yuzu-emu
/
yuzu
Archived
1
0
Fork 0

GPU: Address Feedback.

This commit is contained in:
Fernando Sahmkow 2020-02-13 18:16:07 -04:00
parent 8e9a4944db
commit d6ed31b9fa
2 changed files with 10 additions and 11 deletions

View File

@ -531,10 +531,7 @@ void Maxwell3D::StampQueryResult(u64 payload, bool long_query) {
// Write the 128-bit result structure in long mode. Note: We emulate an infinitely fast
// GPU, this command may actually take a while to complete in real hardware due to GPU
// wait queues.
LongQueryResult query_result{};
query_result.value = payload;
// TODO(Subv): Generate a real GPU timestamp and write it here instead of CoreTiming
query_result.timestamp = system.GPU().GetTicks();
LongQueryResult query_result{payload, system.GPU().GetTicks()};
memory_manager.WriteBlock(sequence_address, &query_result, sizeof(query_result));
} else {
memory_manager.Write<u32>(sequence_address, static_cast<u32>(payload));
@ -548,7 +545,7 @@ void Maxwell3D::ProcessQueryGet() {
switch (regs.query.query_get.operation) {
case Regs::QueryOperation::Release: {
u64 result = regs.query.query_sequence;
const u64 result = regs.query.query_sequence;
StampQueryResult(result, regs.query.query_get.short_query == 0);
break;
}

View File

@ -123,15 +123,17 @@ bool GPU::CancelSyncptInterrupt(const u32 syncpoint_id, const u32 value) {
return true;
}
// This values were reversed engineered by fincs from NVN
// The gpu clock is reported in units of 385/625 nanoseconds
constexpr u64 gpu_ticks_num = 384;
constexpr u64 gpu_ticks_den = 625;
u64 GPU::GetTicks() const {
// This values were reversed engineered by fincs from NVN
// The gpu clock is reported in units of 385/625 nanoseconds
constexpr u64 gpu_ticks_num = 384;
constexpr u64 gpu_ticks_den = 625;
const u64 cpu_ticks = system.CoreTiming().GetTicks();
const u64 nanoseconds = Core::Timing::CyclesToNs(cpu_ticks).count();
return (nanoseconds * gpu_ticks_num) / gpu_ticks_den;
const u64 nanoseconds_num = nanoseconds / gpu_ticks_den;
const u64 nanoseconds_rem = nanoseconds % gpu_ticks_den;
return nanoseconds_num * gpu_ticks_num + (nanoseconds_rem * gpu_ticks_num) / gpu_ticks_den;
}
void GPU::FlushCommands() {