Ryujinx-git/src/Ryujinx.Graphics.Gpu/GpuChannel.cs
TSRBerry 3b46bb73f7
[Ryujinx.Graphics.Gpu] Address dotnet-format issues (#5367)
* dotnet format style --severity info

Some changes were manually reverted.

* dotnet format analyzers --serverity info

Some changes have been minimally adapted.

* Restore a few unused methods and variables

* Silence dotnet format IDE0060 warnings

* Silence dotnet format IDE0052 warnings

* Address dotnet format CA1816 warnings

* Address or silence dotnet format CA1069 warnings

* Address or silence dotnet format CA2211 warnings

* Address remaining dotnet format analyzer warnings

* Address review comments

* Address most dotnet format whitespace warnings

* Apply dotnet format whitespace formatting

A few of them have been manually reverted and the corresponding warning was silenced

* Format if-blocks correctly

* Run dotnet format whitespace after rebase

* Run dotnet format style after rebase

* Another rebase, another dotnet format run

* Run dotnet format style after rebase

* Run dotnet format after rebase and remove unused usings

- analyzers
- style
- whitespace

* Disable 'prefer switch expression' rule

* Add comments to disabled warnings

* Remove a few unused parameters

* Replace MmeShadowScratch with Array256<uint>

* Simplify properties and array initialization, Use const when possible, Remove trailing commas

* Start working on disabled warnings

* Fix and silence a few dotnet-format warnings again

* Run dotnet format after rebase

* Address IDE0251 warnings

* Silence IDE0060 in .editorconfig

* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"

This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.

* dotnet format whitespace after rebase

* First pass of dotnet format

* Add unsafe dotnet format changes

* Fix typos

* Add trailing commas

* Disable formatting for FormatTable

* Address review feedback
2023-07-02 02:47:54 +02:00

149 lines
5.5 KiB
C#

using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.GPFifo;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.Memory;
using System;
using System.Threading;
namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// Represents a GPU channel.
/// </summary>
public class GpuChannel : IDisposable
{
private readonly GpuContext _context;
private readonly GPFifoDevice _device;
private readonly GPFifoProcessor _processor;
private MemoryManager _memoryManager;
/// <summary>
/// Channel buffer bindings manager.
/// </summary>
internal BufferManager BufferManager { get; }
/// <summary>
/// Channel texture bindings manager.
/// </summary>
internal TextureManager TextureManager { get; }
/// <summary>
/// Current channel memory manager.
/// </summary>
internal MemoryManager MemoryManager => _memoryManager;
/// <summary>
/// Host hardware capabilities from the GPU context.
/// </summary>
internal ref Capabilities Capabilities => ref _context.Capabilities;
/// <summary>
/// Creates a new instance of a GPU channel.
/// </summary>
/// <param name="context">GPU context that the channel belongs to</param>
internal GpuChannel(GpuContext context)
{
_context = context;
_device = context.GPFifo;
_processor = new GPFifoProcessor(context, this);
BufferManager = new BufferManager(context, this);
TextureManager = new TextureManager(context, this);
}
/// <summary>
/// Binds a memory manager to the channel.
/// All submitted and in-flight commands will use the specified memory manager for any memory operations.
/// </summary>
/// <param name="memoryManager">The new memory manager to be bound</param>
public void BindMemory(MemoryManager memoryManager)
{
var oldMemoryManager = Interlocked.Exchange(ref _memoryManager, memoryManager ?? throw new ArgumentNullException(nameof(memoryManager)));
memoryManager.Physical.IncrementReferenceCount();
if (oldMemoryManager != null)
{
oldMemoryManager.Physical.BufferCache.NotifyBuffersModified -= BufferManager.Rebind;
oldMemoryManager.Physical.DecrementReferenceCount();
oldMemoryManager.MemoryUnmapped -= MemoryUnmappedHandler;
}
memoryManager.Physical.BufferCache.NotifyBuffersModified += BufferManager.Rebind;
memoryManager.MemoryUnmapped += MemoryUnmappedHandler;
// Since the memory manager changed, make sure we will get pools from addresses of the new memory manager.
TextureManager.ReloadPools();
memoryManager.Physical.BufferCache.QueuePrune();
}
/// <summary>
/// Memory mappings change event handler.
/// </summary>
/// <param name="sender">Memory manager where the mappings changed</param>
/// <param name="e">Information about the region that is being changed</param>
private void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
{
TextureManager.ReloadPools();
var memoryManager = Volatile.Read(ref _memoryManager);
memoryManager?.Physical.BufferCache.QueuePrune();
}
/// <summary>
/// Writes data directly to the state of the specified class.
/// </summary>
/// <param name="classId">ID of the class to write the data into</param>
/// <param name="offset">State offset in bytes</param>
/// <param name="value">Value to be written</param>
public void Write(ClassId classId, int offset, uint value)
{
_processor.Write(classId, offset, (int)value);
}
/// <summary>
/// Push a GPFIFO entry in the form of a prefetched command buffer.
/// It is intended to be used by nvservices to handle special cases.
/// </summary>
/// <param name="commandBuffer">The command buffer containing the prefetched commands</param>
public void PushHostCommandBuffer(int[] commandBuffer)
{
_device.PushHostCommandBuffer(_processor, commandBuffer);
}
/// <summary>
/// Pushes GPFIFO entries.
/// </summary>
/// <param name="entries">GPFIFO entries</param>
public void PushEntries(ReadOnlySpan<ulong> entries)
{
_device.PushEntries(_processor, entries);
}
/// <summary>
/// Disposes the GPU channel.
/// It's an error to use the GPU channel after disposal.
/// </summary>
public void Dispose()
{
GC.SuppressFinalize(this);
_context.DeferredActions.Enqueue(Destroy);
}
/// <summary>
/// Performs disposal of the host GPU resources used by this channel, that are not shared.
/// This must only be called from the render thread.
/// </summary>
private void Destroy()
{
TextureManager.Dispose();
var oldMemoryManager = Interlocked.Exchange(ref _memoryManager, null);
if (oldMemoryManager != null)
{
oldMemoryManager.Physical.BufferCache.NotifyBuffersModified -= BufferManager.Rebind;
oldMemoryManager.Physical.DecrementReferenceCount();
oldMemoryManager.MemoryUnmapped -= MemoryUnmappedHandler;
}
}
}
}