예제 #1
0
파일: CpuTest.cs 프로젝트: GDhex12/Ryujinx
        private AThreadState SingleOpcode(uint Opcode,
                                          ulong X0 = 0, ulong X1         = 0, ulong X2 = 0,
                                          AVec V0  = new AVec(), AVec V1 = new AVec(), AVec V2 = new AVec())
        {
            Memory.WriteUInt32(0x1000, Opcode);
            Memory.WriteUInt32(0x1004, 0xD4200000); // BRK #0
            Memory.WriteUInt32(0x1008, 0xD65F03C0); // RET

            AThread Thread = new AThread(Memory, ThreadPriority.Normal, 0x1000);

            Thread.ThreadState.X0 = X0;
            Thread.ThreadState.X1 = X1;
            Thread.ThreadState.X2 = X2;
            Thread.ThreadState.V0 = V0;
            Thread.ThreadState.V1 = V1;
            Thread.ThreadState.V2 = V2;
            Execute(Thread);
            return(Thread.ThreadState);
        }
예제 #2
0
        public void ProcessPushBuffer(NsGpuPBEntry[] PushBuffer, AMemory Memory)
        {
            bool HasQuery = false;

            foreach (NsGpuPBEntry Entry in PushBuffer)
            {
                if (Entry.Arguments.Count == 1)
                {
                    SetRegister(Entry.Register, (uint)Entry.Arguments[0]);
                }

                switch (Entry.Register)
                {
                case NsGpuRegister.BindChannel:
                    if (Entry.Arguments.Count > 0)
                    {
                        SubChannels[Entry.SubChannel] = (NsGpuEngine)Entry.Arguments[0];
                    }
                    break;

                case NsGpuRegister._3dVertexArray0Fetch:
                    SendVertexBuffers(Memory);
                    break;

                case NsGpuRegister._3dCbData0:
                    if (GetRegister(NsGpuRegister._3dCbPos) == 0x20)
                    {
                        SendTexture(Memory);
                    }
                    break;

                case NsGpuRegister._3dQueryAddressHigh:
                case NsGpuRegister._3dQueryAddressLow:
                case NsGpuRegister._3dQuerySequence:
                case NsGpuRegister._3dQueryGet:
                    HasQuery = true;
                    break;

                case NsGpuRegister._3dSetShader:
                    uint ShaderPrg  = (uint)Entry.Arguments[0];
                    uint ShaderId   = (uint)Entry.Arguments[1];
                    uint CodeAddr   = (uint)Entry.Arguments[2];
                    uint ShaderType = (uint)Entry.Arguments[3];
                    uint CodeEnd    = (uint)Entry.Arguments[4];

                    SendShader(
                        Memory,
                        ShaderPrg,
                        ShaderId,
                        CodeAddr,
                        ShaderType,
                        CodeEnd);
                    break;
                }
            }

            if (HasQuery)
            {
                long Position =
                    (long)GetRegister(NsGpuRegister._3dQueryAddressHigh) << 32 |
                        (long)GetRegister(NsGpuRegister._3dQueryAddressLow) << 0;

                uint Seq = GetRegister(NsGpuRegister._3dQuerySequence);
                uint Get = GetRegister(NsGpuRegister._3dQueryGet);

                uint Mode = Get & 3;

                if (Mode == 0)
                {
                    //Write
                    Position = Gpu.MemoryMgr.GetCpuAddr(Position);

                    if (Position != -1)
                    {
                        Gpu.Renderer.QueueAction(delegate()
                        {
                            Memory.WriteUInt32(Position, Seq);
                        });
                    }
                }
            }
        }