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. using System.Runtime.InteropServices;
  7. namespace Ryujinx.Graphics.Gpu.Memory
  8. {
  9. class BufferManager
  10. {
  11. private const ulong BufferAlignmentSize = 0x1000;
  12. private const ulong BufferAlignmentMask = BufferAlignmentSize - 1;
  13. private GpuContext _context;
  14. private RangeList<Buffer> _buffers;
  15. private IndexBuffer _indexBuffer;
  16. private VertexBuffer[] _vertexBuffers;
  17. private class BuffersPerStage
  18. {
  19. public uint EnableMask { get; set; }
  20. public BufferBounds[] Buffers { get; }
  21. public BuffersPerStage(int count)
  22. {
  23. Buffers = new BufferBounds[count];
  24. }
  25. public void Bind(int index, ulong address, ulong size)
  26. {
  27. Buffers[index].Address = address;
  28. Buffers[index].Size = size;
  29. }
  30. }
  31. private BuffersPerStage _cpStorageBuffers;
  32. private BuffersPerStage _cpUniformBuffers;
  33. private BuffersPerStage[] _gpStorageBuffers;
  34. private BuffersPerStage[] _gpUniformBuffers;
  35. private bool _gpStorageBuffersDirty;
  36. private bool _gpUniformBuffersDirty;
  37. private bool _indexBufferDirty;
  38. private bool _vertexBuffersDirty;
  39. private bool _rebind;
  40. public BufferManager(GpuContext context)
  41. {
  42. _context = context;
  43. _buffers = new RangeList<Buffer>();
  44. _vertexBuffers = new VertexBuffer[Constants.TotalVertexBuffers];
  45. _cpStorageBuffers = new BuffersPerStage(Constants.TotalCpStorageBuffers);
  46. _cpUniformBuffers = new BuffersPerStage(Constants.TotalCpUniformBuffers);
  47. _gpStorageBuffers = new BuffersPerStage[Constants.TotalShaderStages];
  48. _gpUniformBuffers = new BuffersPerStage[Constants.TotalShaderStages];
  49. for (int index = 0; index < Constants.TotalShaderStages; index++)
  50. {
  51. _gpStorageBuffers[index] = new BuffersPerStage(Constants.TotalGpStorageBuffers);
  52. _gpUniformBuffers[index] = new BuffersPerStage(Constants.TotalGpUniformBuffers);
  53. }
  54. }
  55. public void SetIndexBuffer(ulong gpuVa, ulong size, IndexType type)
  56. {
  57. ulong address = TranslateAndCreateBuffer(gpuVa, size);
  58. _indexBuffer.Address = address;
  59. _indexBuffer.Size = size;
  60. _indexBuffer.Type = type;
  61. _indexBufferDirty = true;
  62. }
  63. public void SetVertexBuffer(int index, ulong gpuVa, ulong size, int stride, int divisor)
  64. {
  65. ulong address = TranslateAndCreateBuffer(gpuVa, size);
  66. _vertexBuffers[index].Address = address;
  67. _vertexBuffers[index].Size = size;
  68. _vertexBuffers[index].Stride = stride;
  69. _vertexBuffers[index].Divisor = divisor;
  70. _vertexBuffersDirty = true;
  71. }
  72. public void SetComputeStorageBuffer(int index, ulong gpuVa, ulong size)
  73. {
  74. // TODO: Improve
  75. size += gpuVa & 0x3fUL;
  76. gpuVa &= ~0x3fUL;
  77. ulong address = TranslateAndCreateBuffer(gpuVa, size);
  78. _cpStorageBuffers.Bind(index, address, size);
  79. }
  80. public void SetGraphicsStorageBuffer(int stage, int index, ulong gpuVa, ulong size)
  81. {
  82. // TODO: Improve
  83. size += gpuVa & 0x3fUL;
  84. gpuVa &= ~0x3fUL;
  85. ulong address = TranslateAndCreateBuffer(gpuVa, size);
  86. if (_gpStorageBuffers[stage].Buffers[index].Address != address ||
  87. _gpStorageBuffers[stage].Buffers[index].Size != size)
  88. {
  89. _gpStorageBuffersDirty = true;
  90. }
  91. _gpStorageBuffers[stage].Bind(index, address, size);
  92. }
  93. public void SetComputeUniformBuffer(int index, ulong gpuVa, ulong size)
  94. {
  95. ulong address = TranslateAndCreateBuffer(gpuVa, size);
  96. _cpUniformBuffers.Bind(index, address, size);
  97. }
  98. public void SetGraphicsUniformBuffer(int stage, int index, ulong gpuVa, ulong size)
  99. {
  100. ulong address = TranslateAndCreateBuffer(gpuVa, size);
  101. _gpUniformBuffers[stage].Bind(index, address, size);
  102. _gpUniformBuffersDirty = true;
  103. }
  104. public void SetComputeStorageBufferEnableMask(uint mask)
  105. {
  106. _cpStorageBuffers.EnableMask = mask;
  107. }
  108. public void SetGraphicsStorageBufferEnableMask(int stage, uint mask)
  109. {
  110. _gpStorageBuffers[stage].EnableMask = mask;
  111. _gpStorageBuffersDirty = true;
  112. }
  113. public void SetComputeUniformBufferEnableMask(uint mask)
  114. {
  115. _cpUniformBuffers.EnableMask = mask;
  116. }
  117. public void SetGraphicsUniformBufferEnableMask(int stage, uint mask)
  118. {
  119. _gpUniformBuffers[stage].EnableMask = mask;
  120. _gpUniformBuffersDirty = true;
  121. }
  122. private ulong TranslateAndCreateBuffer(ulong gpuVa, ulong size)
  123. {
  124. if (gpuVa == 0)
  125. {
  126. return 0;
  127. }
  128. ulong address = _context.MemoryManager.Translate(gpuVa);
  129. if (address == MemoryManager.BadAddress)
  130. {
  131. return 0;
  132. }
  133. ulong endAddress = address + size;
  134. ulong alignedAddress = address & ~BufferAlignmentMask;
  135. ulong alignedEndAddress = (endAddress + BufferAlignmentMask) & ~BufferAlignmentMask;
  136. // The buffer must have the size of at least one page.
  137. if (alignedEndAddress == alignedAddress)
  138. {
  139. alignedEndAddress += BufferAlignmentSize;
  140. }
  141. CreateBuffer(alignedAddress, alignedEndAddress - alignedAddress);
  142. return address;
  143. }
  144. private void CreateBuffer(ulong address, ulong size)
  145. {
  146. Buffer[] overlaps = _buffers.FindOverlaps(address, size);
  147. if (overlaps.Length != 0)
  148. {
  149. // The buffer already exists. We can just return the existing buffer
  150. // if the buffer we need is fully contained inside the overlapping buffer.
  151. // Otherwise, we must delete the overlapping buffers and create a bigger buffer
  152. // that fits all the data we need. We also need to copy the contents from the
  153. // old buffer(s) to the new buffer.
  154. ulong endAddress = address + size;
  155. if (overlaps[0].Address > address || overlaps[0].EndAddress < endAddress)
  156. {
  157. foreach (Buffer buffer in overlaps)
  158. {
  159. address = Math.Min(address, buffer.Address);
  160. endAddress = Math.Max(endAddress, buffer.EndAddress);
  161. buffer.SynchronizeMemory(buffer.Address, buffer.Size);
  162. _buffers.Remove(buffer);
  163. }
  164. Buffer newBuffer = new Buffer(_context, address, endAddress - address);
  165. _buffers.Add(newBuffer);
  166. foreach (Buffer buffer in overlaps)
  167. {
  168. int dstOffset = (int)(buffer.Address - newBuffer.Address);
  169. buffer.CopyTo(newBuffer, dstOffset);
  170. buffer.Dispose();
  171. }
  172. _rebind = true;
  173. }
  174. }
  175. else
  176. {
  177. // No overlap, just create a new buffer.
  178. Buffer buffer = new Buffer(_context, address, size);
  179. _buffers.Add(buffer);
  180. }
  181. }
  182. public ulong GetComputeUniformBufferAddress(int index)
  183. {
  184. return _cpUniformBuffers.Buffers[index].Address;
  185. }
  186. public ulong GetGraphicsUniformBufferAddress(int stage, int index)
  187. {
  188. return _gpUniformBuffers[stage].Buffers[index].Address;
  189. }
  190. public void CommitComputeBindings()
  191. {
  192. uint enableMask = _cpStorageBuffers.EnableMask;
  193. for (int index = 0; (enableMask >> index) != 0; index++)
  194. {
  195. if ((enableMask & (1u << index)) == 0)
  196. {
  197. continue;
  198. }
  199. BufferBounds bounds = _cpStorageBuffers.Buffers[index];
  200. if (bounds.Address == 0)
  201. {
  202. continue;
  203. }
  204. BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
  205. _context.Renderer.Pipeline.BindStorageBuffer(index, ShaderStage.Compute, buffer);
  206. }
  207. enableMask = _cpUniformBuffers.EnableMask;
  208. for (int index = 0; (enableMask >> index) != 0; index++)
  209. {
  210. if ((enableMask & (1u << index)) == 0)
  211. {
  212. continue;
  213. }
  214. BufferBounds bounds = _cpUniformBuffers.Buffers[index];
  215. if (bounds.Address == 0)
  216. {
  217. continue;
  218. }
  219. BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
  220. _context.Renderer.Pipeline.BindUniformBuffer(index, ShaderStage.Compute, buffer);
  221. if (index == 0)
  222. {
  223. // TODO: Improve
  224. Span<byte> data = _context.PhysicalMemory.Read(bounds.Address + 0x310, 0x100);
  225. Span<int> words = MemoryMarshal.Cast<byte, int>(data);
  226. for (int offset = 0; offset < 0x40; offset += 4)
  227. {
  228. words[offset] &= 0x3f;
  229. }
  230. buffer = GetBufferRange(bounds.Address + 0x310, 0x100);
  231. buffer.Buffer.SetData(buffer.Offset, data);
  232. }
  233. }
  234. // Force rebind after doing compute work.
  235. _rebind = true;
  236. }
  237. public void CommitBindings()
  238. {
  239. if (_indexBufferDirty || _rebind)
  240. {
  241. _indexBufferDirty = false;
  242. if (_indexBuffer.Address != 0)
  243. {
  244. BufferRange buffer = GetBufferRange(_indexBuffer.Address, _indexBuffer.Size);
  245. _context.Renderer.Pipeline.BindIndexBuffer(buffer, _indexBuffer.Type);
  246. }
  247. }
  248. else if (_indexBuffer.Address != 0)
  249. {
  250. SynchronizeBufferRange(_indexBuffer.Address, _indexBuffer.Size);
  251. }
  252. if (_vertexBuffersDirty || _rebind)
  253. {
  254. _vertexBuffersDirty = false;
  255. VertexBufferDescriptor[] vertexBuffers = new VertexBufferDescriptor[Constants.TotalVertexBuffers];
  256. for (int index = 0; index < Constants.TotalVertexBuffers; index++)
  257. {
  258. VertexBuffer vb = _vertexBuffers[index];
  259. if (vb.Address == 0)
  260. {
  261. continue;
  262. }
  263. BufferRange buffer = GetBufferRange(vb.Address, vb.Size);
  264. vertexBuffers[index] = new VertexBufferDescriptor(buffer, vb.Stride, vb.Divisor);
  265. }
  266. _context.Renderer.Pipeline.BindVertexBuffers(vertexBuffers);
  267. }
  268. else
  269. {
  270. for (int index = 0; index < Constants.TotalVertexBuffers; index++)
  271. {
  272. VertexBuffer vb = _vertexBuffers[index];
  273. if (vb.Address == 0)
  274. {
  275. continue;
  276. }
  277. SynchronizeBufferRange(vb.Address, vb.Size);
  278. }
  279. }
  280. if (_gpStorageBuffersDirty || _rebind)
  281. {
  282. _gpStorageBuffersDirty = false;
  283. BindBuffers(_gpStorageBuffers, isStorage: true);
  284. }
  285. else
  286. {
  287. UpdateBuffers(_gpStorageBuffers);
  288. }
  289. if (_gpUniformBuffersDirty || _rebind)
  290. {
  291. _gpUniformBuffersDirty = false;
  292. BindBuffers(_gpUniformBuffers, isStorage: false);
  293. }
  294. else
  295. {
  296. UpdateBuffers(_gpUniformBuffers);
  297. }
  298. _rebind = false;
  299. }
  300. private void BindBuffers(BuffersPerStage[] bindings, bool isStorage)
  301. {
  302. BindOrUpdateBuffers(bindings, bind: true, isStorage);
  303. }
  304. private void UpdateBuffers(BuffersPerStage[] bindings)
  305. {
  306. BindOrUpdateBuffers(bindings, bind: false);
  307. }
  308. private void BindOrUpdateBuffers(BuffersPerStage[] bindings, bool bind, bool isStorage = false)
  309. {
  310. for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
  311. {
  312. uint enableMask = bindings[(int)stage - 1].EnableMask;
  313. if (enableMask == 0)
  314. {
  315. continue;
  316. }
  317. for (int index = 0; (enableMask >> index) != 0; index++)
  318. {
  319. if ((enableMask & (1u << index)) == 0)
  320. {
  321. continue;
  322. }
  323. BufferBounds bounds = bindings[(int)stage - 1].Buffers[index];
  324. if (bounds.Address == 0)
  325. {
  326. continue;
  327. }
  328. if (bind)
  329. {
  330. BindBuffer(index, stage, bounds, isStorage);
  331. }
  332. else
  333. {
  334. SynchronizeBufferRange(bounds.Address, bounds.Size);
  335. }
  336. }
  337. }
  338. }
  339. private void BindBuffer(int index, ShaderStage stage, BufferBounds bounds, bool isStorage)
  340. {
  341. BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
  342. if (isStorage)
  343. {
  344. _context.Renderer.Pipeline.BindStorageBuffer(index, stage, buffer);
  345. }
  346. else
  347. {
  348. _context.Renderer.Pipeline.BindUniformBuffer(index, stage, buffer);
  349. }
  350. if (!isStorage && index == 0)
  351. {
  352. // TODO: Improve
  353. Span<byte> data = _context.PhysicalMemory.Read(bounds.Address + 0x110, 0x100);
  354. Span<int> words = MemoryMarshal.Cast<byte, int>(data);
  355. for (int offset = 0; offset < 0x40; offset += 4)
  356. {
  357. words[offset] &= 0x3f;
  358. }
  359. buffer = GetBufferRange(bounds.Address + 0x110, 0x100);
  360. buffer.Buffer.SetData(buffer.Offset, data);
  361. }
  362. }
  363. public void CopyBuffer(GpuVa srcVa, GpuVa dstVa, ulong size)
  364. {
  365. ulong srcAddress = TranslateAndCreateBuffer(srcVa.Pack(), size);
  366. ulong dstAddress = TranslateAndCreateBuffer(dstVa.Pack(), size);
  367. Buffer srcBuffer = GetBuffer(srcAddress, size);
  368. Buffer dstBuffer = GetBuffer(dstAddress, size);
  369. int srcOffset = (int)(srcAddress - srcBuffer.Address);
  370. int dstOffset = (int)(dstAddress - dstBuffer.Address);
  371. srcBuffer.HostBuffer.CopyTo(
  372. dstBuffer.HostBuffer,
  373. srcOffset,
  374. dstOffset,
  375. (int)size);
  376. dstBuffer.Flush(dstAddress, size);
  377. }
  378. private BufferRange GetBufferRange(ulong address, ulong size)
  379. {
  380. return GetBuffer(address, size).GetRange(address, size);
  381. }
  382. private Buffer GetBuffer(ulong address, ulong size)
  383. {
  384. Buffer buffer;
  385. if (size != 0)
  386. {
  387. buffer = _buffers.FindFirstOverlap(address, size);
  388. buffer.SynchronizeMemory(address, size);
  389. }
  390. else
  391. {
  392. buffer = _buffers.FindFirstOverlap(address, 1);
  393. }
  394. return buffer;
  395. }
  396. private void SynchronizeBufferRange(ulong address, ulong size)
  397. {
  398. if (size != 0)
  399. {
  400. Buffer buffer = _buffers.FindFirstOverlap(address, size);
  401. buffer.SynchronizeMemory(address, size);
  402. }
  403. }
  404. }
  405. }