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- using Ryujinx.Common;
- using Ryujinx.Graphics.GAL;
- using Ryujinx.Graphics.Gpu.Image;
- using Ryujinx.Graphics.Shader;
- using System;
- using System.Collections.Generic;
- using System.Collections.ObjectModel;
- using System.Runtime.CompilerServices;
- namespace Ryujinx.Graphics.Gpu.Memory
- {
- /// <summary>
- /// Buffer manager.
- /// </summary>
- class BufferManager
- {
- private readonly GpuContext _context;
- private readonly GpuChannel _channel;
- private IndexBuffer _indexBuffer;
- private readonly VertexBuffer[] _vertexBuffers;
- private readonly BufferBounds[] _transformFeedbackBuffers;
- private readonly List<BufferTextureBinding> _bufferTextures;
- private readonly BufferRange[] _ranges;
- /// <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>
- /// <param name="flags">Buffer usage flags</param>
- public void SetBounds(int index, ulong address, ulong size, BufferUsageFlags flags = BufferUsageFlags.None)
- {
- Buffers[index] = new BufferBounds(address, size, flags);
- }
- /// <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 readonly BuffersPerStage _cpStorageBuffers;
- private readonly BuffersPerStage _cpUniformBuffers;
- private readonly BuffersPerStage[] _gpStorageBuffers;
- private readonly BuffersPerStage[] _gpUniformBuffers;
- 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">GPU context that the buffer manager belongs to</param>
- /// <param name="channel">GPU channel that the buffer manager belongs to</param>
- public BufferManager(GpuContext context, GpuChannel channel)
- {
- _context = context;
- _channel = channel;
- _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);
- }
- _bufferTextures = new List<BufferTextureBinding>();
- _ranges = new BufferRange[Constants.TotalGpUniformBuffers * Constants.ShaderStages];
- }
- /// <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 = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, 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 = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, 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 = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, 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>
- /// <param name="flags">Buffer usage flags</param>
- public void SetComputeStorageBuffer(int index, ulong gpuVa, ulong size, BufferUsageFlags flags)
- {
- size += gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1);
- gpuVa = BitUtils.AlignDown(gpuVa, _context.Capabilities.StorageBufferOffsetAlignment);
- ulong address = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, gpuVa, size);
- _cpStorageBuffers.SetBounds(index, address, size, flags);
- }
- /// <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>
- /// <param name="flags">Buffer usage flags</param>
- public void SetGraphicsStorageBuffer(int stage, int index, ulong gpuVa, ulong size, BufferUsageFlags flags)
- {
- size += gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1);
- gpuVa = BitUtils.AlignDown(gpuVa, _context.Capabilities.StorageBufferOffsetAlignment);
- ulong address = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, gpuVa, size);
- if (_gpStorageBuffers[stage].Buffers[index].Address != address ||
- _gpStorageBuffers[stage].Buffers[index].Size != size)
- {
- _gpStorageBuffersDirty = true;
- }
- _gpStorageBuffers[stage].SetBounds(index, address, size, flags);
- }
- /// <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 = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, 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 = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, 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);
- }
- /// <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 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);
- }
- /// <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>
- /// 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>
- /// 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>
- /// Gets the bounds of the uniform buffer currently bound at the given index.
- /// </summary>
- /// <param name="isCompute">Indicates whenever the uniform is requested by the 3D or compute engine</param>
- /// <param name="stage">Index of the shader stage, if the uniform is for the 3D engine</param>
- /// <param name="index">Index of the uniform buffer binding</param>
- /// <returns>The uniform buffer bounds, or an undefined value if the buffer is not currently bound</returns>
- public ref BufferBounds GetUniformBufferBounds(bool isCompute, int stage, int index)
- {
- if (isCompute)
- {
- return ref _cpUniformBuffers.Buffers[index];
- }
- else
- {
- return ref _gpUniformBuffers[stage].Buffers[index];
- }
- }
- /// <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()
- {
- var bufferCache = _channel.MemoryManager.Physical.BufferCache;
- BindBuffers(bufferCache, _cpStorageBuffers, isStorage: true);
- BindBuffers(bufferCache, _cpUniformBuffers, isStorage: false);
- CommitBufferTextureBindings();
- // Force rebind after doing compute work.
- Rebind();
- }
- /// <summary>
- /// Commit any queued buffer texture bindings.
- /// </summary>
- private void CommitBufferTextureBindings()
- {
- if (_bufferTextures.Count > 0)
- {
- foreach (var binding in _bufferTextures)
- {
- var isStore = binding.BindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);
- var range = _channel.MemoryManager.Physical.BufferCache.GetBufferRange(binding.Address, binding.Size, isStore);
- binding.Texture.SetStorage(range);
- // The texture must be rebound to use the new storage if it was updated.
- if (binding.IsImage)
- {
- _context.Renderer.Pipeline.SetImage(binding.BindingInfo.Binding, binding.Texture, binding.Format);
- }
- else
- {
- _context.Renderer.Pipeline.SetTextureAndSampler(binding.Stage, binding.BindingInfo.Binding, binding.Texture, null);
- }
- }
- _bufferTextures.Clear();
- }
- }
- /// <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()
- {
- var bufferCache = _channel.MemoryManager.Physical.BufferCache;
- if (_indexBufferDirty || _rebind)
- {
- _indexBufferDirty = false;
- if (_indexBuffer.Address != 0)
- {
- BufferRange buffer = bufferCache.GetBufferRange(_indexBuffer.Address, _indexBuffer.Size);
- _context.Renderer.Pipeline.SetIndexBuffer(buffer, _indexBuffer.Type);
- }
- }
- else if (_indexBuffer.Address != 0)
- {
- bufferCache.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 = bufferCache.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;
- }
- bufferCache.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] = bufferCache.GetBufferRange(tfb.Address, tfb.Size, write: true);
- }
- _context.Renderer.Pipeline.SetTransformFeedbackBuffers(tfbs);
- }
- else
- {
- for (int index = 0; index < Constants.TotalTransformFeedbackBuffers; index++)
- {
- BufferBounds tfb = _transformFeedbackBuffers[index];
- if (tfb.Address == 0)
- {
- continue;
- }
- bufferCache.SynchronizeBufferRange(tfb.Address, tfb.Size);
- }
- }
- if (_gpStorageBuffersDirty || _rebind)
- {
- _gpStorageBuffersDirty = false;
- BindBuffers(bufferCache, _gpStorageBuffers, isStorage: true);
- }
- else
- {
- UpdateBuffers(_gpStorageBuffers);
- }
- if (_gpUniformBuffersDirty || _rebind)
- {
- _gpUniformBuffersDirty = false;
- BindBuffers(bufferCache, _gpUniformBuffers, isStorage: false);
- }
- else
- {
- UpdateBuffers(_gpUniformBuffers);
- }
- CommitBufferTextureBindings();
- _rebind = false;
- }
- /// <summary>
- /// Bind respective buffer bindings on the host API.
- /// </summary>
- /// <param name="bufferCache">Buffer cache holding the buffers for the specified ranges</param>
- /// <param name="bindings">Buffer memory ranges to bind</param>
- /// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffer</param>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- private void BindBuffers(BufferCache bufferCache, BuffersPerStage[] bindings, bool isStorage)
- {
- int rangesFirst = 0;
- int rangesCount = 0;
- Span<BufferRange> ranges = _ranges;
- 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)
- {
- var isWrite = bounds.Flags.HasFlag(BufferUsageFlags.Write);
- var range = isStorage
- ? bufferCache.GetBufferRangeTillEnd(bounds.Address, bounds.Size, isWrite)
- : bufferCache.GetBufferRange(bounds.Address, bounds.Size);
- if (rangesCount == 0)
- {
- rangesFirst = bindingInfo.Binding;
- }
- else if (bindingInfo.Binding != rangesFirst + rangesCount)
- {
- SetHostBuffers(ranges, rangesFirst, rangesCount, isStorage);
- rangesFirst = bindingInfo.Binding;
- rangesCount = 0;
- }
- ranges[rangesCount++] = range;
- }
- }
- }
- if (rangesCount != 0)
- {
- SetHostBuffers(ranges, rangesFirst, rangesCount, isStorage);
- }
- }
- /// <summary>
- /// Bind respective buffer bindings on the host API.
- /// </summary>
- /// <param name="bufferCache">Buffer cache holding the buffers for the specified ranges</param>
- /// <param name="buffers">Buffer memory ranges to bind</param>
- /// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffer</param>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- private void BindBuffers(BufferCache bufferCache, BuffersPerStage buffers, bool isStorage)
- {
- int rangesFirst = 0;
- int rangesCount = 0;
- Span<BufferRange> ranges = _ranges;
- 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)
- {
- var isWrite = bounds.Flags.HasFlag(BufferUsageFlags.Write);
- var range = isStorage
- ? bufferCache.GetBufferRangeTillEnd(bounds.Address, bounds.Size, isWrite)
- : bufferCache.GetBufferRange(bounds.Address, bounds.Size);
- if (rangesCount == 0)
- {
- rangesFirst = bindingInfo.Binding;
- }
- else if (bindingInfo.Binding != rangesFirst + rangesCount)
- {
- SetHostBuffers(ranges, rangesFirst, rangesCount, isStorage);
- rangesFirst = bindingInfo.Binding;
- rangesCount = 0;
- }
- ranges[rangesCount++] = range;
- }
- }
- if (rangesCount != 0)
- {
- SetHostBuffers(ranges, rangesFirst, rangesCount, isStorage);
- }
- }
- /// <summary>
- /// Bind respective buffer bindings on the host API.
- /// </summary>
- /// <param name="ranges">Host buffers to bind, with their offsets and sizes</param>
- /// <param name="first">First binding point</param>
- /// <param name="count">Number of bindings</param>
- /// <param name="isStorage">Indicates if the buffers are storage or uniform buffers</param>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- private void SetHostBuffers(ReadOnlySpan<BufferRange> ranges, int first, int count, bool isStorage)
- {
- if (isStorage)
- {
- _context.Renderer.Pipeline.SetStorageBuffers(first, ranges.Slice(0, count));
- }
- else
- {
- _context.Renderer.Pipeline.SetUniformBuffers(first, ranges.Slice(0, count));
- }
- }
- /// <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;
- }
- _channel.MemoryManager.Physical.BufferCache.SynchronizeBufferRange(bounds.Address, bounds.Size);
- }
- }
- }
- /// <summary>
- /// Sets the buffer storage of a buffer texture. This will be bound when the buffer manager commits bindings.
- /// </summary>
- /// <param name="stage">Shader stage accessing the texture</param>
- /// <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="bindingInfo">Binding info for the buffer texture</param>
- /// <param name="format">Format of the buffer texture</param>
- /// <param name="isImage">Whether the binding is for an image or a sampler</param>
- public void SetBufferTextureStorage(
- ShaderStage stage,
- ITexture texture,
- ulong address,
- ulong size,
- TextureBindingInfo bindingInfo,
- Format format,
- bool isImage)
- {
- _channel.MemoryManager.Physical.BufferCache.CreateBuffer(address, size);
- _bufferTextures.Add(new BufferTextureBinding(stage, texture, address, size, bindingInfo, format, isImage));
- }
- /// <summary>
- /// Force all bound textures and images to be rebound the next time CommitBindings is called.
- /// </summary>
- public void Rebind()
- {
- _rebind = true;
- }
- }
- }
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