BufferManager.cs 16 KB

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  1. using Ryujinx.Graphics.GAL;
  2. using Ryujinx.Graphics.GAL.InputAssembler;
  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. // TODO: Improve
  87. size += gpuVa & 0x3fUL;
  88. gpuVa &= ~0x3fUL;
  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. // TODO: Improve
  95. size += gpuVa & 0x3fUL;
  96. gpuVa &= ~0x3fUL;
  97. ulong address = TranslateAndCreateBuffer(gpuVa, size);
  98. if (_gpStorageBuffers[stage].Buffers[index].Address != address ||
  99. _gpStorageBuffers[stage].Buffers[index].Size != size)
  100. {
  101. _gpStorageBuffersDirty = true;
  102. }
  103. _gpStorageBuffers[stage].Bind(index, address, size);
  104. }
  105. public void SetComputeUniformBuffer(int index, ulong gpuVa, ulong size)
  106. {
  107. ulong address = TranslateAndCreateBuffer(gpuVa, size);
  108. _cpUniformBuffers.Bind(index, address, size);
  109. }
  110. public void SetGraphicsUniformBuffer(int stage, int index, ulong gpuVa, ulong size)
  111. {
  112. ulong address = TranslateAndCreateBuffer(gpuVa, size);
  113. _gpUniformBuffers[stage].Bind(index, address, size);
  114. _gpUniformBuffersDirty = true;
  115. }
  116. public void SetComputeStorageBufferEnableMask(uint mask)
  117. {
  118. _cpStorageBuffers.EnableMask = mask;
  119. }
  120. public void SetGraphicsStorageBufferEnableMask(int stage, uint mask)
  121. {
  122. _gpStorageBuffers[stage].EnableMask = mask;
  123. _gpStorageBuffersDirty = true;
  124. }
  125. public void SetComputeUniformBufferEnableMask(uint mask)
  126. {
  127. _cpUniformBuffers.EnableMask = mask;
  128. }
  129. public void SetGraphicsUniformBufferEnableMask(int stage, uint mask)
  130. {
  131. _gpUniformBuffers[stage].EnableMask = mask;
  132. _gpUniformBuffersDirty = true;
  133. }
  134. private ulong TranslateAndCreateBuffer(ulong gpuVa, ulong size)
  135. {
  136. if (gpuVa == 0)
  137. {
  138. return 0;
  139. }
  140. ulong address = _context.MemoryManager.Translate(gpuVa);
  141. if (address == MemoryManager.BadAddress)
  142. {
  143. return 0;
  144. }
  145. ulong endAddress = address + size;
  146. ulong alignedAddress = address & ~BufferAlignmentMask;
  147. ulong alignedEndAddress = (endAddress + BufferAlignmentMask) & ~BufferAlignmentMask;
  148. // The buffer must have the size of at least one page.
  149. if (alignedEndAddress == alignedAddress)
  150. {
  151. alignedEndAddress += BufferAlignmentSize;
  152. }
  153. CreateBuffer(alignedAddress, alignedEndAddress - alignedAddress);
  154. return address;
  155. }
  156. private void CreateBuffer(ulong address, ulong size)
  157. {
  158. int overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps);
  159. if (overlapsCount != 0)
  160. {
  161. // The buffer already exists. We can just return the existing buffer
  162. // if the buffer we need is fully contained inside the overlapping buffer.
  163. // Otherwise, we must delete the overlapping buffers and create a bigger buffer
  164. // that fits all the data we need. We also need to copy the contents from the
  165. // old buffer(s) to the new buffer.
  166. ulong endAddress = address + size;
  167. if (_bufferOverlaps[0].Address > address || _bufferOverlaps[0].EndAddress < endAddress)
  168. {
  169. for (int index = 0; index < overlapsCount; index++)
  170. {
  171. Buffer buffer = _bufferOverlaps[index];
  172. address = Math.Min(address, buffer.Address);
  173. endAddress = Math.Max(endAddress, buffer.EndAddress);
  174. buffer.SynchronizeMemory(buffer.Address, buffer.Size);
  175. _buffers.Remove(buffer);
  176. }
  177. Buffer newBuffer = new Buffer(_context, address, endAddress - address);
  178. _buffers.Add(newBuffer);
  179. for (int index = 0; index < overlapsCount; index++)
  180. {
  181. Buffer buffer = _bufferOverlaps[index];
  182. int dstOffset = (int)(buffer.Address - newBuffer.Address);
  183. buffer.CopyTo(newBuffer, dstOffset);
  184. buffer.Dispose();
  185. }
  186. _rebind = true;
  187. }
  188. }
  189. else
  190. {
  191. // No overlap, just create a new buffer.
  192. Buffer buffer = new Buffer(_context, address, size);
  193. _buffers.Add(buffer);
  194. }
  195. ShrinkOverlapsBufferIfNeeded();
  196. }
  197. private void ShrinkOverlapsBufferIfNeeded()
  198. {
  199. if (_bufferOverlaps.Length > OverlapsBufferMaxCapacity)
  200. {
  201. Array.Resize(ref _bufferOverlaps, OverlapsBufferMaxCapacity);
  202. }
  203. }
  204. public ulong GetComputeUniformBufferAddress(int index)
  205. {
  206. return _cpUniformBuffers.Buffers[index].Address;
  207. }
  208. public ulong GetGraphicsUniformBufferAddress(int stage, int index)
  209. {
  210. return _gpUniformBuffers[stage].Buffers[index].Address;
  211. }
  212. public void CommitComputeBindings()
  213. {
  214. uint enableMask = _cpStorageBuffers.EnableMask;
  215. for (int index = 0; (enableMask >> index) != 0; index++)
  216. {
  217. if ((enableMask & (1u << index)) == 0)
  218. {
  219. continue;
  220. }
  221. BufferBounds bounds = _cpStorageBuffers.Buffers[index];
  222. if (bounds.Address == 0)
  223. {
  224. continue;
  225. }
  226. BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
  227. _context.Renderer.Pipeline.BindStorageBuffer(index, ShaderStage.Compute, buffer);
  228. }
  229. enableMask = _cpUniformBuffers.EnableMask;
  230. for (int index = 0; (enableMask >> index) != 0; index++)
  231. {
  232. if ((enableMask & (1u << index)) == 0)
  233. {
  234. continue;
  235. }
  236. BufferBounds bounds = _cpUniformBuffers.Buffers[index];
  237. if (bounds.Address == 0)
  238. {
  239. continue;
  240. }
  241. BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
  242. _context.Renderer.Pipeline.BindUniformBuffer(index, ShaderStage.Compute, buffer);
  243. }
  244. // Force rebind after doing compute work.
  245. _rebind = true;
  246. }
  247. public void CommitBindings()
  248. {
  249. if (_indexBufferDirty || _rebind)
  250. {
  251. _indexBufferDirty = false;
  252. if (_indexBuffer.Address != 0)
  253. {
  254. BufferRange buffer = GetBufferRange(_indexBuffer.Address, _indexBuffer.Size);
  255. _context.Renderer.Pipeline.BindIndexBuffer(buffer, _indexBuffer.Type);
  256. }
  257. }
  258. else if (_indexBuffer.Address != 0)
  259. {
  260. SynchronizeBufferRange(_indexBuffer.Address, _indexBuffer.Size);
  261. }
  262. uint vbEnableMask = _vertexBuffersEnableMask;
  263. if (_vertexBuffersDirty || _rebind)
  264. {
  265. _vertexBuffersDirty = false;
  266. VertexBufferDescriptor[] vertexBuffers = new VertexBufferDescriptor[Constants.TotalVertexBuffers];
  267. for (int index = 0; (vbEnableMask >> index) != 0; index++)
  268. {
  269. VertexBuffer vb = _vertexBuffers[index];
  270. if (vb.Address == 0)
  271. {
  272. continue;
  273. }
  274. BufferRange buffer = GetBufferRange(vb.Address, vb.Size);
  275. vertexBuffers[index] = new VertexBufferDescriptor(buffer, vb.Stride, vb.Divisor);
  276. }
  277. _context.Renderer.Pipeline.BindVertexBuffers(vertexBuffers);
  278. }
  279. else
  280. {
  281. for (int index = 0; (vbEnableMask >> index) != 0; index++)
  282. {
  283. VertexBuffer vb = _vertexBuffers[index];
  284. if (vb.Address == 0)
  285. {
  286. continue;
  287. }
  288. SynchronizeBufferRange(vb.Address, vb.Size);
  289. }
  290. }
  291. if (_gpStorageBuffersDirty || _rebind)
  292. {
  293. _gpStorageBuffersDirty = false;
  294. BindBuffers(_gpStorageBuffers, isStorage: true);
  295. }
  296. else
  297. {
  298. UpdateBuffers(_gpStorageBuffers);
  299. }
  300. if (_gpUniformBuffersDirty || _rebind)
  301. {
  302. _gpUniformBuffersDirty = false;
  303. BindBuffers(_gpUniformBuffers, isStorage: false);
  304. }
  305. else
  306. {
  307. UpdateBuffers(_gpUniformBuffers);
  308. }
  309. _rebind = false;
  310. }
  311. private void BindBuffers(BuffersPerStage[] bindings, bool isStorage)
  312. {
  313. BindOrUpdateBuffers(bindings, bind: true, isStorage);
  314. }
  315. private void UpdateBuffers(BuffersPerStage[] bindings)
  316. {
  317. BindOrUpdateBuffers(bindings, bind: false);
  318. }
  319. private void BindOrUpdateBuffers(BuffersPerStage[] bindings, bool bind, bool isStorage = false)
  320. {
  321. for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
  322. {
  323. uint enableMask = bindings[(int)stage - 1].EnableMask;
  324. if (enableMask == 0)
  325. {
  326. continue;
  327. }
  328. for (int index = 0; (enableMask >> index) != 0; index++)
  329. {
  330. if ((enableMask & (1u << index)) == 0)
  331. {
  332. continue;
  333. }
  334. BufferBounds bounds = bindings[(int)stage - 1].Buffers[index];
  335. if (bounds.Address == 0)
  336. {
  337. continue;
  338. }
  339. if (bind)
  340. {
  341. BindBuffer(index, stage, bounds, isStorage);
  342. }
  343. else
  344. {
  345. SynchronizeBufferRange(bounds.Address, bounds.Size);
  346. }
  347. }
  348. }
  349. }
  350. private void BindBuffer(int index, ShaderStage stage, BufferBounds bounds, bool isStorage)
  351. {
  352. BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
  353. if (isStorage)
  354. {
  355. _context.Renderer.Pipeline.BindStorageBuffer(index, stage, buffer);
  356. }
  357. else
  358. {
  359. _context.Renderer.Pipeline.BindUniformBuffer(index, stage, buffer);
  360. }
  361. }
  362. public void CopyBuffer(GpuVa srcVa, GpuVa dstVa, ulong size)
  363. {
  364. ulong srcAddress = TranslateAndCreateBuffer(srcVa.Pack(), size);
  365. ulong dstAddress = TranslateAndCreateBuffer(dstVa.Pack(), size);
  366. Buffer srcBuffer = GetBuffer(srcAddress, size);
  367. Buffer dstBuffer = GetBuffer(dstAddress, size);
  368. int srcOffset = (int)(srcAddress - srcBuffer.Address);
  369. int dstOffset = (int)(dstAddress - dstBuffer.Address);
  370. srcBuffer.HostBuffer.CopyTo(
  371. dstBuffer.HostBuffer,
  372. srcOffset,
  373. dstOffset,
  374. (int)size);
  375. dstBuffer.Flush(dstAddress, size);
  376. }
  377. private BufferRange GetBufferRange(ulong address, ulong size)
  378. {
  379. return GetBuffer(address, size).GetRange(address, size);
  380. }
  381. private Buffer GetBuffer(ulong address, ulong size)
  382. {
  383. Buffer buffer;
  384. if (size != 0)
  385. {
  386. buffer = _buffers.FindFirstOverlap(address, size);
  387. buffer.SynchronizeMemory(address, size);
  388. }
  389. else
  390. {
  391. buffer = _buffers.FindFirstOverlap(address, 1);
  392. }
  393. return buffer;
  394. }
  395. private void SynchronizeBufferRange(ulong address, ulong size)
  396. {
  397. if (size != 0)
  398. {
  399. Buffer buffer = _buffers.FindFirstOverlap(address, size);
  400. buffer.SynchronizeMemory(address, size);
  401. }
  402. }
  403. }
  404. }