Exemple #1
0
        /// <summary>
        /// Updates host shaders based on the guest GPU state.
        /// </summary>
        /// <param name="state">Current GPU state</param>
        private void UpdateShaderState(GpuState state)
        {
            ShaderAddresses addresses = new ShaderAddresses();

            Span <ShaderAddresses> addressesSpan = MemoryMarshal.CreateSpan(ref addresses, 1);

            Span <ulong> addressesArray = MemoryMarshal.Cast <ShaderAddresses, ulong>(addressesSpan);

            ulong baseAddress = state.Get <GpuVa>(MethodOffset.ShaderBaseAddress).Pack();

            for (int index = 0; index < 6; index++)
            {
                var shader = state.Get <ShaderState>(MethodOffset.ShaderState, index);

                if (!shader.UnpackEnable() && index != 1)
                {
                    continue;
                }

                addressesArray[index] = baseAddress + shader.Offset;
            }

            ShaderBundle gs = ShaderCache.GetGraphicsShader(state, addresses);

            _vsUsesInstanceId = gs.Shaders[0]?.Program.Info.UsesInstanceId ?? false;

            for (int stage = 0; stage < Constants.ShaderStages; stage++)
            {
                ShaderProgramInfo info = gs.Shaders[stage]?.Program.Info;

                _currentProgramInfo[stage] = info;

                if (info == null)
                {
                    continue;
                }

                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.CbufSlot, descriptor.CbufOffset, descriptor.Flags);
                    }
                    else
                    {
                        textureBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex, descriptor.Flags);
                    }
                }

                TextureManager.SetGraphicsTextures(stage, 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, descriptor.Flags);
                }

                TextureManager.SetGraphicsImages(stage, imageBindings);

                uint sbEnableMask = 0;
                uint ubEnableMask = 0;

                for (int index = 0; index < info.SBuffers.Count; index++)
                {
                    sbEnableMask |= 1u << info.SBuffers[index].Slot;
                }

                for (int index = 0; index < info.CBuffers.Count; index++)
                {
                    ubEnableMask |= 1u << info.CBuffers[index].Slot;
                }

                BufferManager.SetGraphicsStorageBufferEnableMask(stage, sbEnableMask);
                BufferManager.SetGraphicsUniformBufferEnableMask(stage, ubEnableMask);
            }

            _context.Renderer.Pipeline.SetProgram(gs.HostProgram);
        }
Exemple #2
0
        /// <summary>
        /// Updates host shaders based on the guest GPU state.
        /// </summary>
        private void UpdateShaderState()
        {
            ShaderAddresses addresses = new ShaderAddresses();

            Span <ShaderAddresses> addressesSpan = MemoryMarshal.CreateSpan(ref addresses, 1);

            Span <ulong> addressesArray = MemoryMarshal.Cast <ShaderAddresses, ulong>(addressesSpan);

            ulong baseAddress = _state.State.ShaderBaseAddress.Pack();

            for (int index = 0; index < 6; index++)
            {
                var shader = _state.State.ShaderState[index];

                if (!shader.UnpackEnable() && index != 1)
                {
                    continue;
                }

                addressesArray[index] = baseAddress + shader.Offset;
            }

            GpuAccessorState gas = new GpuAccessorState(
                _state.State.TexturePoolState.Address.Pack(),
                _state.State.TexturePoolState.MaximumId,
                (int)_state.State.TextureBufferIndex,
                _state.State.EarlyZForce,
                _drawState.Topology);

            ShaderBundle gs = _channel.MemoryManager.Physical.ShaderCache.GetGraphicsShader(ref _state.State, _channel, gas, addresses);

            byte oldVsClipDistancesWritten = _vsClipDistancesWritten;

            _drawState.VsUsesInstanceId = gs.Shaders[0]?.Info.UsesInstanceId ?? false;
            _vsClipDistancesWritten     = gs.Shaders[0]?.Info.ClipDistancesWritten ?? 0;

            if (oldVsClipDistancesWritten != _vsClipDistancesWritten)
            {
                UpdateUserClipState();
            }

            int storageBufferBindingsCount = 0;
            int uniformBufferBindingsCount = 0;

            for (int stage = 0; stage < Constants.ShaderStages; stage++)
            {
                ShaderProgramInfo info = gs.Shaders[stage]?.Info;

                _currentProgramInfo[stage] = info;

                if (info == null)
                {
                    _channel.TextureManager.SetGraphicsTextures(stage, Array.Empty <TextureBindingInfo>());
                    _channel.TextureManager.SetGraphicsImages(stage, Array.Empty <TextureBindingInfo>());
                    _channel.BufferManager.SetGraphicsStorageBufferBindings(stage, null);
                    _channel.BufferManager.SetGraphicsUniformBufferBindings(stage, null);
                    continue;
                }

                var textureBindings = new TextureBindingInfo[info.Textures.Count];

                for (int index = 0; index < info.Textures.Count; index++)
                {
                    var descriptor = info.Textures[index];

                    Target target = ShaderTexture.GetTarget(descriptor.Type);

                    textureBindings[index] = new TextureBindingInfo(
                        target,
                        descriptor.Binding,
                        descriptor.CbufSlot,
                        descriptor.HandleIndex,
                        descriptor.Flags);
                }

                _channel.TextureManager.SetGraphicsTextures(stage, textureBindings);

                var imageBindings = new TextureBindingInfo[info.Images.Count];

                for (int index = 0; index < info.Images.Count; index++)
                {
                    var descriptor = info.Images[index];

                    Target target = ShaderTexture.GetTarget(descriptor.Type);
                    Format format = ShaderTexture.GetFormat(descriptor.Format);

                    imageBindings[index] = new TextureBindingInfo(
                        target,
                        format,
                        descriptor.Binding,
                        descriptor.CbufSlot,
                        descriptor.HandleIndex,
                        descriptor.Flags);
                }

                _channel.TextureManager.SetGraphicsImages(stage, imageBindings);

                _channel.BufferManager.SetGraphicsStorageBufferBindings(stage, info.SBuffers);
                _channel.BufferManager.SetGraphicsUniformBufferBindings(stage, info.CBuffers);

                if (info.SBuffers.Count != 0)
                {
                    storageBufferBindingsCount = Math.Max(storageBufferBindingsCount, info.SBuffers.Max(x => x.Binding) + 1);
                }

                if (info.CBuffers.Count != 0)
                {
                    uniformBufferBindingsCount = Math.Max(uniformBufferBindingsCount, info.CBuffers.Max(x => x.Binding) + 1);
                }
            }

            _channel.BufferManager.SetGraphicsStorageBufferBindingsCount(storageBufferBindingsCount);
            _channel.BufferManager.SetGraphicsUniformBufferBindingsCount(uniformBufferBindingsCount);

            _context.Renderer.Pipeline.SetProgram(gs.HostProgram);
        }
Exemple #3
0
        /// <summary>
        /// Dispatches compute work.
        /// </summary>
        /// <param name="state">Current GPU state</param>
        /// <param name="argument">Method call argument</param>
        public void Dispatch(GpuState state, int argument)
        {
            FlushUboDirty();

            uint qmdAddress = (uint)state.Get <int>(MethodOffset.DispatchParamsAddress);

            var qmd = _context.MemoryManager.Read <ComputeQmd>((ulong)qmdAddress << 8);

            GpuVa shaderBaseAddress = state.Get <GpuVa>(MethodOffset.ShaderBaseAddress);

            ulong shaderGpuVa = shaderBaseAddress.Pack() + (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);

                BufferManager.SetComputeUniformBuffer(index, gpuVa, size);
            }

            ShaderBundle cs = ShaderCache.GetComputeShader(
                state,
                shaderGpuVa,
                qmd.CtaThreadDimension0,
                qmd.CtaThreadDimension1,
                qmd.CtaThreadDimension2,
                localMemorySize,
                sharedMemorySize);

            _context.Renderer.Pipeline.SetProgram(cs.HostProgram);

            var samplerPool = state.Get <PoolState>(MethodOffset.SamplerPoolState);
            var texturePool = state.Get <PoolState>(MethodOffset.TexturePoolState);

            TextureManager.SetComputeSamplerPool(samplerPool.Address.Pack(), samplerPool.MaximumId, qmd.SamplerIndex);
            TextureManager.SetComputeTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
            TextureManager.SetComputeTextureBufferIndex(state.Get <int>(MethodOffset.TextureBufferIndex));

            ShaderProgramInfo info = cs.Shaders[0].Info;

            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;
                }

                ulong cbDescAddress = BufferManager.GetComputeUniformBufferAddress(0);

                int cbDescOffset = 0x260 + (cb.Slot - 8) * 0x10;

                cbDescAddress += (ulong)cbDescOffset;

                SbDescriptor cbDescriptor = _context.PhysicalMemory.Read <SbDescriptor>(cbDescAddress);

                BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size);
            }

            for (int index = 0; index < info.SBuffers.Count; index++)
            {
                BufferDescriptor sb = info.SBuffers[index];

                ulong sbDescAddress = BufferManager.GetComputeUniformBufferAddress(0);

                int sbDescOffset = 0x310 + sb.Slot * 0x10;

                sbDescAddress += (ulong)sbDescOffset;

                SbDescriptor sbDescriptor = _context.PhysicalMemory.Read <SbDescriptor>(sbDescAddress);

                BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags);
            }

            BufferManager.SetComputeStorageBufferBindings(info.SBuffers);
            BufferManager.SetComputeUniformBufferBindings(info.CBuffers);

            var textureBindings = new TextureBindingInfo[info.Textures.Count];

            for (int index = 0; index < info.Textures.Count; index++)
            {
                var descriptor = info.Textures[index];

                Target target = ShaderTexture.GetTarget(descriptor.Type);

                textureBindings[index] = new TextureBindingInfo(
                    target,
                    descriptor.Binding,
                    descriptor.CbufSlot,
                    descriptor.HandleIndex,
                    descriptor.Flags);
            }

            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 = ShaderTexture.GetTarget(descriptor.Type);
                Format format = ShaderTexture.GetFormat(descriptor.Format);

                imageBindings[index] = new TextureBindingInfo(
                    target,
                    format,
                    descriptor.Binding,
                    descriptor.CbufSlot,
                    descriptor.HandleIndex,
                    descriptor.Flags);
            }

            TextureManager.SetComputeImages(imageBindings);

            TextureManager.CommitComputeBindings();
            BufferManager.CommitComputeBindings();

            _context.Renderer.Pipeline.DispatchCompute(
                qmd.CtaRasterWidth,
                qmd.CtaRasterHeight,
                qmd.CtaRasterDepth);

            _forceShaderUpdate = true;
        }
Exemple #4
0
        /// <summary>
        /// Updates host shaders based on the guest GPU state.
        /// </summary>
        /// <param name="state">Current GPU state</param>
        private void UpdateShaderState(GpuState state)
        {
            ShaderAddresses addresses = new ShaderAddresses();

            Span <ShaderAddresses> addressesSpan = MemoryMarshal.CreateSpan(ref addresses, 1);

            Span <ulong> addressesArray = MemoryMarshal.Cast <ShaderAddresses, ulong>(addressesSpan);

            ulong baseAddress = state.Get <GpuVa>(MethodOffset.ShaderBaseAddress).Pack();

            for (int index = 0; index < 6; index++)
            {
                var shader = state.Get <ShaderState>(MethodOffset.ShaderState, index);

                if (!shader.UnpackEnable() && index != 1)
                {
                    continue;
                }

                addressesArray[index] = baseAddress + shader.Offset;
            }

            ShaderBundle gs = ShaderCache.GetGraphicsShader(state, addresses);

            _vsUsesInstanceId = gs.Shaders[0]?.Info.UsesInstanceId ?? false;

            int storageBufferBindingsCount = 0;
            int uniformBufferBindingsCount = 0;

            for (int stage = 0; stage < Constants.ShaderStages; stage++)
            {
                ShaderProgramInfo info = gs.Shaders[stage]?.Info;

                _currentProgramInfo[stage] = info;

                if (info == null)
                {
                    TextureManager.SetGraphicsTextures(stage, Array.Empty <TextureBindingInfo>());
                    TextureManager.SetGraphicsImages(stage, Array.Empty <TextureBindingInfo>());
                    BufferManager.SetGraphicsStorageBufferBindings(stage, null);
                    BufferManager.SetGraphicsUniformBufferBindings(stage, null);
                    continue;
                }

                var textureBindings = new TextureBindingInfo[info.Textures.Count];

                for (int index = 0; index < info.Textures.Count; index++)
                {
                    var descriptor = info.Textures[index];

                    Target target = ShaderTexture.GetTarget(descriptor.Type);

                    textureBindings[index] = new TextureBindingInfo(
                        target,
                        descriptor.Binding,
                        descriptor.CbufSlot,
                        descriptor.HandleIndex,
                        descriptor.Flags);
                }

                TextureManager.SetGraphicsTextures(stage, textureBindings);

                var imageBindings = new TextureBindingInfo[info.Images.Count];

                for (int index = 0; index < info.Images.Count; index++)
                {
                    var descriptor = info.Images[index];

                    Target target = ShaderTexture.GetTarget(descriptor.Type);
                    Format format = ShaderTexture.GetFormat(descriptor.Format);

                    imageBindings[index] = new TextureBindingInfo(
                        target,
                        format,
                        descriptor.Binding,
                        descriptor.CbufSlot,
                        descriptor.HandleIndex,
                        descriptor.Flags);
                }

                TextureManager.SetGraphicsImages(stage, imageBindings);

                BufferManager.SetGraphicsStorageBufferBindings(stage, info.SBuffers);
                BufferManager.SetGraphicsUniformBufferBindings(stage, info.CBuffers);

                if (info.SBuffers.Count != 0)
                {
                    storageBufferBindingsCount = Math.Max(storageBufferBindingsCount, info.SBuffers.Max(x => x.Binding) + 1);
                }

                if (info.CBuffers.Count != 0)
                {
                    uniformBufferBindingsCount = Math.Max(uniformBufferBindingsCount, info.CBuffers.Max(x => x.Binding) + 1);
                }
            }

            BufferManager.SetGraphicsStorageBufferBindingsCount(storageBufferBindingsCount);
            BufferManager.SetGraphicsUniformBufferBindingsCount(uniformBufferBindingsCount);

            _context.Renderer.Pipeline.SetProgram(gs.HostProgram);
        }
Exemple #5
0
        /// <summary>
        /// Performs the compute dispatch operation.
        /// </summary>
        /// <param name="argument">Method call argument</param>
        private void SendSignalingPcasB(int argument)
        {
            var memoryManager = _channel.MemoryManager;

            _context.Methods.FlushUboDirty(memoryManager);

            uint qmdAddress = _state.State.SendPcasA;

            var qmd = _channel.MemoryManager.Read <ComputeQmd>((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;

            GpuAccessorState gas = new GpuAccessorState(
                texturePoolGpuVa,
                _state.State.SetTexHeaderPoolCMaximumIndex,
                _state.State.SetBindlessTextureConstantBufferSlotSelect,
                false);

            ShaderBundle cs = memoryManager.Physical.ShaderCache.GetComputeShader(
                _channel,
                gas,
                shaderGpuVa,
                qmd.CtaThreadDimension0,
                qmd.CtaThreadDimension1,
                qmd.CtaThreadDimension2,
                localMemorySize,
                sharedMemorySize);

            _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.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;
                }

                ulong cbDescAddress = _channel.BufferManager.GetComputeUniformBufferAddress(0);

                int cbDescOffset = 0x260 + (cb.Slot - 8) * 0x10;

                cbDescAddress += (ulong)cbDescOffset;

                SbDescriptor cbDescriptor = _channel.MemoryManager.Physical.Read <SbDescriptor>(cbDescAddress);

                _channel.BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size);
            }

            for (int index = 0; index < info.SBuffers.Count; index++)
            {
                BufferDescriptor sb = info.SBuffers[index];

                ulong sbDescAddress = _channel.BufferManager.GetComputeUniformBufferAddress(0);

                int sbDescOffset = 0x310 + sb.Slot * 0x10;

                sbDescAddress += (ulong)sbDescOffset;

                SbDescriptor sbDescriptor = _channel.MemoryManager.Physical.Read <SbDescriptor>(sbDescAddress);

                _channel.BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags);
            }

            _channel.BufferManager.SetComputeStorageBufferBindings(info.SBuffers);
            _channel.BufferManager.SetComputeUniformBufferBindings(info.CBuffers);

            var textureBindings = new TextureBindingInfo[info.Textures.Count];

            for (int index = 0; index < info.Textures.Count; index++)
            {
                var descriptor = info.Textures[index];

                Target target = ShaderTexture.GetTarget(descriptor.Type);

                textureBindings[index] = new TextureBindingInfo(
                    target,
                    descriptor.Binding,
                    descriptor.CbufSlot,
                    descriptor.HandleIndex,
                    descriptor.Flags);
            }

            _channel.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 = ShaderTexture.GetTarget(descriptor.Type);
                Format format = ShaderTexture.GetFormat(descriptor.Format);

                imageBindings[index] = new TextureBindingInfo(
                    target,
                    format,
                    descriptor.Binding,
                    descriptor.CbufSlot,
                    descriptor.HandleIndex,
                    descriptor.Flags);
            }

            _channel.TextureManager.SetComputeImages(imageBindings);

            _channel.TextureManager.CommitComputeBindings();
            _channel.BufferManager.CommitComputeBindings();

            _context.Renderer.Pipeline.DispatchCompute(qmd.CtaRasterWidth, qmd.CtaRasterHeight, qmd.CtaRasterDepth);

            _context.Methods.ForceShaderUpdate();
        }