/** ****************************************************************************** * Xenia : Xbox 360 Emulator Research Project * ****************************************************************************** * Copyright 2020 Ben Vanik. All rights reserved. * * Released under the BSD license - see LICENSE in the root for more details. * ****************************************************************************** */ #include "xenia/gpu/graphics_system.h" #include "xenia/base/byte_stream.h" #include "xenia/base/clock.h" #include "xenia/base/logging.h" #include "xenia/base/math.h" #include "xenia/base/profiling.h" #include "xenia/base/threading.h" #include "xenia/gpu/command_processor.h" #include "xenia/gpu/gpu_flags.h" #include "xenia/ui/graphics_provider.h" #include "xenia/ui/loop.h" DEFINE_bool( store_shaders, true, "Store shaders persistently and load them when loading games to avoid " "runtime spikes and freezes when playing the game not for the first time.", "GPU"); namespace xe { namespace gpu { // Nvidia Optimus/AMD PowerXpress support. // These exports force the process to trigger the discrete GPU in multi-GPU // systems. // https://developer.download.nvidia.com/devzone/devcenter/gamegraphics/files/OptimusRenderingPolicies.pdf // https://stackoverflow.com/questions/17458803/amd-equivalent-to-nvoptimusenablement #if XE_PLATFORM_WIN32 extern "C" { __declspec(dllexport) uint32_t NvOptimusEnablement = 0x00000001; __declspec(dllexport) uint32_t AmdPowerXpressRequestHighPerformance = 1; } // extern "C" #endif // XE_PLATFORM_WIN32 GraphicsSystem::GraphicsSystem() : vsync_worker_running_(false) {} GraphicsSystem::~GraphicsSystem() = default; X_STATUS GraphicsSystem::Setup(cpu::Processor* processor, kernel::KernelState* kernel_state, ui::Window* target_window) { memory_ = processor->memory(); processor_ = processor; kernel_state_ = kernel_state; target_window_ = target_window; // Initialize display and rendering context. // This must happen on the UI thread. std::unique_ptr processor_context = nullptr; if (provider_) { if (target_window_) { target_window_->loop()->PostSynchronous([&]() { // Create the context used for presentation. assert_null(target_window->context()); target_window_->set_context(provider_->CreateContext(target_window_)); // Setup the context the command processor will do all its drawing in. // It's shared with the display context so that we can resolve // framebuffers from it. processor_context = provider()->CreateOffscreenContext(); }); } else { processor_context = provider()->CreateOffscreenContext(); } if (!processor_context) { xe::FatalError( "Unable to initialize graphics context. Xenia requires Vulkan " "support.\n" "\n" "Ensure you have the latest drivers for your GPU and " "that it supports Vulkan.\n" "\n" "See https://xenia.jp/faq/ for more information and a list of " "supported GPUs."); return X_STATUS_UNSUCCESSFUL; } } // Create command processor. This will spin up a thread to process all // incoming ringbuffer packets. command_processor_ = CreateCommandProcessor(); if (!command_processor_->Initialize(std::move(processor_context))) { XELOGE("Unable to initialize command processor"); return X_STATUS_UNSUCCESSFUL; } if (target_window) { command_processor_->set_swap_request_handler( [this]() { target_window_->Invalidate(); }); // Watch for paint requests to do our swap. target_window->on_painting.AddListener( [this](xe::ui::UIEvent* e) { Swap(e); }); // Watch for context lost events. target_window->on_context_lost.AddListener( [this](xe::ui::UIEvent* e) { Reset(); }); } else { command_processor_->set_swap_request_handler([]() {}); } // Let the processor know we want register access callbacks. memory_->AddVirtualMappedRange( 0x7FC80000, 0xFFFF0000, 0x0000FFFF, this, reinterpret_cast(ReadRegisterThunk), reinterpret_cast(WriteRegisterThunk)); // 60hz vsync timer. vsync_worker_running_ = true; vsync_worker_thread_ = kernel::object_ref( new kernel::XHostThread(kernel_state_, 128 * 1024, 0, [this]() { uint64_t vsync_duration = cvars::vsync ? 16 : 1; uint64_t last_frame_time = Clock::QueryGuestTickCount(); while (vsync_worker_running_) { uint64_t current_time = Clock::QueryGuestTickCount(); uint64_t elapsed = (current_time - last_frame_time) / (Clock::guest_tick_frequency() / 1000); if (elapsed >= vsync_duration) { MarkVblank(); last_frame_time = current_time; } xe::threading::Sleep(std::chrono::milliseconds(1)); } return 0; })); // As we run vblank interrupts the debugger must be able to suspend us. vsync_worker_thread_->set_can_debugger_suspend(true); vsync_worker_thread_->set_name("GraphicsSystem Vsync"); vsync_worker_thread_->Create(); if (cvars::trace_gpu_stream) { BeginTracing(); } return X_STATUS_SUCCESS; } void GraphicsSystem::Shutdown() { if (command_processor_) { EndTracing(); command_processor_->Shutdown(); } if (vsync_worker_thread_) { vsync_worker_running_ = false; vsync_worker_thread_->Wait(0, 0, 0, nullptr); vsync_worker_thread_.reset(); } } void GraphicsSystem::Reset() { // TODO(DrChat): Reset the system. XELOGI("Context lost; Reset invoked"); Shutdown(); xe::FatalError("Graphics device lost (probably due to an internal error)"); } uint32_t GraphicsSystem::ReadRegisterThunk(void* ppc_context, GraphicsSystem* gs, uint32_t addr) { return gs->ReadRegister(addr); } void GraphicsSystem::WriteRegisterThunk(void* ppc_context, GraphicsSystem* gs, uint32_t addr, uint32_t value) { gs->WriteRegister(addr, value); } uint32_t GraphicsSystem::ReadRegister(uint32_t addr) { uint32_t r = (addr & 0xFFFF) / 4; switch (r) { case 0x0F00: // RB_EDRAM_TIMING return 0x08100748; case 0x0F01: // RB_BC_CONTROL return 0x0000200E; case 0x194C: // R500_D1MODE_V_COUNTER return 0x000002D0; case 0x1951: // interrupt status return 1; // vblank case 0x1961: // AVIVO_D1MODE_VIEWPORT_SIZE // Screen res - 1280x720 // maximum [width(0x0FFF), height(0x0FFF)] return 0x050002D0; default: if (!register_file_.GetRegisterInfo(r)) { XELOGE("GPU: Read from unknown register ({:04X})", r); } } assert_true(r < RegisterFile::kRegisterCount); return register_file_.values[r].u32; } void GraphicsSystem::WriteRegister(uint32_t addr, uint32_t value) { uint32_t r = (addr & 0xFFFF) / 4; switch (r) { case 0x01C5: // CP_RB_WPTR command_processor_->UpdateWritePointer(value); break; case 0x1844: // AVIVO_D1GRPH_PRIMARY_SURFACE_ADDRESS break; default: XELOGW("Unknown GPU register {:04X} write: {:08X}", r, value); break; } assert_true(r < RegisterFile::kRegisterCount); register_file_.values[r].u32 = value; } void GraphicsSystem::InitializeRingBuffer(uint32_t ptr, uint32_t log2_size) { command_processor_->InitializeRingBuffer(ptr, log2_size + 0x3); } void GraphicsSystem::EnableReadPointerWriteBack(uint32_t ptr, uint32_t block_size) { command_processor_->EnableReadPointerWriteBack(ptr, block_size); } void GraphicsSystem::SetInterruptCallback(uint32_t callback, uint32_t user_data) { interrupt_callback_ = callback; interrupt_callback_data_ = user_data; XELOGGPU("SetInterruptCallback({:08X}, {:08X})", callback, user_data); } void GraphicsSystem::DispatchInterruptCallback(uint32_t source, uint32_t cpu) { if (!interrupt_callback_) { return; } auto thread = kernel::XThread::GetCurrentThread(); assert_not_null(thread); // Pick a CPU, if needed. We're going to guess 2. Because. if (cpu == 0xFFFFFFFF) { cpu = 2; } thread->SetActiveCpu(cpu); // XELOGGPU("Dispatching GPU interrupt at {:08X} w/ mode {} on cpu {}", // interrupt_callback_, source, cpu); uint64_t args[] = {source, interrupt_callback_data_}; processor_->ExecuteInterrupt(thread->thread_state(), interrupt_callback_, args, xe::countof(args)); } void GraphicsSystem::MarkVblank() { SCOPE_profile_cpu_f("gpu"); // Increment vblank counter (so the game sees us making progress). command_processor_->increment_counter(); // TODO(benvanik): we shouldn't need to do the dispatch here, but there's // something wrong and the CP will block waiting for code that // needs to be run in the interrupt. DispatchInterruptCallback(0, 2); } void GraphicsSystem::ClearCaches() { command_processor_->CallInThread( [&]() { command_processor_->ClearCaches(); }); } void GraphicsSystem::InitializeShaderStorage( const std::filesystem::path& storage_root, uint32_t title_id, bool blocking) { if (!cvars::store_shaders) { return; } if (blocking) { if (command_processor_->is_paused()) { // Safe to run on any thread while the command processor is paused, no // race condition. command_processor_->InitializeShaderStorage(storage_root, title_id, true); } else { xe::threading::Fence fence; command_processor_->CallInThread( [this, storage_root, title_id, &fence]() { command_processor_->InitializeShaderStorage(storage_root, title_id, true); fence.Signal(); }); fence.Wait(); } } else { command_processor_->CallInThread([this, storage_root, title_id]() { command_processor_->InitializeShaderStorage(storage_root, title_id, false); }); } } void GraphicsSystem::RequestFrameTrace() { command_processor_->RequestFrameTrace(cvars::trace_gpu_prefix); } void GraphicsSystem::BeginTracing() { command_processor_->BeginTracing(cvars::trace_gpu_prefix); } void GraphicsSystem::EndTracing() { command_processor_->EndTracing(); } void GraphicsSystem::Pause() { paused_ = true; command_processor_->Pause(); } void GraphicsSystem::Resume() { paused_ = false; command_processor_->Resume(); } bool GraphicsSystem::Save(ByteStream* stream) { stream->Write(interrupt_callback_); stream->Write(interrupt_callback_data_); return command_processor_->Save(stream); } bool GraphicsSystem::Restore(ByteStream* stream) { interrupt_callback_ = stream->Read(); interrupt_callback_data_ = stream->Read(); return command_processor_->Restore(stream); } } // namespace gpu } // namespace xe