1
1
mirror of https://github.com/ryujinx-mirror/ryujinx.git synced 2025-04-17 14:34:05 -05:00
TSRBerry 3b46bb73f7
[Ryujinx.Graphics.Gpu] Address dotnet-format issues (#5367)
* dotnet format style --severity info

Some changes were manually reverted.

* dotnet format analyzers --serverity info

Some changes have been minimally adapted.

* Restore a few unused methods and variables

* Silence dotnet format IDE0060 warnings

* Silence dotnet format IDE0052 warnings

* Address dotnet format CA1816 warnings

* Address or silence dotnet format CA1069 warnings

* Address or silence dotnet format CA2211 warnings

* Address remaining dotnet format analyzer warnings

* Address review comments

* Address most dotnet format whitespace warnings

* Apply dotnet format whitespace formatting

A few of them have been manually reverted and the corresponding warning was silenced

* Format if-blocks correctly

* Run dotnet format whitespace after rebase

* Run dotnet format style after rebase

* Another rebase, another dotnet format run

* Run dotnet format style after rebase

* Run dotnet format after rebase and remove unused usings

- analyzers
- style
- whitespace

* Disable 'prefer switch expression' rule

* Add comments to disabled warnings

* Remove a few unused parameters

* Replace MmeShadowScratch with Array256<uint>

* Simplify properties and array initialization, Use const when possible, Remove trailing commas

* Start working on disabled warnings

* Fix and silence a few dotnet-format warnings again

* Run dotnet format after rebase

* Address IDE0251 warnings

* Silence IDE0060 in .editorconfig

* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"

This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.

* dotnet format whitespace after rebase

* First pass of dotnet format

* Add unsafe dotnet format changes

* Fix typos

* Add trailing commas

* Disable formatting for FormatTable

* Address review feedback
2023-07-02 02:47:54 +02:00

274 lines
9.4 KiB
C#

using Ryujinx.Common;
using Ryujinx.Graphics.Device;
using Ryujinx.Graphics.Texture;
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Runtime.Intrinsics;
namespace Ryujinx.Graphics.Gpu.Engine.InlineToMemory
{
/// <summary>
/// Represents a Inline-to-Memory engine class.
/// </summary>
class InlineToMemoryClass : IDeviceState
{
private readonly GpuContext _context;
private readonly GpuChannel _channel;
private readonly DeviceState<InlineToMemoryClassState> _state;
private bool _isLinear;
private int _offset;
private int _size;
private ulong _dstGpuVa;
private int _dstX;
private int _dstY;
private int _dstWidth;
private int _dstHeight;
private int _dstStride;
private int _dstGobBlocksInY;
private int _dstGobBlocksInZ;
private int _lineLengthIn;
private int _lineCount;
private bool _finished;
private int[] _buffer;
/// <summary>
/// Creates a new instance of the Inline-to-Memory engine class.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="channel">GPU channel</param>
/// <param name="initializeState">Indicates if the internal state should be initialized. Set to false if part of another engine</param>
public InlineToMemoryClass(GpuContext context, GpuChannel channel, bool initializeState)
{
_context = context;
_channel = channel;
if (initializeState)
{
_state = new DeviceState<InlineToMemoryClassState>(new Dictionary<string, RwCallback>
{
{ nameof(InlineToMemoryClassState.LaunchDma), new RwCallback(LaunchDma, null) },
{ nameof(InlineToMemoryClassState.LoadInlineData), new RwCallback(LoadInlineData, null) },
});
}
}
/// <summary>
/// Creates a new instance of the inline-to-memory engine class.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="channel">GPU channel</param>
public InlineToMemoryClass(GpuContext context, GpuChannel channel) : this(context, channel, true)
{
}
/// <summary>
/// Reads data from the class registers.
/// </summary>
/// <param name="offset">Register byte offset</param>
/// <returns>Data at the specified offset</returns>
public int Read(int offset) => _state.Read(offset);
/// <summary>
/// Writes data to the class registers.
/// </summary>
/// <param name="offset">Register byte offset</param>
/// <param name="data">Data to be written</param>
public void Write(int offset, int data) => _state.Write(offset, data);
/// <summary>
/// Launches Inline-to-Memory engine DMA copy.
/// </summary>
/// <param name="argument">Method call argument</param>
private void LaunchDma(int argument)
{
LaunchDma(ref _state.State, argument);
}
/// <summary>
/// Launches Inline-to-Memory engine DMA copy.
/// </summary>
/// <param name="state">Current class state</param>
/// <param name="argument">Method call argument</param>
public void LaunchDma(ref InlineToMemoryClassState state, int argument)
{
_isLinear = (argument & 1) != 0;
_offset = 0;
_size = (int)(BitUtils.AlignUp<uint>(state.LineLengthIn, 4) * state.LineCount);
int count = _size / 4;
if (_buffer == null || _buffer.Length < count)
{
_buffer = new int[count];
}
ulong dstGpuVa = ((ulong)state.OffsetOutUpperValue << 32) | state.OffsetOut;
_dstGpuVa = dstGpuVa;
_dstX = state.SetDstOriginBytesXV;
_dstY = state.SetDstOriginSamplesYV;
_dstWidth = (int)state.SetDstWidth;
_dstHeight = (int)state.SetDstHeight;
_dstStride = (int)state.PitchOut;
_dstGobBlocksInY = 1 << (int)state.SetDstBlockSizeHeight;
_dstGobBlocksInZ = 1 << (int)state.SetDstBlockSizeDepth;
_lineLengthIn = (int)state.LineLengthIn;
_lineCount = (int)state.LineCount;
_finished = false;
}
/// <summary>
/// Pushes a block of data to the Inline-to-Memory engine.
/// </summary>
/// <param name="data">Data to push</param>
public void LoadInlineData(ReadOnlySpan<int> data)
{
if (!_finished)
{
int copySize = Math.Min(data.Length, _buffer.Length - _offset);
data[..copySize].CopyTo(new Span<int>(_buffer).Slice(_offset, copySize));
_offset += copySize;
if (_offset * 4 >= _size)
{
FinishTransfer();
}
}
}
/// <summary>
/// Pushes a word of data to the Inline-to-Memory engine.
/// </summary>
/// <param name="argument">Method call argument</param>
public void LoadInlineData(int argument)
{
if (!_finished)
{
_buffer[_offset++] = argument;
if (_offset * 4 >= _size)
{
FinishTransfer();
}
}
}
/// <summary>
/// Performs actual copy of the inline data after the transfer is finished.
/// </summary>
private void FinishTransfer()
{
var memoryManager = _channel.MemoryManager;
var data = MemoryMarshal.Cast<int, byte>(_buffer)[.._size];
if (_isLinear && _lineCount == 1)
{
memoryManager.WriteTrackedResource(_dstGpuVa, data[.._lineLengthIn]);
_context.AdvanceSequence();
}
else
{
// TODO: Verify if the destination X/Y and width/height are taken into account
// for linear texture transfers. If not, we can use the fast path for that aswell.
// Right now the copy code at the bottom assumes that it is used on both which might be incorrect.
if (!_isLinear)
{
var target = memoryManager.Physical.TextureCache.FindTexture(
memoryManager,
_dstGpuVa,
1,
_dstStride,
_dstHeight,
_lineLengthIn,
_lineCount,
_isLinear,
_dstGobBlocksInY,
_dstGobBlocksInZ);
if (target != null)
{
target.SynchronizeMemory();
target.SetData(data, 0, 0, new GAL.Rectangle<int>(_dstX, _dstY, _lineLengthIn / target.Info.FormatInfo.BytesPerPixel, _lineCount));
target.SignalModified();
return;
}
}
var dstCalculator = new OffsetCalculator(
_dstWidth,
_dstHeight,
_dstStride,
_isLinear,
_dstGobBlocksInY,
1);
int srcOffset = 0;
for (int y = _dstY; y < _dstY + _lineCount; y++)
{
int x1 = _dstX;
int x2 = _dstX + _lineLengthIn;
int x1Round = BitUtils.AlignUp(_dstX, 16);
int x2Trunc = BitUtils.AlignDown(x2, 16);
int x = x1;
if (x1Round <= x2)
{
for (; x < x1Round; x++, srcOffset++)
{
int dstOffset = dstCalculator.GetOffset(x, y);
ulong dstAddress = _dstGpuVa + (uint)dstOffset;
memoryManager.Write(dstAddress, data[srcOffset]);
}
}
for (; x < x2Trunc; x += 16, srcOffset += 16)
{
int dstOffset = dstCalculator.GetOffset(x, y);
ulong dstAddress = _dstGpuVa + (uint)dstOffset;
memoryManager.Write(dstAddress, MemoryMarshal.Cast<byte, Vector128<byte>>(data.Slice(srcOffset, 16))[0]);
}
for (; x < x2; x++, srcOffset++)
{
int dstOffset = dstCalculator.GetOffset(x, y);
ulong dstAddress = _dstGpuVa + (uint)dstOffset;
memoryManager.Write(dstAddress, data[srcOffset]);
}
// All lines must be aligned to 4 bytes, as the data is pushed one word at a time.
// If our copy length is not a multiple of 4, then we need to skip the padding bytes here.
int misalignment = _lineLengthIn & 3;
if (misalignment != 0)
{
srcOffset += 4 - misalignment;
}
}
_context.AdvanceSequence();
}
_finished = true;
}
}
}