mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-12-27 14:26:44 +01:00
532 lines
No EOL
16 KiB
C#
532 lines
No EOL
16 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.GAL.InputAssembler;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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using System;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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class BufferManager
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{
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private const int OverlapsBufferInitialCapacity = 10;
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private const int OverlapsBufferMaxCapacity = 10000;
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private const ulong BufferAlignmentSize = 0x1000;
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private const ulong BufferAlignmentMask = BufferAlignmentSize - 1;
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private GpuContext _context;
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private RangeList<Buffer> _buffers;
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private Buffer[] _bufferOverlaps;
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private IndexBuffer _indexBuffer;
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private VertexBuffer[] _vertexBuffers;
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private class BuffersPerStage
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{
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public uint EnableMask { get; set; }
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public BufferBounds[] Buffers { get; }
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public BuffersPerStage(int count)
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{
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Buffers = new BufferBounds[count];
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}
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public void Bind(int index, ulong address, ulong size)
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{
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Buffers[index].Address = address;
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Buffers[index].Size = size;
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}
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}
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private BuffersPerStage _cpStorageBuffers;
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private BuffersPerStage _cpUniformBuffers;
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private BuffersPerStage[] _gpStorageBuffers;
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private BuffersPerStage[] _gpUniformBuffers;
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private bool _gpStorageBuffersDirty;
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private bool _gpUniformBuffersDirty;
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private bool _indexBufferDirty;
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private bool _vertexBuffersDirty;
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private uint _vertexBuffersEnableMask;
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private bool _rebind;
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public BufferManager(GpuContext context)
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{
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_context = context;
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_buffers = new RangeList<Buffer>();
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_bufferOverlaps = new Buffer[OverlapsBufferInitialCapacity];
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_vertexBuffers = new VertexBuffer[Constants.TotalVertexBuffers];
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_cpStorageBuffers = new BuffersPerStage(Constants.TotalCpStorageBuffers);
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_cpUniformBuffers = new BuffersPerStage(Constants.TotalCpUniformBuffers);
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_gpStorageBuffers = new BuffersPerStage[Constants.TotalShaderStages];
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_gpUniformBuffers = new BuffersPerStage[Constants.TotalShaderStages];
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for (int index = 0; index < Constants.TotalShaderStages; index++)
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{
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_gpStorageBuffers[index] = new BuffersPerStage(Constants.TotalGpStorageBuffers);
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_gpUniformBuffers[index] = new BuffersPerStage(Constants.TotalGpUniformBuffers);
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}
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}
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public void SetIndexBuffer(ulong gpuVa, ulong size, IndexType type)
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{
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ulong address = TranslateAndCreateBuffer(gpuVa, size);
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_indexBuffer.Address = address;
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_indexBuffer.Size = size;
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_indexBuffer.Type = type;
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_indexBufferDirty = true;
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}
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public void SetVertexBuffer(int index, ulong gpuVa, ulong size, int stride, int divisor)
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{
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ulong address = TranslateAndCreateBuffer(gpuVa, size);
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_vertexBuffers[index].Address = address;
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_vertexBuffers[index].Size = size;
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_vertexBuffers[index].Stride = stride;
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_vertexBuffers[index].Divisor = divisor;
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_vertexBuffersDirty = true;
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if (address != 0)
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{
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_vertexBuffersEnableMask |= 1u << index;
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}
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else
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{
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_vertexBuffersEnableMask &= ~(1u << index);
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}
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}
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public void SetComputeStorageBuffer(int index, ulong gpuVa, ulong size)
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{
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size += gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1);
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gpuVa = BitUtils.AlignDown(gpuVa, _context.Capabilities.StorageBufferOffsetAlignment);
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ulong address = TranslateAndCreateBuffer(gpuVa, size);
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_cpStorageBuffers.Bind(index, address, size);
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}
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public void SetGraphicsStorageBuffer(int stage, int index, ulong gpuVa, ulong size)
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{
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size += gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1);
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gpuVa = BitUtils.AlignDown(gpuVa, _context.Capabilities.StorageBufferOffsetAlignment);
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ulong address = TranslateAndCreateBuffer(gpuVa, size);
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if (_gpStorageBuffers[stage].Buffers[index].Address != address ||
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_gpStorageBuffers[stage].Buffers[index].Size != size)
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{
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_gpStorageBuffersDirty = true;
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}
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_gpStorageBuffers[stage].Bind(index, address, size);
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}
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public void SetComputeUniformBuffer(int index, ulong gpuVa, ulong size)
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{
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ulong address = TranslateAndCreateBuffer(gpuVa, size);
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_cpUniformBuffers.Bind(index, address, size);
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}
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public void SetGraphicsUniformBuffer(int stage, int index, ulong gpuVa, ulong size)
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{
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ulong address = TranslateAndCreateBuffer(gpuVa, size);
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_gpUniformBuffers[stage].Bind(index, address, size);
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_gpUniformBuffersDirty = true;
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}
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public void SetComputeStorageBufferEnableMask(uint mask)
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{
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_cpStorageBuffers.EnableMask = mask;
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}
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public void SetGraphicsStorageBufferEnableMask(int stage, uint mask)
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{
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_gpStorageBuffers[stage].EnableMask = mask;
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_gpStorageBuffersDirty = true;
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}
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public void SetComputeUniformBufferEnableMask(uint mask)
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{
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_cpUniformBuffers.EnableMask = mask;
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}
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public void SetGraphicsUniformBufferEnableMask(int stage, uint mask)
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{
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_gpUniformBuffers[stage].EnableMask = mask;
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_gpUniformBuffersDirty = true;
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}
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private ulong TranslateAndCreateBuffer(ulong gpuVa, ulong size)
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{
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if (gpuVa == 0)
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{
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return 0;
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}
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ulong address = _context.MemoryManager.Translate(gpuVa);
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if (address == MemoryManager.BadAddress)
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{
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return 0;
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}
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ulong endAddress = address + size;
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ulong alignedAddress = address & ~BufferAlignmentMask;
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ulong alignedEndAddress = (endAddress + BufferAlignmentMask) & ~BufferAlignmentMask;
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// The buffer must have the size of at least one page.
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if (alignedEndAddress == alignedAddress)
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{
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alignedEndAddress += BufferAlignmentSize;
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}
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CreateBuffer(alignedAddress, alignedEndAddress - alignedAddress);
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return address;
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}
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private void CreateBuffer(ulong address, ulong size)
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{
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int overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps);
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if (overlapsCount != 0)
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{
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// The buffer already exists. We can just return the existing buffer
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// if the buffer we need is fully contained inside the overlapping buffer.
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// Otherwise, we must delete the overlapping buffers and create a bigger buffer
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// that fits all the data we need. We also need to copy the contents from the
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// old buffer(s) to the new buffer.
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ulong endAddress = address + size;
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if (_bufferOverlaps[0].Address > address || _bufferOverlaps[0].EndAddress < endAddress)
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{
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for (int index = 0; index < overlapsCount; index++)
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{
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Buffer buffer = _bufferOverlaps[index];
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address = Math.Min(address, buffer.Address);
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endAddress = Math.Max(endAddress, buffer.EndAddress);
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buffer.SynchronizeMemory(buffer.Address, buffer.Size);
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_buffers.Remove(buffer);
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}
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Buffer newBuffer = new Buffer(_context, address, endAddress - address);
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_buffers.Add(newBuffer);
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for (int index = 0; index < overlapsCount; index++)
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{
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Buffer buffer = _bufferOverlaps[index];
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int dstOffset = (int)(buffer.Address - newBuffer.Address);
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buffer.CopyTo(newBuffer, dstOffset);
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buffer.Dispose();
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}
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_rebind = true;
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}
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}
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else
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{
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// No overlap, just create a new buffer.
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Buffer buffer = new Buffer(_context, address, size);
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_buffers.Add(buffer);
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}
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ShrinkOverlapsBufferIfNeeded();
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}
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private void ShrinkOverlapsBufferIfNeeded()
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{
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if (_bufferOverlaps.Length > OverlapsBufferMaxCapacity)
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{
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Array.Resize(ref _bufferOverlaps, OverlapsBufferMaxCapacity);
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}
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}
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public ulong GetComputeUniformBufferAddress(int index)
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{
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return _cpUniformBuffers.Buffers[index].Address;
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}
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public ulong GetGraphicsUniformBufferAddress(int stage, int index)
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{
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return _gpUniformBuffers[stage].Buffers[index].Address;
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}
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public void CommitComputeBindings()
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{
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uint enableMask = _cpStorageBuffers.EnableMask;
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for (int index = 0; (enableMask >> index) != 0; index++)
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{
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if ((enableMask & (1u << index)) == 0)
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{
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continue;
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}
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BufferBounds bounds = _cpStorageBuffers.Buffers[index];
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if (bounds.Address == 0)
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{
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continue;
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}
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BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
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_context.Renderer.Pipeline.BindStorageBuffer(index, ShaderStage.Compute, buffer);
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}
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enableMask = _cpUniformBuffers.EnableMask;
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for (int index = 0; (enableMask >> index) != 0; index++)
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{
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if ((enableMask & (1u << index)) == 0)
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{
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continue;
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}
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BufferBounds bounds = _cpUniformBuffers.Buffers[index];
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if (bounds.Address == 0)
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{
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continue;
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}
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BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
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_context.Renderer.Pipeline.BindUniformBuffer(index, ShaderStage.Compute, buffer);
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}
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// Force rebind after doing compute work.
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_rebind = true;
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}
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public void CommitBindings()
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{
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if (_indexBufferDirty || _rebind)
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{
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_indexBufferDirty = false;
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if (_indexBuffer.Address != 0)
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{
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BufferRange buffer = GetBufferRange(_indexBuffer.Address, _indexBuffer.Size);
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_context.Renderer.Pipeline.BindIndexBuffer(buffer, _indexBuffer.Type);
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}
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}
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else if (_indexBuffer.Address != 0)
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{
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SynchronizeBufferRange(_indexBuffer.Address, _indexBuffer.Size);
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}
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uint vbEnableMask = _vertexBuffersEnableMask;
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if (_vertexBuffersDirty || _rebind)
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{
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_vertexBuffersDirty = false;
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VertexBufferDescriptor[] vertexBuffers = new VertexBufferDescriptor[Constants.TotalVertexBuffers];
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for (int index = 0; (vbEnableMask >> index) != 0; index++)
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{
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VertexBuffer vb = _vertexBuffers[index];
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if (vb.Address == 0)
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{
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continue;
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}
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BufferRange buffer = GetBufferRange(vb.Address, vb.Size);
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vertexBuffers[index] = new VertexBufferDescriptor(buffer, vb.Stride, vb.Divisor);
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}
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_context.Renderer.Pipeline.BindVertexBuffers(vertexBuffers);
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}
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else
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{
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for (int index = 0; (vbEnableMask >> index) != 0; index++)
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{
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VertexBuffer vb = _vertexBuffers[index];
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if (vb.Address == 0)
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{
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continue;
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}
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SynchronizeBufferRange(vb.Address, vb.Size);
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}
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}
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if (_gpStorageBuffersDirty || _rebind)
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{
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_gpStorageBuffersDirty = false;
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BindBuffers(_gpStorageBuffers, isStorage: true);
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}
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else
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{
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UpdateBuffers(_gpStorageBuffers);
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}
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if (_gpUniformBuffersDirty || _rebind)
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{
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_gpUniformBuffersDirty = false;
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BindBuffers(_gpUniformBuffers, isStorage: false);
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}
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else
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{
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UpdateBuffers(_gpUniformBuffers);
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}
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_rebind = false;
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}
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private void BindBuffers(BuffersPerStage[] bindings, bool isStorage)
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{
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BindOrUpdateBuffers(bindings, bind: true, isStorage);
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}
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private void UpdateBuffers(BuffersPerStage[] bindings)
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{
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BindOrUpdateBuffers(bindings, bind: false);
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}
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private void BindOrUpdateBuffers(BuffersPerStage[] bindings, bool bind, bool isStorage = false)
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{
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for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
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{
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uint enableMask = bindings[(int)stage - 1].EnableMask;
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if (enableMask == 0)
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{
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continue;
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}
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for (int index = 0; (enableMask >> index) != 0; index++)
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{
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if ((enableMask & (1u << index)) == 0)
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{
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continue;
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}
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BufferBounds bounds = bindings[(int)stage - 1].Buffers[index];
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if (bounds.Address == 0)
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{
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continue;
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}
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if (bind)
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{
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BindBuffer(index, stage, bounds, isStorage);
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}
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else
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{
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SynchronizeBufferRange(bounds.Address, bounds.Size);
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}
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}
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}
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}
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private void BindBuffer(int index, ShaderStage stage, BufferBounds bounds, bool isStorage)
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{
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BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
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if (isStorage)
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{
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_context.Renderer.Pipeline.BindStorageBuffer(index, stage, buffer);
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}
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else
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{
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_context.Renderer.Pipeline.BindUniformBuffer(index, stage, buffer);
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}
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}
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public void CopyBuffer(GpuVa srcVa, GpuVa dstVa, ulong size)
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{
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ulong srcAddress = TranslateAndCreateBuffer(srcVa.Pack(), size);
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ulong dstAddress = TranslateAndCreateBuffer(dstVa.Pack(), size);
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Buffer srcBuffer = GetBuffer(srcAddress, size);
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Buffer dstBuffer = GetBuffer(dstAddress, size);
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int srcOffset = (int)(srcAddress - srcBuffer.Address);
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int dstOffset = (int)(dstAddress - dstBuffer.Address);
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srcBuffer.HostBuffer.CopyTo(
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dstBuffer.HostBuffer,
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srcOffset,
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dstOffset,
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(int)size);
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dstBuffer.Flush(dstAddress, size);
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}
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private BufferRange GetBufferRange(ulong address, ulong size)
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{
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return GetBuffer(address, size).GetRange(address, size);
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}
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private Buffer GetBuffer(ulong address, ulong size)
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{
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Buffer buffer;
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if (size != 0)
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{
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buffer = _buffers.FindFirstOverlap(address, size);
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buffer.SynchronizeMemory(address, size);
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}
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else
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{
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buffer = _buffers.FindFirstOverlap(address, 1);
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}
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return buffer;
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}
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private void SynchronizeBufferRange(ulong address, ulong size)
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{
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if (size != 0)
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{
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Buffer buffer = _buffers.FindFirstOverlap(address, size);
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buffer.SynchronizeMemory(address, size);
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}
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}
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}
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} |