mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-26 18:01:21 -08:00
8d168574eb
* Use explicit buffer and texture bindings on shaders * More XML docs and other nits
887 lines
33 KiB
C#
887 lines
33 KiB
C#
using Ryujinx.Common;
|
|
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Gpu.State;
|
|
using Ryujinx.Graphics.Shader;
|
|
using Ryujinx.Memory.Range;
|
|
using System;
|
|
using System.Collections.ObjectModel;
|
|
using System.Linq;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Memory
|
|
{
|
|
/// <summary>
|
|
/// Buffer manager.
|
|
/// </summary>
|
|
class BufferManager
|
|
{
|
|
private const int StackToHeapThreshold = 16;
|
|
|
|
private const int OverlapsBufferInitialCapacity = 10;
|
|
private const int OverlapsBufferMaxCapacity = 10000;
|
|
|
|
private const ulong BufferAlignmentSize = 0x1000;
|
|
private const ulong BufferAlignmentMask = BufferAlignmentSize - 1;
|
|
|
|
private GpuContext _context;
|
|
|
|
private RangeList<Buffer> _buffers;
|
|
|
|
private Buffer[] _bufferOverlaps;
|
|
|
|
private IndexBuffer _indexBuffer;
|
|
private VertexBuffer[] _vertexBuffers;
|
|
private BufferBounds[] _transformFeedbackBuffers;
|
|
|
|
/// <summary>
|
|
/// Holds shader stage buffer state and binding information.
|
|
/// </summary>
|
|
private class BuffersPerStage
|
|
{
|
|
/// <summary>
|
|
/// Shader buffer binding information.
|
|
/// </summary>
|
|
public BufferDescriptor[] Bindings { get; }
|
|
|
|
/// <summary>
|
|
/// Buffer regions.
|
|
/// </summary>
|
|
public BufferBounds[] Buffers { get; }
|
|
|
|
/// <summary>
|
|
/// Total amount of buffers used on the shader.
|
|
/// </summary>
|
|
public int Count { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Creates a new instance of the shader stage buffer information.
|
|
/// </summary>
|
|
/// <param name="count">Maximum amount of buffers that the shader stage can use</param>
|
|
public BuffersPerStage(int count)
|
|
{
|
|
Bindings = new BufferDescriptor[count];
|
|
Buffers = new BufferBounds[count];
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the region of a buffer at a given slot.
|
|
/// </summary>
|
|
/// <param name="index">Buffer slot</param>
|
|
/// <param name="address">Region virtual address</param>
|
|
/// <param name="size">Region size in bytes</param>
|
|
public void SetBounds(int index, ulong address, ulong size)
|
|
{
|
|
Buffers[index] = new BufferBounds(address, size);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets shader buffer binding information.
|
|
/// </summary>
|
|
/// <param name="descriptors">Buffer binding information</param>
|
|
public void SetBindings(ReadOnlyCollection<BufferDescriptor> descriptors)
|
|
{
|
|
if (descriptors == null)
|
|
{
|
|
Count = 0;
|
|
return;
|
|
}
|
|
|
|
descriptors.CopyTo(Bindings, 0);
|
|
Count = descriptors.Count;
|
|
}
|
|
}
|
|
|
|
private BuffersPerStage _cpStorageBuffers;
|
|
private BuffersPerStage _cpUniformBuffers;
|
|
private BuffersPerStage[] _gpStorageBuffers;
|
|
private BuffersPerStage[] _gpUniformBuffers;
|
|
|
|
private int _cpStorageBufferBindings;
|
|
private int _cpUniformBufferBindings;
|
|
private int _gpStorageBufferBindings;
|
|
private int _gpUniformBufferBindings;
|
|
|
|
private bool _gpStorageBuffersDirty;
|
|
private bool _gpUniformBuffersDirty;
|
|
|
|
private bool _indexBufferDirty;
|
|
private bool _vertexBuffersDirty;
|
|
private uint _vertexBuffersEnableMask;
|
|
private bool _transformFeedbackBuffersDirty;
|
|
|
|
private bool _rebind;
|
|
|
|
/// <summary>
|
|
/// Creates a new instance of the buffer manager.
|
|
/// </summary>
|
|
/// <param name="context">The GPU context that the buffer manager belongs to</param>
|
|
public BufferManager(GpuContext context)
|
|
{
|
|
_context = context;
|
|
|
|
_buffers = new RangeList<Buffer>();
|
|
|
|
_bufferOverlaps = new Buffer[OverlapsBufferInitialCapacity];
|
|
|
|
_vertexBuffers = new VertexBuffer[Constants.TotalVertexBuffers];
|
|
|
|
_transformFeedbackBuffers = new BufferBounds[Constants.TotalTransformFeedbackBuffers];
|
|
|
|
_cpStorageBuffers = new BuffersPerStage(Constants.TotalCpStorageBuffers);
|
|
_cpUniformBuffers = new BuffersPerStage(Constants.TotalCpUniformBuffers);
|
|
|
|
_gpStorageBuffers = new BuffersPerStage[Constants.ShaderStages];
|
|
_gpUniformBuffers = new BuffersPerStage[Constants.ShaderStages];
|
|
|
|
for (int index = 0; index < Constants.ShaderStages; index++)
|
|
{
|
|
_gpStorageBuffers[index] = new BuffersPerStage(Constants.TotalGpStorageBuffers);
|
|
_gpUniformBuffers[index] = new BuffersPerStage(Constants.TotalGpUniformBuffers);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the memory range with the index buffer data, to be used for subsequent draw calls.
|
|
/// </summary>
|
|
/// <param name="gpuVa">Start GPU virtual address of the index buffer</param>
|
|
/// <param name="size">Size, in bytes, of the index buffer</param>
|
|
/// <param name="type">Type of each index buffer element</param>
|
|
public void SetIndexBuffer(ulong gpuVa, ulong size, IndexType type)
|
|
{
|
|
ulong address = TranslateAndCreateBuffer(gpuVa, size);
|
|
|
|
_indexBuffer.Address = address;
|
|
_indexBuffer.Size = size;
|
|
_indexBuffer.Type = type;
|
|
|
|
_indexBufferDirty = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a new index buffer that overrides the one set on the call to <see cref="CommitGraphicsBindings"/>.
|
|
/// </summary>
|
|
/// <param name="buffer">Buffer to be used as index buffer</param>
|
|
/// <param name="type">Type of each index buffer element</param>
|
|
public void SetIndexBuffer(BufferRange buffer, IndexType type)
|
|
{
|
|
_context.Renderer.Pipeline.SetIndexBuffer(buffer, type);
|
|
|
|
_indexBufferDirty = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the memory range with vertex buffer data, to be used for subsequent draw calls.
|
|
/// </summary>
|
|
/// <param name="index">Index of the vertex buffer (up to 16)</param>
|
|
/// <param name="gpuVa">GPU virtual address of the buffer</param>
|
|
/// <param name="size">Size in bytes of the buffer</param>
|
|
/// <param name="stride">Stride of the buffer, defined as the number of bytes of each vertex</param>
|
|
/// <param name="divisor">Vertex divisor of the buffer, for instanced draws</param>
|
|
public void SetVertexBuffer(int index, ulong gpuVa, ulong size, int stride, int divisor)
|
|
{
|
|
ulong address = TranslateAndCreateBuffer(gpuVa, size);
|
|
|
|
_vertexBuffers[index].Address = address;
|
|
_vertexBuffers[index].Size = size;
|
|
_vertexBuffers[index].Stride = stride;
|
|
_vertexBuffers[index].Divisor = divisor;
|
|
|
|
_vertexBuffersDirty = true;
|
|
|
|
if (address != 0)
|
|
{
|
|
_vertexBuffersEnableMask |= 1u << index;
|
|
}
|
|
else
|
|
{
|
|
_vertexBuffersEnableMask &= ~(1u << index);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a transform feedback buffer on the graphics pipeline.
|
|
/// The output from the vertex transformation stages are written into the feedback buffer.
|
|
/// </summary>
|
|
/// <param name="index">Index of the transform feedback buffer</param>
|
|
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
|
|
/// <param name="size">Size in bytes of the transform feedback buffer</param>
|
|
public void SetTransformFeedbackBuffer(int index, ulong gpuVa, ulong size)
|
|
{
|
|
ulong address = TranslateAndCreateBuffer(gpuVa, size);
|
|
|
|
_transformFeedbackBuffers[index] = new BufferBounds(address, size);
|
|
_transformFeedbackBuffersDirty = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a storage buffer on the compute pipeline.
|
|
/// Storage buffers can be read and written to on shaders.
|
|
/// </summary>
|
|
/// <param name="index">Index of the storage buffer</param>
|
|
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
|
|
/// <param name="size">Size in bytes of the storage buffer</param>
|
|
public void SetComputeStorageBuffer(int index, ulong gpuVa, ulong size)
|
|
{
|
|
size += gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1);
|
|
|
|
gpuVa = BitUtils.AlignDown(gpuVa, _context.Capabilities.StorageBufferOffsetAlignment);
|
|
|
|
ulong address = TranslateAndCreateBuffer(gpuVa, size);
|
|
|
|
_cpStorageBuffers.SetBounds(index, address, size);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a storage buffer on the graphics pipeline.
|
|
/// Storage buffers can be read and written to on shaders.
|
|
/// </summary>
|
|
/// <param name="stage">Index of the shader stage</param>
|
|
/// <param name="index">Index of the storage buffer</param>
|
|
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
|
|
/// <param name="size">Size in bytes of the storage buffer</param>
|
|
public void SetGraphicsStorageBuffer(int stage, int index, ulong gpuVa, ulong size)
|
|
{
|
|
size += gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1);
|
|
|
|
gpuVa = BitUtils.AlignDown(gpuVa, _context.Capabilities.StorageBufferOffsetAlignment);
|
|
|
|
ulong address = TranslateAndCreateBuffer(gpuVa, size);
|
|
|
|
if (_gpStorageBuffers[stage].Buffers[index].Address != address ||
|
|
_gpStorageBuffers[stage].Buffers[index].Size != size)
|
|
{
|
|
_gpStorageBuffersDirty = true;
|
|
}
|
|
|
|
_gpStorageBuffers[stage].SetBounds(index, address, size);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a uniform buffer on the compute pipeline.
|
|
/// Uniform buffers are read-only from shaders, and have a small capacity.
|
|
/// </summary>
|
|
/// <param name="index">Index of the uniform buffer</param>
|
|
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
|
|
/// <param name="size">Size in bytes of the storage buffer</param>
|
|
public void SetComputeUniformBuffer(int index, ulong gpuVa, ulong size)
|
|
{
|
|
ulong address = TranslateAndCreateBuffer(gpuVa, size);
|
|
|
|
_cpUniformBuffers.SetBounds(index, address, size);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a uniform buffer on the graphics pipeline.
|
|
/// Uniform buffers are read-only from shaders, and have a small capacity.
|
|
/// </summary>
|
|
/// <param name="stage">Index of the shader stage</param>
|
|
/// <param name="index">Index of the uniform buffer</param>
|
|
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
|
|
/// <param name="size">Size in bytes of the storage buffer</param>
|
|
public void SetGraphicsUniformBuffer(int stage, int index, ulong gpuVa, ulong size)
|
|
{
|
|
ulong address = TranslateAndCreateBuffer(gpuVa, size);
|
|
|
|
_gpUniformBuffers[stage].SetBounds(index, address, size);
|
|
_gpUniformBuffersDirty = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the binding points for the storage buffers bound on the compute pipeline.
|
|
/// </summary>
|
|
/// <param name="descriptors">Buffer descriptors with the binding point values</param>
|
|
public void SetComputeStorageBufferBindings(ReadOnlyCollection<BufferDescriptor> descriptors)
|
|
{
|
|
_cpStorageBuffers.SetBindings(descriptors);
|
|
_cpStorageBufferBindings = descriptors.Count != 0 ? descriptors.Max(x => x.Binding) + 1 : 0;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the binding points for the storage buffers bound on the graphics pipeline.
|
|
/// </summary>
|
|
/// <param name="stage">Index of the shader stage</param>
|
|
/// <param name="descriptors">Buffer descriptors with the binding point values</param>
|
|
public void SetGraphicsStorageBufferBindings(int stage, ReadOnlyCollection<BufferDescriptor> descriptors)
|
|
{
|
|
_gpStorageBuffers[stage].SetBindings(descriptors);
|
|
_gpStorageBuffersDirty = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the total number of storage buffer bindings used.
|
|
/// </summary>
|
|
/// <param name="count">Number of storage buffer bindings used</param>
|
|
public void SetGraphicsStorageBufferBindingsCount(int count)
|
|
{
|
|
_gpStorageBufferBindings = count;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the binding points for the uniform buffers bound on the compute pipeline.
|
|
/// </summary>
|
|
/// <param name="descriptors">Buffer descriptors with the binding point values</param>
|
|
public void SetComputeUniformBufferBindings(ReadOnlyCollection<BufferDescriptor> descriptors)
|
|
{
|
|
_cpUniformBuffers.SetBindings(descriptors);
|
|
_cpUniformBufferBindings = descriptors.Count != 0 ? descriptors.Max(x => x.Binding) + 1 : 0;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the enabled uniform buffers mask on the graphics pipeline.
|
|
/// Each bit set on the mask indicates that the respective buffer index is enabled.
|
|
/// </summary>
|
|
/// <param name="stage">Index of the shader stage</param>
|
|
/// <param name="descriptors">Buffer descriptors with the binding point values</param>
|
|
public void SetGraphicsUniformBufferBindings(int stage, ReadOnlyCollection<BufferDescriptor> descriptors)
|
|
{
|
|
_gpUniformBuffers[stage].SetBindings(descriptors);
|
|
_gpUniformBuffersDirty = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the total number of uniform buffer bindings used.
|
|
/// </summary>
|
|
/// <param name="count">Number of uniform buffer bindings used</param>
|
|
public void SetGraphicsUniformBufferBindingsCount(int count)
|
|
{
|
|
_gpUniformBufferBindings = count;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a bit mask indicating which compute uniform buffers are currently bound.
|
|
/// </summary>
|
|
/// <returns>Mask where each bit set indicates a bound constant buffer</returns>
|
|
public uint GetComputeUniformBufferUseMask()
|
|
{
|
|
uint mask = 0;
|
|
|
|
for (int i = 0; i < _cpUniformBuffers.Buffers.Length; i++)
|
|
{
|
|
if (_cpUniformBuffers.Buffers[i].Address != 0)
|
|
{
|
|
mask |= 1u << i;
|
|
}
|
|
}
|
|
|
|
return mask;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a bit mask indicating which graphics uniform buffers are currently bound.
|
|
/// </summary>
|
|
/// <param name="stage">Index of the shader stage</param>
|
|
/// <returns>Mask where each bit set indicates a bound constant buffer</returns>
|
|
public uint GetGraphicsUniformBufferUseMask(int stage)
|
|
{
|
|
uint mask = 0;
|
|
|
|
for (int i = 0; i < _gpUniformBuffers[stage].Buffers.Length; i++)
|
|
{
|
|
if (_gpUniformBuffers[stage].Buffers[i].Address != 0)
|
|
{
|
|
mask |= 1u << i;
|
|
}
|
|
}
|
|
|
|
return mask;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs address translation of the GPU virtual address, and creates a
|
|
/// new buffer, if needed, for the specified range.
|
|
/// </summary>
|
|
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
|
|
/// <param name="size">Size in bytes of the buffer</param>
|
|
/// <returns>CPU virtual address of the buffer, after address translation</returns>
|
|
private ulong TranslateAndCreateBuffer(ulong gpuVa, ulong size)
|
|
{
|
|
if (gpuVa == 0)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
ulong address = _context.MemoryManager.Translate(gpuVa);
|
|
|
|
if (address == MemoryManager.BadAddress)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
CreateBuffer(address, size);
|
|
|
|
return address;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a new buffer for the specified range, if it does not yet exist.
|
|
/// This can be used to ensure the existance of a buffer.
|
|
/// </summary>
|
|
/// <param name="address">Address of the buffer in memory</param>
|
|
/// <param name="size">Size of the buffer in bytes</param>
|
|
public void CreateBuffer(ulong address, ulong size)
|
|
{
|
|
ulong endAddress = address + size;
|
|
|
|
ulong alignedAddress = address & ~BufferAlignmentMask;
|
|
|
|
ulong alignedEndAddress = (endAddress + BufferAlignmentMask) & ~BufferAlignmentMask;
|
|
|
|
// The buffer must have the size of at least one page.
|
|
if (alignedEndAddress == alignedAddress)
|
|
{
|
|
alignedEndAddress += BufferAlignmentSize;
|
|
}
|
|
|
|
CreateBufferAligned(alignedAddress, alignedEndAddress - alignedAddress);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a new buffer for the specified range, if needed.
|
|
/// If a buffer where this range can be fully contained already exists,
|
|
/// then the creation of a new buffer is not necessary.
|
|
/// </summary>
|
|
/// <param name="address">Address of the buffer in guest memory</param>
|
|
/// <param name="size">Size in bytes of the buffer</param>
|
|
private void CreateBufferAligned(ulong address, ulong size)
|
|
{
|
|
int overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps);
|
|
|
|
if (overlapsCount != 0)
|
|
{
|
|
// The buffer already exists. We can just return the existing buffer
|
|
// if the buffer we need is fully contained inside the overlapping buffer.
|
|
// Otherwise, we must delete the overlapping buffers and create a bigger buffer
|
|
// that fits all the data we need. We also need to copy the contents from the
|
|
// old buffer(s) to the new buffer.
|
|
ulong endAddress = address + size;
|
|
|
|
if (_bufferOverlaps[0].Address > address || _bufferOverlaps[0].EndAddress < endAddress)
|
|
{
|
|
for (int index = 0; index < overlapsCount; index++)
|
|
{
|
|
Buffer buffer = _bufferOverlaps[index];
|
|
|
|
address = Math.Min(address, buffer.Address);
|
|
endAddress = Math.Max(endAddress, buffer.EndAddress);
|
|
|
|
buffer.SynchronizeMemory(buffer.Address, buffer.Size);
|
|
|
|
_buffers.Remove(buffer);
|
|
}
|
|
|
|
Buffer newBuffer = new Buffer(_context, address, endAddress - address);
|
|
newBuffer.SynchronizeMemory(address, endAddress - address);
|
|
|
|
_buffers.Add(newBuffer);
|
|
|
|
for (int index = 0; index < overlapsCount; index++)
|
|
{
|
|
Buffer buffer = _bufferOverlaps[index];
|
|
|
|
int dstOffset = (int)(buffer.Address - newBuffer.Address);
|
|
|
|
buffer.CopyTo(newBuffer, dstOffset);
|
|
|
|
buffer.Dispose();
|
|
}
|
|
|
|
// Existing buffers were modified, we need to rebind everything.
|
|
_rebind = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// No overlap, just create a new buffer.
|
|
Buffer buffer = new Buffer(_context, address, size);
|
|
|
|
_buffers.Add(buffer);
|
|
}
|
|
|
|
ShrinkOverlapsBufferIfNeeded();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
|
|
/// </summary>
|
|
private void ShrinkOverlapsBufferIfNeeded()
|
|
{
|
|
if (_bufferOverlaps.Length > OverlapsBufferMaxCapacity)
|
|
{
|
|
Array.Resize(ref _bufferOverlaps, OverlapsBufferMaxCapacity);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the address of the compute uniform buffer currently bound at the given index.
|
|
/// </summary>
|
|
/// <param name="index">Index of the uniform buffer binding</param>
|
|
/// <returns>The uniform buffer address, or an undefined value if the buffer is not currently bound</returns>
|
|
public ulong GetComputeUniformBufferAddress(int index)
|
|
{
|
|
return _cpUniformBuffers.Buffers[index].Address;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the address of the graphics uniform buffer currently bound at the given index.
|
|
/// </summary>
|
|
/// <param name="stage">Index of the shader stage</param>
|
|
/// <param name="index">Index of the uniform buffer binding</param>
|
|
/// <returns>The uniform buffer address, or an undefined value if the buffer is not currently bound</returns>
|
|
public ulong GetGraphicsUniformBufferAddress(int stage, int index)
|
|
{
|
|
return _gpUniformBuffers[stage].Buffers[index].Address;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ensures that the compute engine bindings are visible to the host GPU.
|
|
/// Note: this actually performs the binding using the host graphics API.
|
|
/// </summary>
|
|
public void CommitComputeBindings()
|
|
{
|
|
int sCount = _cpStorageBufferBindings;
|
|
|
|
Span<BufferRange> sRanges = sCount < StackToHeapThreshold ? stackalloc BufferRange[sCount] : new BufferRange[sCount];
|
|
|
|
for (int index = 0; index < _cpStorageBuffers.Count; index++)
|
|
{
|
|
ref var bindingInfo = ref _cpStorageBuffers.Bindings[index];
|
|
|
|
BufferBounds bounds = _cpStorageBuffers.Buffers[bindingInfo.Slot];
|
|
|
|
if (bounds.Address != 0)
|
|
{
|
|
sRanges[bindingInfo.Binding] = GetBufferRange(bounds.Address, bounds.Size);
|
|
}
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetStorageBuffers(sRanges);
|
|
|
|
int uCount = _cpUniformBufferBindings;
|
|
|
|
Span<BufferRange> uRanges = uCount < StackToHeapThreshold ? stackalloc BufferRange[uCount] : new BufferRange[uCount];
|
|
|
|
for (int index = 0; index < _cpUniformBuffers.Count; index++)
|
|
{
|
|
ref var bindingInfo = ref _cpUniformBuffers.Bindings[index];
|
|
|
|
BufferBounds bounds = _cpUniformBuffers.Buffers[bindingInfo.Slot];
|
|
|
|
if (bounds.Address != 0)
|
|
{
|
|
uRanges[bindingInfo.Binding] = GetBufferRange(bounds.Address, bounds.Size);
|
|
}
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetUniformBuffers(uRanges);
|
|
|
|
// Force rebind after doing compute work.
|
|
_rebind = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ensures that the graphics engine bindings are visible to the host GPU.
|
|
/// Note: this actually performs the binding using the host graphics API.
|
|
/// </summary>
|
|
public void CommitGraphicsBindings()
|
|
{
|
|
if (_indexBufferDirty || _rebind)
|
|
{
|
|
_indexBufferDirty = false;
|
|
|
|
if (_indexBuffer.Address != 0)
|
|
{
|
|
BufferRange buffer = GetBufferRange(_indexBuffer.Address, _indexBuffer.Size);
|
|
|
|
_context.Renderer.Pipeline.SetIndexBuffer(buffer, _indexBuffer.Type);
|
|
}
|
|
}
|
|
else if (_indexBuffer.Address != 0)
|
|
{
|
|
SynchronizeBufferRange(_indexBuffer.Address, _indexBuffer.Size);
|
|
}
|
|
|
|
uint vbEnableMask = _vertexBuffersEnableMask;
|
|
|
|
if (_vertexBuffersDirty || _rebind)
|
|
{
|
|
_vertexBuffersDirty = false;
|
|
|
|
Span<VertexBufferDescriptor> vertexBuffers = stackalloc VertexBufferDescriptor[Constants.TotalVertexBuffers];
|
|
|
|
for (int index = 0; (vbEnableMask >> index) != 0; index++)
|
|
{
|
|
VertexBuffer vb = _vertexBuffers[index];
|
|
|
|
if (vb.Address == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
BufferRange buffer = GetBufferRange(vb.Address, vb.Size);
|
|
|
|
vertexBuffers[index] = new VertexBufferDescriptor(buffer, vb.Stride, vb.Divisor);
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetVertexBuffers(vertexBuffers);
|
|
}
|
|
else
|
|
{
|
|
for (int index = 0; (vbEnableMask >> index) != 0; index++)
|
|
{
|
|
VertexBuffer vb = _vertexBuffers[index];
|
|
|
|
if (vb.Address == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
SynchronizeBufferRange(vb.Address, vb.Size);
|
|
}
|
|
}
|
|
|
|
if (_transformFeedbackBuffersDirty || _rebind)
|
|
{
|
|
_transformFeedbackBuffersDirty = false;
|
|
|
|
Span<BufferRange> tfbs = stackalloc BufferRange[Constants.TotalTransformFeedbackBuffers];
|
|
|
|
for (int index = 0; index < Constants.TotalTransformFeedbackBuffers; index++)
|
|
{
|
|
BufferBounds tfb = _transformFeedbackBuffers[index];
|
|
|
|
if (tfb.Address == 0)
|
|
{
|
|
tfbs[index] = BufferRange.Empty;
|
|
continue;
|
|
}
|
|
|
|
tfbs[index] = GetBufferRange(tfb.Address, tfb.Size);
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetTransformFeedbackBuffers(tfbs);
|
|
}
|
|
else
|
|
{
|
|
for (int index = 0; index < Constants.TotalTransformFeedbackBuffers; index++)
|
|
{
|
|
BufferBounds tfb = _transformFeedbackBuffers[index];
|
|
|
|
if (tfb.Address == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
SynchronizeBufferRange(tfb.Address, tfb.Size);
|
|
}
|
|
}
|
|
|
|
if (_gpStorageBuffersDirty || _rebind)
|
|
{
|
|
_gpStorageBuffersDirty = false;
|
|
|
|
BindBuffers(_gpStorageBuffers, isStorage: true);
|
|
}
|
|
else
|
|
{
|
|
UpdateBuffers(_gpStorageBuffers);
|
|
}
|
|
|
|
if (_gpUniformBuffersDirty || _rebind)
|
|
{
|
|
_gpUniformBuffersDirty = false;
|
|
|
|
BindBuffers(_gpUniformBuffers, isStorage: false);
|
|
}
|
|
else
|
|
{
|
|
UpdateBuffers(_gpUniformBuffers);
|
|
}
|
|
|
|
_rebind = false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Bind respective buffer bindings on the host API.
|
|
/// </summary>
|
|
/// <param name="bindings">Bindings to bind</param>
|
|
/// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffers</param>
|
|
private void BindBuffers(BuffersPerStage[] bindings, bool isStorage)
|
|
{
|
|
int count = isStorage ? _gpStorageBufferBindings : _gpUniformBufferBindings;
|
|
|
|
Span<BufferRange> ranges = count < StackToHeapThreshold ? stackalloc BufferRange[count] : new BufferRange[count];
|
|
|
|
for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
|
|
{
|
|
ref var buffers = ref bindings[(int)stage - 1];
|
|
|
|
for (int index = 0; index < buffers.Count; index++)
|
|
{
|
|
ref var bindingInfo = ref buffers.Bindings[index];
|
|
|
|
BufferBounds bounds = buffers.Buffers[bindingInfo.Slot];
|
|
|
|
if (bounds.Address != 0)
|
|
{
|
|
ranges[bindingInfo.Binding] = GetBufferRange(bounds.Address, bounds.Size);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (isStorage)
|
|
{
|
|
_context.Renderer.Pipeline.SetStorageBuffers(ranges);
|
|
}
|
|
else
|
|
{
|
|
_context.Renderer.Pipeline.SetUniformBuffers(ranges);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates data for the already bound buffer bindings.
|
|
/// </summary>
|
|
/// <param name="bindings">Bindings to update</param>
|
|
private void UpdateBuffers(BuffersPerStage[] bindings)
|
|
{
|
|
for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
|
|
{
|
|
ref var buffers = ref bindings[(int)stage - 1];
|
|
|
|
for (int index = 0; index < buffers.Count; index++)
|
|
{
|
|
ref var binding = ref buffers.Bindings[index];
|
|
|
|
BufferBounds bounds = buffers.Buffers[binding.Slot];
|
|
|
|
if (bounds.Address == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
SynchronizeBufferRange(bounds.Address, bounds.Size);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the buffer storage of a buffer texture.
|
|
/// </summary>
|
|
/// <param name="texture">Buffer texture</param>
|
|
/// <param name="address">Address of the buffer in memory</param>
|
|
/// <param name="size">Size of the buffer in bytes</param>
|
|
/// <param name="compute">Indicates if the buffer texture belongs to the compute or graphics pipeline</param>
|
|
public void SetBufferTextureStorage(ITexture texture, ulong address, ulong size, bool compute)
|
|
{
|
|
CreateBuffer(address, size);
|
|
|
|
if (_rebind)
|
|
{
|
|
// We probably had to modify existing buffers to create the texture buffer,
|
|
// so rebind everything to ensure we're using the new buffers for all bound resources.
|
|
if (compute)
|
|
{
|
|
CommitComputeBindings();
|
|
}
|
|
else
|
|
{
|
|
CommitGraphicsBindings();
|
|
}
|
|
}
|
|
|
|
texture.SetStorage(GetBufferRange(address, size));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Copy a buffer data from a given address to another.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This does a GPU side copy.
|
|
/// </remarks>
|
|
/// <param name="srcVa">GPU virtual address of the copy source</param>
|
|
/// <param name="dstVa">GPU virtual address of the copy destination</param>
|
|
/// <param name="size">Size in bytes of the copy</param>
|
|
public void CopyBuffer(GpuVa srcVa, GpuVa dstVa, ulong size)
|
|
{
|
|
ulong srcAddress = TranslateAndCreateBuffer(srcVa.Pack(), size);
|
|
ulong dstAddress = TranslateAndCreateBuffer(dstVa.Pack(), size);
|
|
|
|
Buffer srcBuffer = GetBuffer(srcAddress, size);
|
|
Buffer dstBuffer = GetBuffer(dstAddress, size);
|
|
|
|
int srcOffset = (int)(srcAddress - srcBuffer.Address);
|
|
int dstOffset = (int)(dstAddress - dstBuffer.Address);
|
|
|
|
_context.Renderer.Pipeline.CopyBuffer(
|
|
srcBuffer.Handle,
|
|
dstBuffer.Handle,
|
|
srcOffset,
|
|
dstOffset,
|
|
(int)size);
|
|
|
|
dstBuffer.Flush(dstAddress, size);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a buffer sub-range for a given memory range.
|
|
/// </summary>
|
|
/// <param name="address">Start address of the memory range</param>
|
|
/// <param name="size">Size in bytes of the memory range</param>
|
|
/// <returns>The buffer sub-range for the given range</returns>
|
|
private BufferRange GetBufferRange(ulong address, ulong size)
|
|
{
|
|
return GetBuffer(address, size).GetRange(address, size);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a buffer for a given memory range.
|
|
/// A buffer overlapping with the specified range is assumed to already exist on the cache.
|
|
/// </summary>
|
|
/// <param name="address">Start address of the memory range</param>
|
|
/// <param name="size">Size in bytes of the memory range</param>
|
|
/// <returns>The buffer where the range is fully contained</returns>
|
|
private Buffer GetBuffer(ulong address, ulong size)
|
|
{
|
|
Buffer buffer;
|
|
|
|
if (size != 0)
|
|
{
|
|
buffer = _buffers.FindFirstOverlap(address, size);
|
|
|
|
buffer.SynchronizeMemory(address, size);
|
|
}
|
|
else
|
|
{
|
|
buffer = _buffers.FindFirstOverlap(address, 1);
|
|
}
|
|
|
|
return buffer;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs guest to host memory synchronization of a given memory range.
|
|
/// </summary>
|
|
/// <param name="address">Start address of the memory range</param>
|
|
/// <param name="size">Size in bytes of the memory range</param>
|
|
private void SynchronizeBufferRange(ulong address, ulong size)
|
|
{
|
|
if (size != 0)
|
|
{
|
|
Buffer buffer = _buffers.FindFirstOverlap(address, size);
|
|
|
|
buffer.SynchronizeMemory(address, size);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Disposes all buffers in the cache.
|
|
/// It's an error to use the buffer manager after disposal.
|
|
/// </summary>
|
|
public void Dispose()
|
|
{
|
|
foreach (Buffer buffer in _buffers)
|
|
{
|
|
buffer.Dispose();
|
|
}
|
|
}
|
|
}
|
|
} |