NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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using ChocolArm64.Memory;
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2018-06-16 03:20:48 +02:00
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using Ryujinx.HLE.Gpu;
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using Ryujinx.HLE.Logging;
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using Ryujinx.HLE.OsHle.Services.Nv.NvGpuAS;
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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using System;
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2018-06-16 03:20:48 +02:00
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namespace Ryujinx.HLE.OsHle.Services.Nv.NvHostChannel
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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{
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class NvHostChannelIoctl
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{
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public static int ProcessIoctl(ServiceCtx Context, int Cmd)
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{
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switch (Cmd & 0xffff)
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{
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case 0x4714: return SetUserData (Context);
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case 0x4801: return SetNvMap (Context);
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case 0x4808: return SubmitGpfifo (Context);
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case 0x4809: return AllocObjCtx (Context);
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case 0x480b: return ZcullBind (Context);
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case 0x480c: return SetErrorNotifier(Context);
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case 0x480d: return SetPriority (Context);
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case 0x481a: return AllocGpfifoEx2 (Context);
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}
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throw new NotImplementedException(Cmd.ToString("x8"));
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}
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private static int SetUserData(ServiceCtx Context)
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{
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2018-06-03 00:46:09 +02:00
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long InputPosition = Context.Request.GetBufferType0x21().Position;
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long OutputPosition = Context.Request.GetBufferType0x22().Position;
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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Context.Ns.Log.PrintStub(LogClass.ServiceNv, "Stubbed.");
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return NvResult.Success;
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}
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private static int SetNvMap(ServiceCtx Context)
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{
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2018-06-03 00:46:09 +02:00
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long InputPosition = Context.Request.GetBufferType0x21().Position;
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long OutputPosition = Context.Request.GetBufferType0x22().Position;
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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Context.Ns.Log.PrintStub(LogClass.ServiceNv, "Stubbed.");
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return NvResult.Success;
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}
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private static int SubmitGpfifo(ServiceCtx Context)
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{
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2018-06-03 00:46:09 +02:00
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long InputPosition = Context.Request.GetBufferType0x21().Position;
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long OutputPosition = Context.Request.GetBufferType0x22().Position;
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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NvHostChannelSubmitGpfifo Args = AMemoryHelper.Read<NvHostChannelSubmitGpfifo>(Context.Memory, InputPosition);
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NvGpuVmm Vmm = NvGpuASIoctl.GetVmm(Context);
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for (int Index = 0; Index < Args.NumEntries; Index++)
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{
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long Gpfifo = Context.Memory.ReadInt64(InputPosition + 0x18 + Index * 8);
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long VA = Gpfifo & 0xff_ffff_ffff;
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int Size = (int)(Gpfifo >> 40) & 0x7ffffc;
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byte[] Data = Vmm.ReadBytes(VA, Size);
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NvGpuPBEntry[] PushBuffer = NvGpuPushBuffer.Decode(Data);
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Context.Ns.Gpu.Fifo.PushBuffer(Vmm, PushBuffer);
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}
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Args.SyncptId = 0;
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Args.SyncptValue = 0;
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AMemoryHelper.Write(Context.Memory, OutputPosition, Args);
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return NvResult.Success;
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}
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private static int AllocObjCtx(ServiceCtx Context)
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{
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2018-06-03 00:46:09 +02:00
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long InputPosition = Context.Request.GetBufferType0x21().Position;
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long OutputPosition = Context.Request.GetBufferType0x22().Position;
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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Context.Ns.Log.PrintStub(LogClass.ServiceNv, "Stubbed.");
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return NvResult.Success;
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}
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private static int ZcullBind(ServiceCtx Context)
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{
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2018-06-03 00:46:09 +02:00
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long InputPosition = Context.Request.GetBufferType0x21().Position;
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long OutputPosition = Context.Request.GetBufferType0x22().Position;
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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Context.Ns.Log.PrintStub(LogClass.ServiceNv, "Stubbed.");
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return NvResult.Success;
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}
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private static int SetErrorNotifier(ServiceCtx Context)
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{
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2018-06-03 00:46:09 +02:00
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long InputPosition = Context.Request.GetBufferType0x21().Position;
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long OutputPosition = Context.Request.GetBufferType0x22().Position;
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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Context.Ns.Log.PrintStub(LogClass.ServiceNv, "Stubbed.");
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return NvResult.Success;
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}
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private static int SetPriority(ServiceCtx Context)
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{
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2018-06-03 00:46:09 +02:00
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long InputPosition = Context.Request.GetBufferType0x21().Position;
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long OutputPosition = Context.Request.GetBufferType0x22().Position;
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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Context.Ns.Log.PrintStub(LogClass.ServiceNv, "Stubbed.");
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return NvResult.Success;
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}
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private static int AllocGpfifoEx2(ServiceCtx Context)
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{
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2018-06-03 00:46:09 +02:00
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long InputPosition = Context.Request.GetBufferType0x21().Position;
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long OutputPosition = Context.Request.GetBufferType0x22().Position;
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NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 20:53:23 +02:00
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Context.Ns.Log.PrintStub(LogClass.ServiceNv, "Stubbed.");
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return NvResult.Success;
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}
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}
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}
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