using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
///
/// Semaphore updater.
///
class SemaphoreUpdater
{
///
/// GPU semaphore operation.
///
private enum SemaphoreOperation
{
Release = 0,
Acquire = 1,
Counter = 2,
}
///
/// Counter type for GPU counter reset.
///
private enum ResetCounterType
{
SamplesPassed = 1,
ZcullStats = 2,
TransformFeedbackPrimitivesWritten = 0x10,
InputVertices = 0x12,
InputPrimitives = 0x13,
VertexShaderInvocations = 0x15,
TessControlShaderInvocations = 0x16,
TessEvaluationShaderInvocations = 0x17,
TessEvaluationShaderPrimitives = 0x18,
GeometryShaderInvocations = 0x1a,
GeometryShaderPrimitives = 0x1b,
ClipperInputPrimitives = 0x1c,
ClipperOutputPrimitives = 0x1d,
FragmentShaderInvocations = 0x1e,
PrimitivesGenerated = 0x1f,
}
///
/// Counter type for GPU counter reporting.
///
private enum ReportCounterType
{
Payload = 0,
InputVertices = 1,
InputPrimitives = 3,
VertexShaderInvocations = 5,
GeometryShaderInvocations = 7,
GeometryShaderPrimitives = 9,
ZcullStats0 = 0xa,
TransformFeedbackPrimitivesWritten = 0xb,
ZcullStats1 = 0xc,
ZcullStats2 = 0xe,
ClipperInputPrimitives = 0xf,
ZcullStats3 = 0x10,
ClipperOutputPrimitives = 0x11,
PrimitivesGenerated = 0x12,
FragmentShaderInvocations = 0x13,
SamplesPassed = 0x15,
TransformFeedbackOffset = 0x1a,
TessControlShaderInvocations = 0x1b,
TessEvaluationShaderInvocations = 0x1d,
TessEvaluationShaderPrimitives = 0x1f,
}
private readonly GpuContext _context;
private readonly GpuChannel _channel;
private readonly DeviceStateWithShadow _state;
///
/// Creates a new instance of the semaphore updater.
///
/// GPU context
/// GPU channel
/// Channel state
public SemaphoreUpdater(GpuContext context, GpuChannel channel, DeviceStateWithShadow state)
{
_context = context;
_channel = channel;
_state = state;
}
///
/// Resets the value of an internal GPU counter back to zero.
///
/// Method call argument
public void ResetCounter(int argument)
{
ResetCounterType type = (ResetCounterType)argument;
switch (type)
{
case ResetCounterType.SamplesPassed:
_context.Renderer.ResetCounter(CounterType.SamplesPassed);
break;
case ResetCounterType.PrimitivesGenerated:
_context.Renderer.ResetCounter(CounterType.PrimitivesGenerated);
break;
case ResetCounterType.TransformFeedbackPrimitivesWritten:
_context.Renderer.ResetCounter(CounterType.TransformFeedbackPrimitivesWritten);
break;
}
}
///
/// Writes a GPU counter to guest memory.
///
/// Method call argument
public void Report(int argument)
{
SemaphoreOperation op = (SemaphoreOperation)(argument & 3);
ReportCounterType type = (ReportCounterType)((argument >> 23) & 0x1f);
switch (op)
{
case SemaphoreOperation.Release:
ReleaseSemaphore();
break;
case SemaphoreOperation.Counter:
ReportCounter(type);
break;
}
}
///
/// Writes (or Releases) a GPU semaphore value to guest memory.
///
private void ReleaseSemaphore()
{
_channel.MemoryManager.Write(_state.State.SemaphoreAddress.Pack(), _state.State.SemaphorePayload);
_context.AdvanceSequence();
}
///
/// Packed GPU counter data (including GPU timestamp) in memory.
///
private struct CounterData
{
public ulong Counter;
public ulong Timestamp;
}
///
/// Writes a GPU counter to guest memory.
/// This also writes the current timestamp value.
///
/// Counter to be written to memory
private static int _fractProbeCount;
private void ReportCounter(ReportCounterType type)
{
ulong gpuVa = _state.State.SemaphoreAddress.Pack();
ulong ticks = _context.GetTimestamp();
ICounterEvent counter = null;
void resultHandler(object evt, ulong result)
{
CounterData counterData = new()
{
Counter = result,
Timestamp = ticks,
};
if (counter?.Invalid != true)
{
_channel.MemoryManager.Write(gpuVa, counterData);
}
}
switch (type)
{
case ReportCounterType.Payload:
resultHandler(null, (ulong)_state.State.SemaphorePayload);
break;
case ReportCounterType.SamplesPassed:
float scale = _channel.TextureManager.RenderTargetScale;
float divisor = scale * scale;
// Fractional-crash probe (quality-mode dossier): sample counts are divided
// by scale^2 before the game reads them -- under a FRACTIONAL scale the
// divisor itself is fractional (1.333^2 = 1.777...), a value regime the
// integer daily never exercises. Sampled 1/32 to name the family without
// flooding; silent at integer scales.
// [31/07] GATE AJOUTE. Elle etait en release SANS aucun interrupteur : la
// condition « echelle fractionnaire » est remplie par TOUT utilisateur en DLSS
// quality ou performance (DlssIntegration pilote GraphicsConfig.ResScale ;
// 4K + quality = 1440/1080 = 1,334). Mesure du 31/07 sur GYLT : 21 471 lignes
// en 3 minutes -- soit ~690 000 requetes de compteur -- chez quelqu'un qui
// n'avait aucun probleme a diagnostiquer. La sonde rend son service UNE fois
// par rapport de bug ; elle ne doit pas ecrire le reste du temps.
if (GAL.MvppDev.Enabled && scale != System.MathF.Floor(scale) && (_fractProbeCount++ & 31) == 0)
{
Ryujinx.Common.Logging.Logger.Info?.Print(Ryujinx.Common.Logging.LogClass.Gpu,
$"MVPP fract-probe: samples query #{_fractProbeCount - 1}, divisor {divisor} (scale {scale}), gpuVa 0x{gpuVa:X}.");
}
counter = _context.Renderer.ReportCounter(CounterType.SamplesPassed, resultHandler, divisor, false);
break;
case ReportCounterType.PrimitivesGenerated:
counter = _context.Renderer.ReportCounter(CounterType.PrimitivesGenerated, resultHandler, 1f, false);
break;
case ReportCounterType.TransformFeedbackPrimitivesWritten:
counter = _context.Renderer.ReportCounter(CounterType.TransformFeedbackPrimitivesWritten, resultHandler, 1f, false);
break;
}
_channel.MemoryManager.CounterCache.AddOrUpdate(gpuVa, counter);
}
}
}