffset = dst.Calculator.GetOffset(dst.RegionX + x);
|
|
|
|
*(T*)(dstBase + dstOffset) = fillValue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Copies data from one texture to another, while performing layout conversion and component shuffling if necessary.
|
|
/// </summary>
|
|
/// <typeparam name="T">Pixel type</typeparam>
|
|
/// <param name="dstSpan">Destination texture memory region</param>
|
|
/// <param name="srcSpan">Source texture memory region</param>
|
|
/// <param name="dst">Destination texture parameters</param>
|
|
/// <param name="src">Source texture parameters</param>
|
|
private void CopyShuffle<T>(Span<byte> dstSpan, ReadOnlySpan<byte> srcSpan, TextureParams dst, TextureParams src) where T : unmanaged
|
|
{
|
|
int dstComponents = (int)_state.State.SetRemapComponentsNumDstComponents + 1;
|
|
|
|
for (int i = 0; i < dstComponents; i++)
|
|
{
|
|
SetRemapComponentsDst componentsDst = i switch
|
|
{
|
|
0 => _state.State.SetRemapComponentsDstX,
|
|
1 => _state.State.SetRemapComponentsDstY,
|
|
2 => _state.State.SetRemapComponentsDstZ,
|
|
_ => _state.State.SetRemapComponentsDstW
|
|
};
|
|
|
|
switch (componentsDst)
|
|
{
|
|
case SetRemapComponentsDst.SrcX:
|
|
Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan, dst, src);
|
|
break;
|
|
case SetRemapComponentsDst.SrcY:
|
|
Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan.Slice(Unsafe.SizeOf<T>()), dst, src);
|
|
break;
|
|
case SetRemapComponentsDst.SrcZ:
|
|
Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan.Slice(Unsafe.SizeOf<T>() * 2), dst, src);
|
|
break;
|
|
case SetRemapComponentsDst.SrcW:
|
|
Copy<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), srcSpan.Slice(Unsafe.SizeOf<T>() * 3), dst, src);
|
|
break;
|
|
case SetRemapComponentsDst.ConstA:
|
|
Fill<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), dst, Unsafe.As<uint, T>(ref _state.State.SetRemapConstA));
|
|
break;
|
|
case SetRemapComponentsDst.ConstB:
|
|
Fill<T>(dstSpan.Slice(Unsafe.SizeOf<T>() * i), dst, Unsafe.As<uint, T>(ref _state.State.SetRemapConstB));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Copies block linear data with block linear GOBs to a block linear destination with linear GOBs.
|
|
/// </summary>
|
|
/// <param name="memoryManager">GPU memory manager</param>
|
|
/// <param name="srcGpuVa">Source GPU virtual address</param>
|
|
/// <param name="dstGpuVa">Destination GPU virtual address</param>
|
|
/// <param name="size">Size in bytes of the copy</param>
|
|
private static void CopyGobBlockLinearToLinear(MemoryManager memoryManager, ulong srcGpuVa, ulong dstGpuVa, ulong size)
|
|
{
|
|
if (((srcGpuVa | dstGpuVa | size) & 0xf) == 0)
|
|
{
|
|
for (ulong offset = 0; offset < size; offset += 16)
|
|
{
|
|
Vector128<byte> data = memoryManager.Read<Vector128<byte>>(ConvertGobLinearToBlockLinearAddress(srcGpuVa + offset), true);
|
|
memoryManager.Write(dstGpuVa + offset, data);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (ulong offset = 0; offset < size; offset++)
|
|
{
|
|
byte data = memoryManager.Read<byte>(ConvertGobLinearToBlockLinearAddress(srcGpuVa + offset), true);
|
|
memoryManager.Write(dstGpuVa + offset, data);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Copies block linear data with linear GOBs to a block linear destination with block linear GOBs.
|
|
/// </summary>
|
|
/// <param name="memoryManager">GPU memory manager</param>
|
|
/// <param name="srcGpuVa">Source GPU virtual address</param>
|
|
/// <param name="dstGpuVa">Destination GPU virtual address</param>
|
|
/// <param name="size">Size in bytes of the copy</param>
|
|
private static void CopyGobLinearToBlockLinear(MemoryManager memoryManager, ulong srcGpuVa, ulong dstGpuVa, ulong size)
|
|
{
|
|
if (((srcGpuVa | dstGpuVa | size) & 0xf) == 0)
|
|
{
|
|
for (ulong offset = 0; offset < size; offset += 16)
|
|
{
|
|
Vector128<byte> data = memoryManager.Read<Vector128<byte>>(srcGpuVa + offset, true);
|
|
memoryManager.Write(ConvertGobLinearToBlockLinearAddress(dstGpuVa + offset), data);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (ulong offset = 0; offset < size; offset++)
|
|
{
|
|
byte data = memoryManager.Read<byte>(srcGpuVa + offset, true);
|
|
memoryManager.Write(ConvertGobLinearToBlockLinearAddress(dstGpuVa + offset), data);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates the GOB block linear address from a linear address.
|
|
/// </summary>
|
|
/// <param name="address">Linear address</param>
|
|
/// <returns>Block linear address</returns>
|
|
private static ulong ConvertGobLinearToBlockLinearAddress(ulong address)
|
|
{
|
|
// y2 y1 y0 x5 x4 x3 x2 x1 x0 -> x5 y2 y1 x4 y0 x3 x2 x1 x0
|
|
return (address & ~0x1f0UL) |
|
|
((address & 0x40) >> 2) |
|
|
((address & 0x10) << 1) |
|
|
((address & 0x180) >> 1) |
|
|
((address & 0x20) << 3);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a buffer to buffer, or buffer to texture copy, then optionally releases a semaphore.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void LaunchDma(int argument)
|
|
{
|
|
DmaCopy(argument);
|
|
ReleaseSemaphore(argument);
|
|
}
|
|
}
|
|
}
|