2018-02-20 21:09:23 +01:00
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using Ryujinx.Graphics.Gal;
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2018-04-08 21:17:35 +02:00
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using System.Threading;
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2018-02-20 21:09:23 +01:00
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2018-06-16 03:20:48 +02:00
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namespace Ryujinx.HLE.Gpu
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2018-02-20 21:09:23 +01:00
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{
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2018-06-09 02:15:56 +02:00
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class NvGpu
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2018-02-20 21:09:23 +01:00
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{
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public IGalRenderer Renderer { get; private set; }
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2018-04-13 20:12:58 +02:00
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public NvGpuFifo Fifo { get; private set; }
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2018-04-08 21:17:35 +02:00
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2018-06-13 15:55:01 +02:00
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public NvGpuEngine2d Engine2d { get; private set; }
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public NvGpuEngine3d Engine3d { get; private set; }
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public NvGpuEngineDma EngineDma { get; private set; }
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2018-04-08 21:17:35 +02:00
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private Thread FifoProcessing;
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private bool KeepRunning;
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2018-02-20 21:09:23 +01:00
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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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public NvGpu(IGalRenderer Renderer)
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2018-02-20 21:09:23 +01:00
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{
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this.Renderer = Renderer;
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2018-04-08 21:17:35 +02:00
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Fifo = new NvGpuFifo(this);
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2018-06-16 03:25:45 +02:00
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2018-06-13 15:55:01 +02:00
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Engine2d = new NvGpuEngine2d(this);
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Engine3d = new NvGpuEngine3d(this);
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EngineDma = new NvGpuEngineDma(this);
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2018-04-08 21:17:35 +02:00
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KeepRunning = true;
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2018-04-13 20:12:58 +02:00
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FifoProcessing = new Thread(ProcessFifo);
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2018-04-08 21:17:35 +02:00
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FifoProcessing.Start();
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2018-02-20 21:09:23 +01:00
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}
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2018-04-08 21:17:35 +02:00
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private void ProcessFifo()
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{
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while (KeepRunning)
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{
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Fifo.DispatchCalls();
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Thread.Yield();
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}
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}
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2018-02-20 21:09:23 +01:00
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}
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}
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