BufferManager.cs 16 KB

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  1. using Ryujinx.Common;
  2. using Ryujinx.Graphics.GAL;
  3. using Ryujinx.Graphics.GAL.InputAssembler;
  4. using Ryujinx.Graphics.Gpu.State;
  5. using Ryujinx.Graphics.Shader;
  6. using System;
  7. namespace Ryujinx.Graphics.Gpu.Memory
  8. {
  9. class BufferManager
  10. {
  11. private const int OverlapsBufferInitialCapacity = 10;
  12. private const int OverlapsBufferMaxCapacity = 10000;
  13. private const ulong BufferAlignmentSize = 0x1000;
  14. private const ulong BufferAlignmentMask = BufferAlignmentSize - 1;
  15. private GpuContext _context;
  16. private RangeList<Buffer> _buffers;
  17. private Buffer[] _bufferOverlaps;
  18. private IndexBuffer _indexBuffer;
  19. private VertexBuffer[] _vertexBuffers;
  20. private class BuffersPerStage
  21. {
  22. public uint EnableMask { get; set; }
  23. public BufferBounds[] Buffers { get; }
  24. public BuffersPerStage(int count)
  25. {
  26. Buffers = new BufferBounds[count];
  27. }
  28. public void Bind(int index, ulong address, ulong size)
  29. {
  30. Buffers[index].Address = address;
  31. Buffers[index].Size = size;
  32. }
  33. }
  34. private BuffersPerStage _cpStorageBuffers;
  35. private BuffersPerStage _cpUniformBuffers;
  36. private BuffersPerStage[] _gpStorageBuffers;
  37. private BuffersPerStage[] _gpUniformBuffers;
  38. private bool _gpStorageBuffersDirty;
  39. private bool _gpUniformBuffersDirty;
  40. private bool _indexBufferDirty;
  41. private bool _vertexBuffersDirty;
  42. private uint _vertexBuffersEnableMask;
  43. private bool _rebind;
  44. public BufferManager(GpuContext context)
  45. {
  46. _context = context;
  47. _buffers = new RangeList<Buffer>();
  48. _bufferOverlaps = new Buffer[OverlapsBufferInitialCapacity];
  49. _vertexBuffers = new VertexBuffer[Constants.TotalVertexBuffers];
  50. _cpStorageBuffers = new BuffersPerStage(Constants.TotalCpStorageBuffers);
  51. _cpUniformBuffers = new BuffersPerStage(Constants.TotalCpUniformBuffers);
  52. _gpStorageBuffers = new BuffersPerStage[Constants.TotalShaderStages];
  53. _gpUniformBuffers = new BuffersPerStage[Constants.TotalShaderStages];
  54. for (int index = 0; index < Constants.TotalShaderStages; index++)
  55. {
  56. _gpStorageBuffers[index] = new BuffersPerStage(Constants.TotalGpStorageBuffers);
  57. _gpUniformBuffers[index] = new BuffersPerStage(Constants.TotalGpUniformBuffers);
  58. }
  59. }
  60. public void SetIndexBuffer(ulong gpuVa, ulong size, IndexType type)
  61. {
  62. ulong address = TranslateAndCreateBuffer(gpuVa, size);
  63. _indexBuffer.Address = address;
  64. _indexBuffer.Size = size;
  65. _indexBuffer.Type = type;
  66. _indexBufferDirty = true;
  67. }
  68. public void SetVertexBuffer(int index, ulong gpuVa, ulong size, int stride, int divisor)
  69. {
  70. ulong address = TranslateAndCreateBuffer(gpuVa, size);
  71. _vertexBuffers[index].Address = address;
  72. _vertexBuffers[index].Size = size;
  73. _vertexBuffers[index].Stride = stride;
  74. _vertexBuffers[index].Divisor = divisor;
  75. _vertexBuffersDirty = true;
  76. if (address != 0)
  77. {
  78. _vertexBuffersEnableMask |= 1u << index;
  79. }
  80. else
  81. {
  82. _vertexBuffersEnableMask &= ~(1u << index);
  83. }
  84. }
  85. public void SetComputeStorageBuffer(int index, ulong gpuVa, ulong size)
  86. {
  87. size += gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1);
  88. gpuVa = BitUtils.AlignDown(gpuVa, _context.Capabilities.StorageBufferOffsetAlignment);
  89. ulong address = TranslateAndCreateBuffer(gpuVa, size);
  90. _cpStorageBuffers.Bind(index, address, size);
  91. }
  92. public void SetGraphicsStorageBuffer(int stage, int index, ulong gpuVa, ulong size)
  93. {
  94. size += gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1);
  95. gpuVa = BitUtils.AlignDown(gpuVa, _context.Capabilities.StorageBufferOffsetAlignment);
  96. ulong address = TranslateAndCreateBuffer(gpuVa, size);
  97. if (_gpStorageBuffers[stage].Buffers[index].Address != address ||
  98. _gpStorageBuffers[stage].Buffers[index].Size != size)
  99. {
  100. _gpStorageBuffersDirty = true;
  101. }
  102. _gpStorageBuffers[stage].Bind(index, address, size);
  103. }
  104. public void SetComputeUniformBuffer(int index, ulong gpuVa, ulong size)
  105. {
  106. ulong address = TranslateAndCreateBuffer(gpuVa, size);
  107. _cpUniformBuffers.Bind(index, address, size);
  108. }
  109. public void SetGraphicsUniformBuffer(int stage, int index, ulong gpuVa, ulong size)
  110. {
  111. ulong address = TranslateAndCreateBuffer(gpuVa, size);
  112. _gpUniformBuffers[stage].Bind(index, address, size);
  113. _gpUniformBuffersDirty = true;
  114. }
  115. public void SetComputeStorageBufferEnableMask(uint mask)
  116. {
  117. _cpStorageBuffers.EnableMask = mask;
  118. }
  119. public void SetGraphicsStorageBufferEnableMask(int stage, uint mask)
  120. {
  121. _gpStorageBuffers[stage].EnableMask = mask;
  122. _gpStorageBuffersDirty = true;
  123. }
  124. public void SetComputeUniformBufferEnableMask(uint mask)
  125. {
  126. _cpUniformBuffers.EnableMask = mask;
  127. }
  128. public void SetGraphicsUniformBufferEnableMask(int stage, uint mask)
  129. {
  130. _gpUniformBuffers[stage].EnableMask = mask;
  131. _gpUniformBuffersDirty = true;
  132. }
  133. private ulong TranslateAndCreateBuffer(ulong gpuVa, ulong size)
  134. {
  135. if (gpuVa == 0)
  136. {
  137. return 0;
  138. }
  139. ulong address = _context.MemoryManager.Translate(gpuVa);
  140. if (address == MemoryManager.BadAddress)
  141. {
  142. return 0;
  143. }
  144. ulong endAddress = address + size;
  145. ulong alignedAddress = address & ~BufferAlignmentMask;
  146. ulong alignedEndAddress = (endAddress + BufferAlignmentMask) & ~BufferAlignmentMask;
  147. // The buffer must have the size of at least one page.
  148. if (alignedEndAddress == alignedAddress)
  149. {
  150. alignedEndAddress += BufferAlignmentSize;
  151. }
  152. CreateBuffer(alignedAddress, alignedEndAddress - alignedAddress);
  153. return address;
  154. }
  155. private void CreateBuffer(ulong address, ulong size)
  156. {
  157. int overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps);
  158. if (overlapsCount != 0)
  159. {
  160. // The buffer already exists. We can just return the existing buffer
  161. // if the buffer we need is fully contained inside the overlapping buffer.
  162. // Otherwise, we must delete the overlapping buffers and create a bigger buffer
  163. // that fits all the data we need. We also need to copy the contents from the
  164. // old buffer(s) to the new buffer.
  165. ulong endAddress = address + size;
  166. if (_bufferOverlaps[0].Address > address || _bufferOverlaps[0].EndAddress < endAddress)
  167. {
  168. for (int index = 0; index < overlapsCount; index++)
  169. {
  170. Buffer buffer = _bufferOverlaps[index];
  171. address = Math.Min(address, buffer.Address);
  172. endAddress = Math.Max(endAddress, buffer.EndAddress);
  173. buffer.SynchronizeMemory(buffer.Address, buffer.Size);
  174. _buffers.Remove(buffer);
  175. }
  176. Buffer newBuffer = new Buffer(_context, address, endAddress - address);
  177. _buffers.Add(newBuffer);
  178. for (int index = 0; index < overlapsCount; index++)
  179. {
  180. Buffer buffer = _bufferOverlaps[index];
  181. int dstOffset = (int)(buffer.Address - newBuffer.Address);
  182. buffer.CopyTo(newBuffer, dstOffset);
  183. buffer.Dispose();
  184. }
  185. _rebind = true;
  186. }
  187. }
  188. else
  189. {
  190. // No overlap, just create a new buffer.
  191. Buffer buffer = new Buffer(_context, address, size);
  192. _buffers.Add(buffer);
  193. }
  194. ShrinkOverlapsBufferIfNeeded();
  195. }
  196. private void ShrinkOverlapsBufferIfNeeded()
  197. {
  198. if (_bufferOverlaps.Length > OverlapsBufferMaxCapacity)
  199. {
  200. Array.Resize(ref _bufferOverlaps, OverlapsBufferMaxCapacity);
  201. }
  202. }
  203. public ulong GetComputeUniformBufferAddress(int index)
  204. {
  205. return _cpUniformBuffers.Buffers[index].Address;
  206. }
  207. public ulong GetGraphicsUniformBufferAddress(int stage, int index)
  208. {
  209. return _gpUniformBuffers[stage].Buffers[index].Address;
  210. }
  211. public void CommitComputeBindings()
  212. {
  213. uint enableMask = _cpStorageBuffers.EnableMask;
  214. for (int index = 0; (enableMask >> index) != 0; index++)
  215. {
  216. if ((enableMask & (1u << index)) == 0)
  217. {
  218. continue;
  219. }
  220. BufferBounds bounds = _cpStorageBuffers.Buffers[index];
  221. if (bounds.Address == 0)
  222. {
  223. continue;
  224. }
  225. BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
  226. _context.Renderer.Pipeline.BindStorageBuffer(index, ShaderStage.Compute, buffer);
  227. }
  228. enableMask = _cpUniformBuffers.EnableMask;
  229. for (int index = 0; (enableMask >> index) != 0; index++)
  230. {
  231. if ((enableMask & (1u << index)) == 0)
  232. {
  233. continue;
  234. }
  235. BufferBounds bounds = _cpUniformBuffers.Buffers[index];
  236. if (bounds.Address == 0)
  237. {
  238. continue;
  239. }
  240. BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
  241. _context.Renderer.Pipeline.BindUniformBuffer(index, ShaderStage.Compute, buffer);
  242. }
  243. // Force rebind after doing compute work.
  244. _rebind = true;
  245. }
  246. public void CommitBindings()
  247. {
  248. if (_indexBufferDirty || _rebind)
  249. {
  250. _indexBufferDirty = false;
  251. if (_indexBuffer.Address != 0)
  252. {
  253. BufferRange buffer = GetBufferRange(_indexBuffer.Address, _indexBuffer.Size);
  254. _context.Renderer.Pipeline.BindIndexBuffer(buffer, _indexBuffer.Type);
  255. }
  256. }
  257. else if (_indexBuffer.Address != 0)
  258. {
  259. SynchronizeBufferRange(_indexBuffer.Address, _indexBuffer.Size);
  260. }
  261. uint vbEnableMask = _vertexBuffersEnableMask;
  262. if (_vertexBuffersDirty || _rebind)
  263. {
  264. _vertexBuffersDirty = false;
  265. VertexBufferDescriptor[] vertexBuffers = new VertexBufferDescriptor[Constants.TotalVertexBuffers];
  266. for (int index = 0; (vbEnableMask >> index) != 0; index++)
  267. {
  268. VertexBuffer vb = _vertexBuffers[index];
  269. if (vb.Address == 0)
  270. {
  271. continue;
  272. }
  273. BufferRange buffer = GetBufferRange(vb.Address, vb.Size);
  274. vertexBuffers[index] = new VertexBufferDescriptor(buffer, vb.Stride, vb.Divisor);
  275. }
  276. _context.Renderer.Pipeline.BindVertexBuffers(vertexBuffers);
  277. }
  278. else
  279. {
  280. for (int index = 0; (vbEnableMask >> index) != 0; index++)
  281. {
  282. VertexBuffer vb = _vertexBuffers[index];
  283. if (vb.Address == 0)
  284. {
  285. continue;
  286. }
  287. SynchronizeBufferRange(vb.Address, vb.Size);
  288. }
  289. }
  290. if (_gpStorageBuffersDirty || _rebind)
  291. {
  292. _gpStorageBuffersDirty = false;
  293. BindBuffers(_gpStorageBuffers, isStorage: true);
  294. }
  295. else
  296. {
  297. UpdateBuffers(_gpStorageBuffers);
  298. }
  299. if (_gpUniformBuffersDirty || _rebind)
  300. {
  301. _gpUniformBuffersDirty = false;
  302. BindBuffers(_gpUniformBuffers, isStorage: false);
  303. }
  304. else
  305. {
  306. UpdateBuffers(_gpUniformBuffers);
  307. }
  308. _rebind = false;
  309. }
  310. private void BindBuffers(BuffersPerStage[] bindings, bool isStorage)
  311. {
  312. BindOrUpdateBuffers(bindings, bind: true, isStorage);
  313. }
  314. private void UpdateBuffers(BuffersPerStage[] bindings)
  315. {
  316. BindOrUpdateBuffers(bindings, bind: false);
  317. }
  318. private void BindOrUpdateBuffers(BuffersPerStage[] bindings, bool bind, bool isStorage = false)
  319. {
  320. for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
  321. {
  322. uint enableMask = bindings[(int)stage - 1].EnableMask;
  323. if (enableMask == 0)
  324. {
  325. continue;
  326. }
  327. for (int index = 0; (enableMask >> index) != 0; index++)
  328. {
  329. if ((enableMask & (1u << index)) == 0)
  330. {
  331. continue;
  332. }
  333. BufferBounds bounds = bindings[(int)stage - 1].Buffers[index];
  334. if (bounds.Address == 0)
  335. {
  336. continue;
  337. }
  338. if (bind)
  339. {
  340. BindBuffer(index, stage, bounds, isStorage);
  341. }
  342. else
  343. {
  344. SynchronizeBufferRange(bounds.Address, bounds.Size);
  345. }
  346. }
  347. }
  348. }
  349. private void BindBuffer(int index, ShaderStage stage, BufferBounds bounds, bool isStorage)
  350. {
  351. BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
  352. if (isStorage)
  353. {
  354. _context.Renderer.Pipeline.BindStorageBuffer(index, stage, buffer);
  355. }
  356. else
  357. {
  358. _context.Renderer.Pipeline.BindUniformBuffer(index, stage, buffer);
  359. }
  360. }
  361. public void CopyBuffer(GpuVa srcVa, GpuVa dstVa, ulong size)
  362. {
  363. ulong srcAddress = TranslateAndCreateBuffer(srcVa.Pack(), size);
  364. ulong dstAddress = TranslateAndCreateBuffer(dstVa.Pack(), size);
  365. Buffer srcBuffer = GetBuffer(srcAddress, size);
  366. Buffer dstBuffer = GetBuffer(dstAddress, size);
  367. int srcOffset = (int)(srcAddress - srcBuffer.Address);
  368. int dstOffset = (int)(dstAddress - dstBuffer.Address);
  369. srcBuffer.HostBuffer.CopyTo(
  370. dstBuffer.HostBuffer,
  371. srcOffset,
  372. dstOffset,
  373. (int)size);
  374. dstBuffer.Flush(dstAddress, size);
  375. }
  376. private BufferRange GetBufferRange(ulong address, ulong size)
  377. {
  378. return GetBuffer(address, size).GetRange(address, size);
  379. }
  380. private Buffer GetBuffer(ulong address, ulong size)
  381. {
  382. Buffer buffer;
  383. if (size != 0)
  384. {
  385. buffer = _buffers.FindFirstOverlap(address, size);
  386. buffer.SynchronizeMemory(address, size);
  387. }
  388. else
  389. {
  390. buffer = _buffers.FindFirstOverlap(address, 1);
  391. }
  392. return buffer;
  393. }
  394. private void SynchronizeBufferRange(ulong address, ulong size)
  395. {
  396. if (size != 0)
  397. {
  398. Buffer buffer = _buffers.FindFirstOverlap(address, size);
  399. buffer.SynchronizeMemory(address, size);
  400. }
  401. }
  402. }
  403. }