[GPU] Add FXAA post-processing [UI] Add FidelityFX FSR and CAS post-processing [UI] Add blue noise dithering from 10bpc to 8bpc [GPU] Apply the DC PWL gamma ramp closer to the spec, supporting fully white color [UI] Allow the GPU CP thread to present on the host directly, bypassing the UI thread OS paint event [UI] Allow variable refresh rate (or tearing) [UI] Present the newest frame (restart) on DXGI [UI] Replace GraphicsContext with a far more advanced Presenter with more coherent surface connection and UI overlay state management [UI] Connect presentation to windows via the Surface class, not native window handles [Vulkan] Switch to simpler Vulkan setup with no instance/device separation due to interdependencies and to pass fewer objects around [Vulkan] Lower the minimum required Vulkan version to 1.0 [UI/GPU] Various cleanup, mainly ComPtr usage [UI] Support per-monitor DPI awareness v2 on Windows [UI] DPI-scale Dear ImGui [UI] Replace the remaining non-detachable window delegates with unified window event and input listeners [UI] Allow listeners to safely destroy or close the window, and to register/unregister listeners without use-after-free and the ABA problem [UI] Explicit Z ordering of input listeners and UI overlays, top-down for input, bottom-up for drawing [UI] Add explicit window lifecycle phases [UI] Replace Window virtual functions with explicit desired state, its application, actual state, its feedback [UI] GTK: Apply the initial size to the drawing area [UI] Limit internal UI frame rate to that of the monitor [UI] Hide the cursor using a timer instead of polling due to no repeated UI thread paints with GPU CP thread presentation, and only within the window
343 lines
11 KiB
C++
343 lines
11 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2022 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/gpu/graphics_system.h"
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#include <cstdint>
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#include <functional>
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#include <memory>
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#include <mutex>
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#include <utility>
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#include "xenia/base/byte_stream.h"
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#include "xenia/base/clock.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/math.h"
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#include "xenia/base/profiling.h"
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#include "xenia/base/threading.h"
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#include "xenia/gpu/command_processor.h"
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#include "xenia/gpu/gpu_flags.h"
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#include "xenia/ui/graphics_provider.h"
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#include "xenia/ui/window.h"
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#include "xenia/ui/windowed_app_context.h"
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DEFINE_bool(
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store_shaders, true,
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"Store shaders persistently and load them when loading games to avoid "
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"runtime spikes and freezes when playing the game not for the first time.",
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"GPU");
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namespace xe {
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namespace gpu {
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// Nvidia Optimus/AMD PowerXpress support.
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// These exports force the process to trigger the discrete GPU in multi-GPU
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// systems.
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// https://developer.download.nvidia.com/devzone/devcenter/gamegraphics/files/OptimusRenderingPolicies.pdf
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// https://stackoverflow.com/questions/17458803/amd-equivalent-to-nvoptimusenablement
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#if XE_PLATFORM_WIN32
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extern "C" {
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__declspec(dllexport) uint32_t NvOptimusEnablement = 0x00000001;
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__declspec(dllexport) uint32_t AmdPowerXpressRequestHighPerformance = 1;
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} // extern "C"
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#endif // XE_PLATFORM_WIN32
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GraphicsSystem::GraphicsSystem() : vsync_worker_running_(false) {}
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GraphicsSystem::~GraphicsSystem() = default;
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X_STATUS GraphicsSystem::Setup(cpu::Processor* processor,
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kernel::KernelState* kernel_state,
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ui::WindowedAppContext* app_context,
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[[maybe_unused]] bool is_surface_required) {
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memory_ = processor->memory();
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processor_ = processor;
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kernel_state_ = kernel_state;
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app_context_ = app_context;
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if (provider_) {
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// Safe if either the UI thread call or the presenter creation fails.
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if (app_context_) {
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app_context_->CallInUIThreadSynchronous([this]() {
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presenter_ = provider_->CreatePresenter(
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[this](bool is_responsible, bool statically_from_ui_thread) {
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OnHostGpuLossFromAnyThread(is_responsible);
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});
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});
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} else {
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// May be needed for offscreen use, such as capturing the guest output
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// image.
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presenter_ = provider_->CreatePresenter(
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[this](bool is_responsible, bool statically_from_ui_thread) {
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OnHostGpuLossFromAnyThread(is_responsible);
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});
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}
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}
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// Create command processor. This will spin up a thread to process all
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// incoming ringbuffer packets.
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command_processor_ = CreateCommandProcessor();
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if (!command_processor_->Initialize()) {
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XELOGE("Unable to initialize command processor");
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return X_STATUS_UNSUCCESSFUL;
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}
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// Let the processor know we want register access callbacks.
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memory_->AddVirtualMappedRange(
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0x7FC80000, 0xFFFF0000, 0x0000FFFF, this,
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reinterpret_cast<cpu::MMIOReadCallback>(ReadRegisterThunk),
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reinterpret_cast<cpu::MMIOWriteCallback>(WriteRegisterThunk));
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// 60hz vsync timer.
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vsync_worker_running_ = true;
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vsync_worker_thread_ = kernel::object_ref<kernel::XHostThread>(
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new kernel::XHostThread(kernel_state_, 128 * 1024, 0, [this]() {
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uint64_t vsync_duration = cvars::vsync ? 16 : 1;
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uint64_t last_frame_time = Clock::QueryGuestTickCount();
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while (vsync_worker_running_) {
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uint64_t current_time = Clock::QueryGuestTickCount();
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uint64_t elapsed = (current_time - last_frame_time) /
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(Clock::guest_tick_frequency() / 1000);
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if (elapsed >= vsync_duration) {
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MarkVblank();
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last_frame_time = current_time;
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}
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xe::threading::Sleep(std::chrono::milliseconds(1));
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}
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return 0;
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}));
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// As we run vblank interrupts the debugger must be able to suspend us.
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vsync_worker_thread_->set_can_debugger_suspend(true);
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vsync_worker_thread_->set_name("GPU VSync");
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vsync_worker_thread_->Create();
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if (cvars::trace_gpu_stream) {
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BeginTracing();
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}
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return X_STATUS_SUCCESS;
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}
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void GraphicsSystem::Shutdown() {
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if (command_processor_) {
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EndTracing();
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command_processor_->Shutdown();
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command_processor_.reset();
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}
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if (vsync_worker_thread_) {
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vsync_worker_running_ = false;
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vsync_worker_thread_->Wait(0, 0, 0, nullptr);
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vsync_worker_thread_.reset();
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}
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if (presenter_) {
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if (app_context_) {
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app_context_->CallInUIThreadSynchronous([this]() { presenter_.reset(); });
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}
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// If there's no app context (thus the presenter is owned by the thread that
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// initialized the GraphicsSystem) or can't be queueing UI thread calls
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// anymore, shutdown anyway.
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presenter_.reset();
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}
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provider_.reset();
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}
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void GraphicsSystem::OnHostGpuLossFromAnyThread(
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[[maybe_unused]] bool is_responsible) {
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// TODO(Triang3l): Somehow gain exclusive ownership of the Provider (may be
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// used by the command processor, the presenter, and possibly anything else,
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// it's considered free-threaded, except for lifetime management which will be
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// involved in this case) and reset it so a new host GPU API device is
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// created. Then ask the command processor to reset itself in its thread, and
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// ask the UI thread to reset the Presenter (the UI thread manages its
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// lifetime - but if there's no WindowedAppContext, either don't reset it as
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// in this case there's no user who needs uninterrupted gameplay, or somehow
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// protect it with a mutex so any thread can be considered a UI thread and
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// reset).
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if (host_gpu_loss_reported_.test_and_set(std::memory_order_relaxed)) {
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return;
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}
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xe::FatalError("Graphics device lost (probably due to an internal error)");
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}
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uint32_t GraphicsSystem::ReadRegisterThunk(void* ppc_context,
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GraphicsSystem* gs, uint32_t addr) {
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return gs->ReadRegister(addr);
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}
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void GraphicsSystem::WriteRegisterThunk(void* ppc_context, GraphicsSystem* gs,
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uint32_t addr, uint32_t value) {
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gs->WriteRegister(addr, value);
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}
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uint32_t GraphicsSystem::ReadRegister(uint32_t addr) {
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uint32_t r = (addr & 0xFFFF) / 4;
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switch (r) {
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case 0x0F00: // RB_EDRAM_TIMING
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return 0x08100748;
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case 0x0F01: // RB_BC_CONTROL
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return 0x0000200E;
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case 0x194C: // R500_D1MODE_V_COUNTER
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return 0x000002D0;
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case 0x1951: // interrupt status
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return 1; // vblank
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case 0x1961: // AVIVO_D1MODE_VIEWPORT_SIZE
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// Screen res - 1280x720
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// maximum [width(0x0FFF), height(0x0FFF)]
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return 0x050002D0;
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default:
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if (!register_file_.GetRegisterInfo(r)) {
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XELOGE("GPU: Read from unknown register ({:04X})", r);
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}
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}
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assert_true(r < RegisterFile::kRegisterCount);
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return register_file_.values[r].u32;
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}
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void GraphicsSystem::WriteRegister(uint32_t addr, uint32_t value) {
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uint32_t r = (addr & 0xFFFF) / 4;
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switch (r) {
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case 0x01C5: // CP_RB_WPTR
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command_processor_->UpdateWritePointer(value);
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break;
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case 0x1844: // AVIVO_D1GRPH_PRIMARY_SURFACE_ADDRESS
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break;
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default:
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XELOGW("Unknown GPU register {:04X} write: {:08X}", r, value);
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break;
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}
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assert_true(r < RegisterFile::kRegisterCount);
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register_file_.values[r].u32 = value;
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}
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void GraphicsSystem::InitializeRingBuffer(uint32_t ptr, uint32_t size_log2) {
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command_processor_->InitializeRingBuffer(ptr, size_log2);
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}
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void GraphicsSystem::EnableReadPointerWriteBack(uint32_t ptr,
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uint32_t block_size_log2) {
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command_processor_->EnableReadPointerWriteBack(ptr, block_size_log2);
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}
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void GraphicsSystem::SetInterruptCallback(uint32_t callback,
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uint32_t user_data) {
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interrupt_callback_ = callback;
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interrupt_callback_data_ = user_data;
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XELOGGPU("SetInterruptCallback({:08X}, {:08X})", callback, user_data);
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}
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void GraphicsSystem::DispatchInterruptCallback(uint32_t source, uint32_t cpu) {
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if (!interrupt_callback_) {
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return;
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}
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auto thread = kernel::XThread::GetCurrentThread();
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assert_not_null(thread);
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// Pick a CPU, if needed. We're going to guess 2. Because.
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if (cpu == 0xFFFFFFFF) {
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cpu = 2;
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}
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thread->SetActiveCpu(cpu);
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// XELOGGPU("Dispatching GPU interrupt at {:08X} w/ mode {} on cpu {}",
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// interrupt_callback_, source, cpu);
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uint64_t args[] = {source, interrupt_callback_data_};
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processor_->ExecuteInterrupt(thread->thread_state(), interrupt_callback_,
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args, xe::countof(args));
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}
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void GraphicsSystem::MarkVblank() {
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SCOPE_profile_cpu_f("gpu");
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// Increment vblank counter (so the game sees us making progress).
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command_processor_->increment_counter();
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// TODO(benvanik): we shouldn't need to do the dispatch here, but there's
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// something wrong and the CP will block waiting for code that
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// needs to be run in the interrupt.
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DispatchInterruptCallback(0, 2);
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}
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void GraphicsSystem::ClearCaches() {
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command_processor_->CallInThread(
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[&]() { command_processor_->ClearCaches(); });
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}
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void GraphicsSystem::InitializeShaderStorage(
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const std::filesystem::path& cache_root, uint32_t title_id, bool blocking) {
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if (!cvars::store_shaders) {
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return;
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}
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if (blocking) {
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if (command_processor_->is_paused()) {
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// Safe to run on any thread while the command processor is paused, no
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// race condition.
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command_processor_->InitializeShaderStorage(cache_root, title_id, true);
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} else {
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xe::threading::Fence fence;
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command_processor_->CallInThread([this, cache_root, title_id, &fence]() {
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command_processor_->InitializeShaderStorage(cache_root, title_id, true);
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fence.Signal();
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});
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fence.Wait();
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}
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} else {
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command_processor_->CallInThread([this, cache_root, title_id]() {
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command_processor_->InitializeShaderStorage(cache_root, title_id, false);
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});
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}
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}
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void GraphicsSystem::RequestFrameTrace() {
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command_processor_->RequestFrameTrace(cvars::trace_gpu_prefix);
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}
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void GraphicsSystem::BeginTracing() {
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command_processor_->BeginTracing(cvars::trace_gpu_prefix);
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}
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void GraphicsSystem::EndTracing() { command_processor_->EndTracing(); }
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void GraphicsSystem::Pause() {
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paused_ = true;
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command_processor_->Pause();
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}
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void GraphicsSystem::Resume() {
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paused_ = false;
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command_processor_->Resume();
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}
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bool GraphicsSystem::Save(ByteStream* stream) {
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stream->Write<uint32_t>(interrupt_callback_);
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stream->Write<uint32_t>(interrupt_callback_data_);
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return command_processor_->Save(stream);
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}
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bool GraphicsSystem::Restore(ByteStream* stream) {
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interrupt_callback_ = stream->Read<uint32_t>();
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interrupt_callback_data_ = stream->Read<uint32_t>();
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return command_processor_->Restore(stream);
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}
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} // namespace gpu
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} // namespace xe
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