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Improve handling on QueryGet on the gpu (#397)

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gdkchan 2018-09-01 11:54:56 -03:00 committed by GitHub
parent 42e4e02a64
commit 35778afef9
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@ -108,7 +108,7 @@ namespace Ryujinx.HLE.Gpu.Engines
{ {
SetFrameBuffer(Vmm, 0); SetFrameBuffer(Vmm, 0);
} }
SetZeta(Vmm); SetZeta(Vmm);
SetRenderTargets(); SetRenderTargets();
@ -228,7 +228,7 @@ namespace Ryujinx.HLE.Gpu.Engines
} }
long Key = Vmm.GetPhysicalAddress(ZA); long Key = Vmm.GetPhysicalAddress(ZA);
int Width = ReadRegister(NvGpuEngine3dReg.ZetaHoriz); int Width = ReadRegister(NvGpuEngine3dReg.ZetaHoriz);
int Height = ReadRegister(NvGpuEngine3dReg.ZetaVert); int Height = ReadRegister(NvGpuEngine3dReg.ZetaVert);
@ -748,22 +748,43 @@ namespace Ryujinx.HLE.Gpu.Engines
WriteRegister(NvGpuEngine3dReg.IndexBatchCount, 0); WriteRegister(NvGpuEngine3dReg.IndexBatchCount, 0);
} }
private enum QueryMode
{
WriteSeq,
Sync,
WriteCounterAndTimestamp
}
private void QueryControl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry) private void QueryControl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
{ {
WriteRegister(PBEntry);
long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.QueryAddress); long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.QueryAddress);
int Seq = Registers[(int)NvGpuEngine3dReg.QuerySequence]; int Seq = Registers[(int)NvGpuEngine3dReg.QuerySequence];
int Ctrl = Registers[(int)NvGpuEngine3dReg.QueryControl]; int Ctrl = Registers[(int)NvGpuEngine3dReg.QueryControl];
int Mode = Ctrl & 3; QueryMode Mode = (QueryMode)(Ctrl & 3);
if (Mode == 0) switch (Mode)
{ {
//Write mode. case QueryMode.WriteSeq: Vmm.WriteInt32(Position, Seq); break;
Vmm.WriteInt32(Position, Seq);
}
WriteRegister(PBEntry); case QueryMode.WriteCounterAndTimestamp:
{
//TODO: Implement counters.
long Counter = 1;
long Timestamp = (uint)Environment.TickCount;
Timestamp = (long)(Timestamp * 615384.615385);
Vmm.WriteInt64(Position + 0, Counter);
Vmm.WriteInt64(Position + 8, Timestamp);
break;
}
}
} }
private void CbData(NvGpuVmm Vmm, NvGpuPBEntry PBEntry) private void CbData(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)