BufferManager.cs 16 KB

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  1. using Ryujinx.Common;
  2. using Ryujinx.Graphics.GAL;
  3. using Ryujinx.Graphics.Gpu.State;
  4. using Ryujinx.Graphics.Shader;
  5. using System;
  6. namespace Ryujinx.Graphics.Gpu.Memory
  7. {
  8. class BufferManager
  9. {
  10. private const int OverlapsBufferInitialCapacity = 10;
  11. private const int OverlapsBufferMaxCapacity = 10000;
  12. private const ulong BufferAlignmentSize = 0x1000;
  13. private const ulong BufferAlignmentMask = BufferAlignmentSize - 1;
  14. private GpuContext _context;
  15. private RangeList<Buffer> _buffers;
  16. private Buffer[] _bufferOverlaps;
  17. private IndexBuffer _indexBuffer;
  18. private VertexBuffer[] _vertexBuffers;
  19. private class BuffersPerStage
  20. {
  21. public uint EnableMask { get; set; }
  22. public BufferBounds[] Buffers { get; }
  23. public BuffersPerStage(int count)
  24. {
  25. Buffers = new BufferBounds[count];
  26. }
  27. public void Bind(int index, ulong address, ulong size)
  28. {
  29. Buffers[index].Address = address;
  30. Buffers[index].Size = size;
  31. }
  32. }
  33. private BuffersPerStage _cpStorageBuffers;
  34. private BuffersPerStage _cpUniformBuffers;
  35. private BuffersPerStage[] _gpStorageBuffers;
  36. private BuffersPerStage[] _gpUniformBuffers;
  37. private bool _gpStorageBuffersDirty;
  38. private bool _gpUniformBuffersDirty;
  39. private bool _indexBufferDirty;
  40. private bool _vertexBuffersDirty;
  41. private uint _vertexBuffersEnableMask;
  42. private bool _rebind;
  43. public BufferManager(GpuContext context)
  44. {
  45. _context = context;
  46. _buffers = new RangeList<Buffer>();
  47. _bufferOverlaps = new Buffer[OverlapsBufferInitialCapacity];
  48. _vertexBuffers = new VertexBuffer[Constants.TotalVertexBuffers];
  49. _cpStorageBuffers = new BuffersPerStage(Constants.TotalCpStorageBuffers);
  50. _cpUniformBuffers = new BuffersPerStage(Constants.TotalCpUniformBuffers);
  51. _gpStorageBuffers = new BuffersPerStage[Constants.TotalShaderStages];
  52. _gpUniformBuffers = new BuffersPerStage[Constants.TotalShaderStages];
  53. for (int index = 0; index < Constants.TotalShaderStages; index++)
  54. {
  55. _gpStorageBuffers[index] = new BuffersPerStage(Constants.TotalGpStorageBuffers);
  56. _gpUniformBuffers[index] = new BuffersPerStage(Constants.TotalGpUniformBuffers);
  57. }
  58. }
  59. public void SetIndexBuffer(ulong gpuVa, ulong size, IndexType type)
  60. {
  61. ulong address = TranslateAndCreateBuffer(gpuVa, size);
  62. _indexBuffer.Address = address;
  63. _indexBuffer.Size = size;
  64. _indexBuffer.Type = type;
  65. _indexBufferDirty = true;
  66. }
  67. public void SetVertexBuffer(int index, ulong gpuVa, ulong size, int stride, int divisor)
  68. {
  69. ulong address = TranslateAndCreateBuffer(gpuVa, size);
  70. _vertexBuffers[index].Address = address;
  71. _vertexBuffers[index].Size = size;
  72. _vertexBuffers[index].Stride = stride;
  73. _vertexBuffers[index].Divisor = divisor;
  74. _vertexBuffersDirty = true;
  75. if (address != 0)
  76. {
  77. _vertexBuffersEnableMask |= 1u << index;
  78. }
  79. else
  80. {
  81. _vertexBuffersEnableMask &= ~(1u << index);
  82. }
  83. }
  84. public void SetComputeStorageBuffer(int index, ulong gpuVa, ulong size)
  85. {
  86. size += gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1);
  87. gpuVa = BitUtils.AlignDown(gpuVa, _context.Capabilities.StorageBufferOffsetAlignment);
  88. ulong address = TranslateAndCreateBuffer(gpuVa, size);
  89. _cpStorageBuffers.Bind(index, address, size);
  90. }
  91. public void SetGraphicsStorageBuffer(int stage, int index, ulong gpuVa, ulong size)
  92. {
  93. size += gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1);
  94. gpuVa = BitUtils.AlignDown(gpuVa, _context.Capabilities.StorageBufferOffsetAlignment);
  95. ulong address = TranslateAndCreateBuffer(gpuVa, size);
  96. if (_gpStorageBuffers[stage].Buffers[index].Address != address ||
  97. _gpStorageBuffers[stage].Buffers[index].Size != size)
  98. {
  99. _gpStorageBuffersDirty = true;
  100. }
  101. _gpStorageBuffers[stage].Bind(index, address, size);
  102. }
  103. public void SetComputeUniformBuffer(int index, ulong gpuVa, ulong size)
  104. {
  105. ulong address = TranslateAndCreateBuffer(gpuVa, size);
  106. _cpUniformBuffers.Bind(index, address, size);
  107. }
  108. public void SetGraphicsUniformBuffer(int stage, int index, ulong gpuVa, ulong size)
  109. {
  110. ulong address = TranslateAndCreateBuffer(gpuVa, size);
  111. _gpUniformBuffers[stage].Bind(index, address, size);
  112. _gpUniformBuffersDirty = true;
  113. }
  114. public void SetComputeStorageBufferEnableMask(uint mask)
  115. {
  116. _cpStorageBuffers.EnableMask = mask;
  117. }
  118. public void SetGraphicsStorageBufferEnableMask(int stage, uint mask)
  119. {
  120. _gpStorageBuffers[stage].EnableMask = mask;
  121. _gpStorageBuffersDirty = true;
  122. }
  123. public void SetComputeUniformBufferEnableMask(uint mask)
  124. {
  125. _cpUniformBuffers.EnableMask = mask;
  126. }
  127. public void SetGraphicsUniformBufferEnableMask(int stage, uint mask)
  128. {
  129. _gpUniformBuffers[stage].EnableMask = mask;
  130. _gpUniformBuffersDirty = true;
  131. }
  132. private ulong TranslateAndCreateBuffer(ulong gpuVa, ulong size)
  133. {
  134. if (gpuVa == 0)
  135. {
  136. return 0;
  137. }
  138. ulong address = _context.MemoryManager.Translate(gpuVa);
  139. if (address == MemoryManager.BadAddress)
  140. {
  141. return 0;
  142. }
  143. ulong endAddress = address + size;
  144. ulong alignedAddress = address & ~BufferAlignmentMask;
  145. ulong alignedEndAddress = (endAddress + BufferAlignmentMask) & ~BufferAlignmentMask;
  146. // The buffer must have the size of at least one page.
  147. if (alignedEndAddress == alignedAddress)
  148. {
  149. alignedEndAddress += BufferAlignmentSize;
  150. }
  151. CreateBuffer(alignedAddress, alignedEndAddress - alignedAddress);
  152. return address;
  153. }
  154. private void CreateBuffer(ulong address, ulong size)
  155. {
  156. int overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps);
  157. if (overlapsCount != 0)
  158. {
  159. // The buffer already exists. We can just return the existing buffer
  160. // if the buffer we need is fully contained inside the overlapping buffer.
  161. // Otherwise, we must delete the overlapping buffers and create a bigger buffer
  162. // that fits all the data we need. We also need to copy the contents from the
  163. // old buffer(s) to the new buffer.
  164. ulong endAddress = address + size;
  165. if (_bufferOverlaps[0].Address > address || _bufferOverlaps[0].EndAddress < endAddress)
  166. {
  167. for (int index = 0; index < overlapsCount; index++)
  168. {
  169. Buffer buffer = _bufferOverlaps[index];
  170. address = Math.Min(address, buffer.Address);
  171. endAddress = Math.Max(endAddress, buffer.EndAddress);
  172. buffer.SynchronizeMemory(buffer.Address, buffer.Size);
  173. _buffers.Remove(buffer);
  174. }
  175. Buffer newBuffer = new Buffer(_context, address, endAddress - address);
  176. _buffers.Add(newBuffer);
  177. for (int index = 0; index < overlapsCount; index++)
  178. {
  179. Buffer buffer = _bufferOverlaps[index];
  180. int dstOffset = (int)(buffer.Address - newBuffer.Address);
  181. buffer.CopyTo(newBuffer, dstOffset);
  182. buffer.Dispose();
  183. }
  184. _rebind = true;
  185. }
  186. }
  187. else
  188. {
  189. // No overlap, just create a new buffer.
  190. Buffer buffer = new Buffer(_context, address, size);
  191. _buffers.Add(buffer);
  192. }
  193. ShrinkOverlapsBufferIfNeeded();
  194. }
  195. private void ShrinkOverlapsBufferIfNeeded()
  196. {
  197. if (_bufferOverlaps.Length > OverlapsBufferMaxCapacity)
  198. {
  199. Array.Resize(ref _bufferOverlaps, OverlapsBufferMaxCapacity);
  200. }
  201. }
  202. public ulong GetComputeUniformBufferAddress(int index)
  203. {
  204. return _cpUniformBuffers.Buffers[index].Address;
  205. }
  206. public ulong GetGraphicsUniformBufferAddress(int stage, int index)
  207. {
  208. return _gpUniformBuffers[stage].Buffers[index].Address;
  209. }
  210. public void CommitComputeBindings()
  211. {
  212. uint enableMask = _cpStorageBuffers.EnableMask;
  213. for (int index = 0; (enableMask >> index) != 0; index++)
  214. {
  215. if ((enableMask & (1u << index)) == 0)
  216. {
  217. continue;
  218. }
  219. BufferBounds bounds = _cpStorageBuffers.Buffers[index];
  220. if (bounds.Address == 0)
  221. {
  222. continue;
  223. }
  224. BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
  225. _context.Renderer.Pipeline.SetStorageBuffer(index, ShaderStage.Compute, buffer);
  226. }
  227. enableMask = _cpUniformBuffers.EnableMask;
  228. for (int index = 0; (enableMask >> index) != 0; index++)
  229. {
  230. if ((enableMask & (1u << index)) == 0)
  231. {
  232. continue;
  233. }
  234. BufferBounds bounds = _cpUniformBuffers.Buffers[index];
  235. if (bounds.Address == 0)
  236. {
  237. continue;
  238. }
  239. BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
  240. _context.Renderer.Pipeline.SetUniformBuffer(index, ShaderStage.Compute, buffer);
  241. }
  242. // Force rebind after doing compute work.
  243. _rebind = true;
  244. }
  245. public void CommitBindings()
  246. {
  247. if (_indexBufferDirty || _rebind)
  248. {
  249. _indexBufferDirty = false;
  250. if (_indexBuffer.Address != 0)
  251. {
  252. BufferRange buffer = GetBufferRange(_indexBuffer.Address, _indexBuffer.Size);
  253. _context.Renderer.Pipeline.SetIndexBuffer(buffer, _indexBuffer.Type);
  254. }
  255. }
  256. else if (_indexBuffer.Address != 0)
  257. {
  258. SynchronizeBufferRange(_indexBuffer.Address, _indexBuffer.Size);
  259. }
  260. uint vbEnableMask = _vertexBuffersEnableMask;
  261. if (_vertexBuffersDirty || _rebind)
  262. {
  263. _vertexBuffersDirty = false;
  264. VertexBufferDescriptor[] vertexBuffers = new VertexBufferDescriptor[Constants.TotalVertexBuffers];
  265. for (int index = 0; (vbEnableMask >> index) != 0; index++)
  266. {
  267. VertexBuffer vb = _vertexBuffers[index];
  268. if (vb.Address == 0)
  269. {
  270. continue;
  271. }
  272. BufferRange buffer = GetBufferRange(vb.Address, vb.Size);
  273. vertexBuffers[index] = new VertexBufferDescriptor(buffer, vb.Stride, vb.Divisor);
  274. }
  275. _context.Renderer.Pipeline.SetVertexBuffers(vertexBuffers);
  276. }
  277. else
  278. {
  279. for (int index = 0; (vbEnableMask >> index) != 0; index++)
  280. {
  281. VertexBuffer vb = _vertexBuffers[index];
  282. if (vb.Address == 0)
  283. {
  284. continue;
  285. }
  286. SynchronizeBufferRange(vb.Address, vb.Size);
  287. }
  288. }
  289. if (_gpStorageBuffersDirty || _rebind)
  290. {
  291. _gpStorageBuffersDirty = false;
  292. BindBuffers(_gpStorageBuffers, isStorage: true);
  293. }
  294. else
  295. {
  296. UpdateBuffers(_gpStorageBuffers);
  297. }
  298. if (_gpUniformBuffersDirty || _rebind)
  299. {
  300. _gpUniformBuffersDirty = false;
  301. BindBuffers(_gpUniformBuffers, isStorage: false);
  302. }
  303. else
  304. {
  305. UpdateBuffers(_gpUniformBuffers);
  306. }
  307. _rebind = false;
  308. }
  309. private void BindBuffers(BuffersPerStage[] bindings, bool isStorage)
  310. {
  311. BindOrUpdateBuffers(bindings, bind: true, isStorage);
  312. }
  313. private void UpdateBuffers(BuffersPerStage[] bindings)
  314. {
  315. BindOrUpdateBuffers(bindings, bind: false);
  316. }
  317. private void BindOrUpdateBuffers(BuffersPerStage[] bindings, bool bind, bool isStorage = false)
  318. {
  319. for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
  320. {
  321. uint enableMask = bindings[(int)stage - 1].EnableMask;
  322. if (enableMask == 0)
  323. {
  324. continue;
  325. }
  326. for (int index = 0; (enableMask >> index) != 0; index++)
  327. {
  328. if ((enableMask & (1u << index)) == 0)
  329. {
  330. continue;
  331. }
  332. BufferBounds bounds = bindings[(int)stage - 1].Buffers[index];
  333. if (bounds.Address == 0)
  334. {
  335. continue;
  336. }
  337. if (bind)
  338. {
  339. BindBuffer(index, stage, bounds, isStorage);
  340. }
  341. else
  342. {
  343. SynchronizeBufferRange(bounds.Address, bounds.Size);
  344. }
  345. }
  346. }
  347. }
  348. private void BindBuffer(int index, ShaderStage stage, BufferBounds bounds, bool isStorage)
  349. {
  350. BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
  351. if (isStorage)
  352. {
  353. _context.Renderer.Pipeline.SetStorageBuffer(index, stage, buffer);
  354. }
  355. else
  356. {
  357. _context.Renderer.Pipeline.SetUniformBuffer(index, stage, buffer);
  358. }
  359. }
  360. public void CopyBuffer(GpuVa srcVa, GpuVa dstVa, ulong size)
  361. {
  362. ulong srcAddress = TranslateAndCreateBuffer(srcVa.Pack(), size);
  363. ulong dstAddress = TranslateAndCreateBuffer(dstVa.Pack(), size);
  364. Buffer srcBuffer = GetBuffer(srcAddress, size);
  365. Buffer dstBuffer = GetBuffer(dstAddress, size);
  366. int srcOffset = (int)(srcAddress - srcBuffer.Address);
  367. int dstOffset = (int)(dstAddress - dstBuffer.Address);
  368. srcBuffer.HostBuffer.CopyTo(
  369. dstBuffer.HostBuffer,
  370. srcOffset,
  371. dstOffset,
  372. (int)size);
  373. dstBuffer.Flush(dstAddress, size);
  374. }
  375. private BufferRange GetBufferRange(ulong address, ulong size)
  376. {
  377. return GetBuffer(address, size).GetRange(address, size);
  378. }
  379. private Buffer GetBuffer(ulong address, ulong size)
  380. {
  381. Buffer buffer;
  382. if (size != 0)
  383. {
  384. buffer = _buffers.FindFirstOverlap(address, size);
  385. buffer.SynchronizeMemory(address, size);
  386. }
  387. else
  388. {
  389. buffer = _buffers.FindFirstOverlap(address, 1);
  390. }
  391. return buffer;
  392. }
  393. private void SynchronizeBufferRange(ulong address, ulong size)
  394. {
  395. if (size != 0)
  396. {
  397. Buffer buffer = _buffers.FindFirstOverlap(address, size);
  398. buffer.SynchronizeMemory(address, size);
  399. }
  400. }
  401. }
  402. }