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- using Ryujinx.Common;
- using Ryujinx.Graphics.GAL;
- using Ryujinx.Graphics.Gpu.Image;
- using Ryujinx.Graphics.Gpu.State;
- using Ryujinx.Graphics.Shader;
- using Ryujinx.Memory.Range;
- using System;
- using System.Collections.Generic;
- 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;
- private List<BufferTextureBinding> _bufferTextures;
- /// <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 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);
- }
- _bufferTextures = new List<BufferTextureBinding>();
- }
- /// <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>
- /// <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 = TranslateAndCreateBuffer(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 = TranslateAndCreateBuffer(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 = 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>
- /// Handles removal of buffers written to a memory region being unmapped.
- /// </summary>
- /// <param name="sender">Sender object</param>
- /// <param name="e">Event arguments</param>
- public void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
- {
- Buffer[] overlaps = new Buffer[10];
- int overlapCount;
- ulong address = _context.MemoryManager.Translate(e.Address);
- ulong size = e.Size;
- lock (_buffers)
- {
- overlapCount = _buffers.FindOverlaps(address, size, ref overlaps);
- }
- for (int i = 0; i < overlapCount; i++)
- {
- overlaps[i].Unmapped(address, size);
- }
- }
- /// <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.PteUnmapped)
- {
- 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;
- lock (_buffers)
- {
- 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);
- lock (_buffers)
- {
- _buffers.Remove(buffer);
- }
- }
- Buffer newBuffer = new Buffer(_context, address, endAddress - address);
- newBuffer.SynchronizeMemory(address, endAddress - address);
- lock (_buffers)
- {
- _buffers.Add(newBuffer);
- }
- for (int index = 0; index < overlapsCount; index++)
- {
- Buffer buffer = _bufferOverlaps[index];
- int dstOffset = (int)(buffer.Address - newBuffer.Address);
- buffer.SynchronizeMemory(buffer.Address, buffer.Size);
- buffer.CopyTo(newBuffer, dstOffset);
- newBuffer.InheritModifiedRanges(buffer);
- 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);
- lock (_buffers)
- {
- _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)
- {
- // The storage buffer size is not reliable (it might be lower than the actual size),
- // so we bind the entire buffer to allow otherwise out of range accesses to work.
- sRanges[bindingInfo.Binding] = GetBufferRangeTillEnd(
- bounds.Address,
- bounds.Size,
- bounds.Flags.HasFlag(BufferUsageFlags.Write));
- }
- }
- _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);
- CommitBufferTextureBindings();
- // Force rebind after doing compute work.
- _rebind = true;
- }
- /// <summary>
- /// Commit any queued buffer texture bindings.
- /// </summary>
- private void CommitBufferTextureBindings()
- {
- if (_bufferTextures.Count > 0)
- {
- foreach (var binding in _bufferTextures)
- {
- binding.Texture.SetStorage(GetBufferRange(binding.Address, binding.Size, binding.BindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore)));
- // 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.SetTexture(binding.BindingInfo.Binding, binding.Texture);
- }
- }
- _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()
- {
- 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);
- }
- CommitBufferTextureBindings();
- _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] = isStorage
- ? GetBufferRangeTillEnd(bounds.Address, bounds.Size, bounds.Flags.HasFlag(BufferUsageFlags.Write))
- : GetBufferRange(bounds.Address, bounds.Size, bounds.Flags.HasFlag(BufferUsageFlags.Write));
- }
- }
- }
- 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. This will be bound when the buffer manager commits bindings.
- /// </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="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(ITexture texture, ulong address, ulong size, TextureBindingInfo bindingInfo, Format format, bool isImage)
- {
- CreateBuffer(address, size);
- _bufferTextures.Add(new BufferTextureBinding(texture, address, size, bindingInfo, format, isImage));
- }
- /// <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);
- if (srcBuffer.IsModified(srcAddress, size))
- {
- dstBuffer.SignalModified(dstAddress, size);
- }
- else
- {
- // Optimization: If the data being copied is already in memory, then copy it directly instead of flushing from GPU.
- dstBuffer.ClearModified(dstAddress, size);
- _context.PhysicalMemory.WriteUntracked(dstAddress, _context.PhysicalMemory.GetSpan(srcAddress, (int)size));
- }
- }
- /// <summary>
- /// Clears a buffer at a given address with the specified value.
- /// </summary>
- /// <remarks>
- /// Both the address and size must be aligned to 4 bytes.
- /// </remarks>
- /// <param name="gpuVa">GPU virtual address of the region to clear</param>
- /// <param name="size">Number of bytes to clear</param>
- /// <param name="value">Value to be written into the buffer</param>
- public void ClearBuffer(GpuVa gpuVa, ulong size, uint value)
- {
- ulong address = TranslateAndCreateBuffer(gpuVa.Pack(), size);
- Buffer buffer = GetBuffer(address, size);
- int offset = (int)(address - buffer.Address);
- _context.Renderer.Pipeline.ClearBuffer(buffer.Handle, offset, (int)size, value);
- buffer.SignalModified(address, size);
- }
- /// <summary>
- /// Gets a buffer sub-range starting at a given memory address.
- /// </summary>
- /// <param name="address">Start address of the memory range</param>
- /// <param name="size">Size in bytes of the memory range</param>
- /// <param name="write">Whether the buffer will be written to by this use</param>
- /// <returns>The buffer sub-range starting at the given memory address</returns>
- private BufferRange GetBufferRangeTillEnd(ulong address, ulong size, bool write = false)
- {
- return GetBuffer(address, size, write).GetRange(address);
- }
- /// <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>
- /// <param name="write">Whether the buffer will be written to by this use</param>
- /// <returns>The buffer sub-range for the given range</returns>
- private BufferRange GetBufferRange(ulong address, ulong size, bool write = false)
- {
- return GetBuffer(address, size, write).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>
- /// <param name="write">Whether the buffer will be written to by this use</param>
- /// <returns>The buffer where the range is fully contained</returns>
- private Buffer GetBuffer(ulong address, ulong size, bool write = false)
- {
- Buffer buffer;
- if (size != 0)
- {
- lock (_buffers)
- {
- buffer = _buffers.FindFirstOverlap(address, size);
- }
- buffer.SynchronizeMemory(address, size);
- if (write)
- {
- buffer.SignalModified(address, size);
- }
- }
- else
- {
- lock (_buffers)
- {
- 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;
- lock (_buffers)
- {
- 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()
- {
- lock (_buffers)
- {
- foreach (Buffer buffer in _buffers)
- {
- buffer.Dispose();
- }
- }
- }
- }
- }
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