Geometry shader emulation for macOS (#5551)
* Implement vertex and geometry shader conversion to compute * Call InitializeReservedCounts for compute too * PR feedback * Set clip distance mask for geometry and tessellation shaders too * Transform feedback emulation only for vertex
This commit is contained in:
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93d78f9ac4
commit
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65 changed files with 3912 additions and 593 deletions
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using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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{
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/// <summary>
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/// Vertex, tessellation and geometry as compute shader context.
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/// </summary>
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class VtgAsComputeContext : IDisposable
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{
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private const int DummyBufferSize = 16;
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private readonly GpuContext _context;
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/// <summary>
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/// Cache of buffer textures used for vertex and index buffers.
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/// </summary>
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private class BufferTextureCache : IDisposable
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{
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private readonly Dictionary<Format, ITexture> _cache;
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/// <summary>
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/// Creates a new instance of the buffer texture cache.
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/// </summary>
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public BufferTextureCache()
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{
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_cache = new();
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}
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/// <summary>
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/// Gets a cached or creates and caches a buffer texture with the specified format.
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/// </summary>
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/// <param name="renderer">Renderer where the texture will be used</param>
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/// <param name="format">Format of the buffer texture</param>
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/// <returns>Buffer texture</returns>
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public ITexture Get(IRenderer renderer, Format format)
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{
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if (!_cache.TryGetValue(format, out ITexture bufferTexture))
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{
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bufferTexture = renderer.CreateTexture(new TextureCreateInfo(
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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1,
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format,
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DepthStencilMode.Depth,
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Target.TextureBuffer,
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SwizzleComponent.Red,
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SwizzleComponent.Green,
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SwizzleComponent.Blue,
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SwizzleComponent.Alpha));
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_cache.Add(format, bufferTexture);
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}
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return bufferTexture;
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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foreach (var texture in _cache.Values)
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{
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texture.Release();
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}
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_cache.Clear();
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}
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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}
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/// <summary>
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/// Buffer state.
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/// </summary>
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private struct Buffer
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{
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/// <summary>
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/// Buffer handle.
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/// </summary>
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public BufferHandle Handle;
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/// <summary>
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/// Current free buffer offset.
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/// </summary>
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public int Offset;
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/// <summary>
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/// Total buffer size in bytes.
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/// </summary>
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public int Size;
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}
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/// <summary>
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/// Index buffer state.
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/// </summary>
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private readonly struct IndexBuffer
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{
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/// <summary>
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/// Buffer handle.
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/// </summary>
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public BufferHandle Handle { get; }
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/// <summary>
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/// Index count.
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/// </summary>
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public int Count { get; }
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/// <summary>
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/// Size in bytes.
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/// </summary>
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public int Size { get; }
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/// <summary>
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/// Creates a new index buffer state.
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/// </summary>
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/// <param name="handle">Buffer handle</param>
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/// <param name="count">Index count</param>
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/// <param name="size">Size in bytes</param>
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public IndexBuffer(BufferHandle handle, int count, int size)
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{
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Handle = handle;
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Count = count;
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Size = size;
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}
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/// <summary>
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/// Creates a full range starting from the beggining of the buffer.
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/// </summary>
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/// <returns>Range</returns>
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public readonly BufferRange ToRange()
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{
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return new BufferRange(Handle, 0, Size);
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}
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/// <summary>
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/// Creates a range starting from the beggining of the buffer, with the specified size.
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/// </summary>
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/// <param name="size">Size in bytes of the range</param>
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/// <returns>Range</returns>
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public readonly BufferRange ToRange(int size)
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{
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return new BufferRange(Handle, 0, size);
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}
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}
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private readonly BufferTextureCache[] _bufferTextures;
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private BufferHandle _dummyBuffer;
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private Buffer _vertexDataBuffer;
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private Buffer _geometryVertexDataBuffer;
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private Buffer _geometryIndexDataBuffer;
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private BufferHandle _sequentialIndexBuffer;
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private int _sequentialIndexBufferCount;
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private readonly Dictionary<PrimitiveTopology, IndexBuffer> _topologyRemapBuffers;
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/// <summary>
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/// Vertex information buffer updater.
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/// </summary>
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public VertexInfoBufferUpdater VertexInfoBufferUpdater { get; }
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/// <summary>
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/// Creates a new instance of the vertex, tessellation and geometry as compute shader context.
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/// </summary>
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/// <param name="context"></param>
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public VtgAsComputeContext(GpuContext context)
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{
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_context = context;
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_bufferTextures = new BufferTextureCache[Constants.TotalVertexBuffers + 2];
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_topologyRemapBuffers = new();
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VertexInfoBufferUpdater = new(context.Renderer);
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}
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/// <summary>
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/// Gets the number of complete primitives that can be formed with a given vertex count, for a given topology.
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/// </summary>
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/// <param name="primitiveType">Topology</param>
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/// <param name="count">Vertex count</param>
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/// <returns>Total of complete primitives</returns>
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public static int GetPrimitivesCount(PrimitiveTopology primitiveType, int count)
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{
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return primitiveType switch
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{
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PrimitiveTopology.Lines => count / 2,
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PrimitiveTopology.LinesAdjacency => count / 4,
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PrimitiveTopology.LineLoop => count > 1 ? count : 0,
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PrimitiveTopology.LineStrip => Math.Max(count - 1, 0),
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PrimitiveTopology.LineStripAdjacency => Math.Max(count - 3, 0),
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PrimitiveTopology.Triangles => count / 3,
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PrimitiveTopology.TrianglesAdjacency => count / 6,
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PrimitiveTopology.TriangleStrip or
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PrimitiveTopology.TriangleFan or
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PrimitiveTopology.Polygon => Math.Max(count - 2, 0),
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PrimitiveTopology.TriangleStripAdjacency => Math.Max(count - 2, 0) / 2,
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PrimitiveTopology.Quads => (count / 4) * 2, // In triangles.
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PrimitiveTopology.QuadStrip => Math.Max((count - 2) / 2, 0) * 2, // In triangles.
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_ => count,
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};
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}
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/// <summary>
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/// Gets the total of vertices that a single primitive has, for the specified topology.
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/// </summary>
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/// <param name="primitiveType">Topology</param>
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/// <returns>Vertex count</returns>
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private static int GetVerticesPerPrimitive(PrimitiveTopology primitiveType)
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{
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return primitiveType switch
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{
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PrimitiveTopology.Lines or
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PrimitiveTopology.LineLoop or
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PrimitiveTopology.LineStrip => 2,
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PrimitiveTopology.LinesAdjacency or
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PrimitiveTopology.LineStripAdjacency => 4,
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PrimitiveTopology.Triangles or
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PrimitiveTopology.TriangleStrip or
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PrimitiveTopology.TriangleFan or
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PrimitiveTopology.Polygon => 3,
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PrimitiveTopology.TrianglesAdjacency or
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PrimitiveTopology.TriangleStripAdjacency => 6,
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PrimitiveTopology.Quads or
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PrimitiveTopology.QuadStrip => 3, // 2 triangles.
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_ => 1,
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};
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}
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/// <summary>
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/// Gets a cached or creates a new buffer that can be used to map linear indices to ones
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/// of a specified topology, and build complete primitives.
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/// </summary>
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/// <param name="topology">Topology</param>
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/// <param name="count">Number of input vertices that needs to be mapped using that buffer</param>
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/// <returns>Remap buffer range</returns>
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public BufferRange GetOrCreateTopologyRemapBuffer(PrimitiveTopology topology, int count)
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{
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if (!_topologyRemapBuffers.TryGetValue(topology, out IndexBuffer buffer) || buffer.Count < count)
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{
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if (buffer.Handle != BufferHandle.Null)
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{
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_context.Renderer.DeleteBuffer(buffer.Handle);
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}
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buffer = CreateTopologyRemapBuffer(topology, count);
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_topologyRemapBuffers[topology] = buffer;
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return buffer.ToRange();
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}
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return buffer.ToRange(Math.Max(GetPrimitivesCount(topology, count) * GetVerticesPerPrimitive(topology), 1) * sizeof(uint));
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}
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/// <summary>
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/// Creates a new topology remap buffer.
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/// </summary>
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/// <param name="topology">Topology</param>
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/// <param name="count">Maximum of vertices that will be accessed</param>
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/// <returns>Remap buffer range</returns>
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private IndexBuffer CreateTopologyRemapBuffer(PrimitiveTopology topology, int count)
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{
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// Size can't be zero as creating zero sized buffers is invalid.
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Span<int> data = new int[Math.Max(GetPrimitivesCount(topology, count) * GetVerticesPerPrimitive(topology), 1)];
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switch (topology)
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{
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case PrimitiveTopology.Points:
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case PrimitiveTopology.Lines:
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case PrimitiveTopology.LinesAdjacency:
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case PrimitiveTopology.Triangles:
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case PrimitiveTopology.TrianglesAdjacency:
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case PrimitiveTopology.Patches:
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for (int index = 0; index < data.Length; index++)
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{
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data[index] = index;
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}
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break;
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case PrimitiveTopology.LineLoop:
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data[^1] = 0;
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for (int index = 0; index < ((data.Length - 1) & ~1); index += 2)
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{
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data[index] = index >> 1;
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data[index + 1] = (index >> 1) + 1;
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}
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break;
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case PrimitiveTopology.LineStrip:
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for (int index = 0; index < ((data.Length - 1) & ~1); index += 2)
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{
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data[index] = index >> 1;
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data[index + 1] = (index >> 1) + 1;
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}
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break;
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case PrimitiveTopology.TriangleStrip:
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int tsTrianglesCount = data.Length / 3;
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int tsOutIndex = 3;
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if (tsTrianglesCount > 0)
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{
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data[0] = 0;
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data[1] = 1;
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data[2] = 2;
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}
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for (int tri = 1; tri < tsTrianglesCount; tri++)
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{
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int baseIndex = tri * 3;
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if ((tri & 1) != 0)
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{
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data[baseIndex] = tsOutIndex - 1;
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data[baseIndex + 1] = tsOutIndex - 2;
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data[baseIndex + 2] = tsOutIndex++;
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}
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else
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{
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data[baseIndex] = tsOutIndex - 2;
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data[baseIndex + 1] = tsOutIndex - 1;
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data[baseIndex + 2] = tsOutIndex++;
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}
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}
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break;
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case PrimitiveTopology.TriangleFan:
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case PrimitiveTopology.Polygon:
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int tfTrianglesCount = data.Length / 3;
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int tfOutIndex = 1;
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for (int index = 0; index < tfTrianglesCount * 3; index += 3)
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{
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data[index] = 0;
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data[index + 1] = tfOutIndex;
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data[index + 2] = ++tfOutIndex;
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}
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break;
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case PrimitiveTopology.Quads:
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int qQuadsCount = data.Length / 6;
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for (int quad = 0; quad < qQuadsCount; quad++)
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{
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int index = quad * 6;
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int qIndex = quad * 4;
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data[index] = qIndex;
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data[index + 1] = qIndex + 1;
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data[index + 2] = qIndex + 2;
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data[index + 3] = qIndex;
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data[index + 4] = qIndex + 2;
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data[index + 5] = qIndex + 3;
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}
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break;
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case PrimitiveTopology.QuadStrip:
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int qsQuadsCount = data.Length / 6;
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if (qsQuadsCount > 0)
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{
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data[0] = 0;
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data[1] = 1;
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data[2] = 2;
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data[3] = 0;
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data[4] = 2;
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data[5] = 3;
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}
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for (int quad = 1; quad < qsQuadsCount; quad++)
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{
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int index = quad * 6;
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int qIndex = quad * 2;
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data[index] = qIndex + 1;
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data[index + 1] = qIndex;
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data[index + 2] = qIndex + 2;
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data[index + 3] = qIndex + 1;
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data[index + 4] = qIndex + 2;
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data[index + 5] = qIndex + 3;
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}
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break;
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case PrimitiveTopology.LineStripAdjacency:
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for (int index = 0; index < ((data.Length - 3) & ~3); index += 4)
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{
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int lIndex = index >> 2;
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data[index] = lIndex;
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data[index + 1] = lIndex + 1;
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data[index + 2] = lIndex + 2;
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data[index + 3] = lIndex + 3;
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}
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break;
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case PrimitiveTopology.TriangleStripAdjacency:
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int tsaTrianglesCount = data.Length / 6;
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int tsaOutIndex = 6;
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if (tsaTrianglesCount > 0)
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{
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data[0] = 0;
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data[1] = 1;
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data[2] = 2;
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data[3] = 3;
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data[4] = 4;
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data[5] = 5;
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}
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for (int tri = 1; tri < tsaTrianglesCount; tri++)
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{
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int baseIndex = tri * 6;
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if ((tri & 1) != 0)
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{
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data[baseIndex] = tsaOutIndex - 2;
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data[baseIndex + 1] = tsaOutIndex - 1;
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data[baseIndex + 2] = tsaOutIndex - 4;
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data[baseIndex + 3] = tsaOutIndex - 3;
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data[baseIndex + 4] = tsaOutIndex++;
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data[baseIndex + 5] = tsaOutIndex++;
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}
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else
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{
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data[baseIndex] = tsaOutIndex - 4;
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data[baseIndex + 1] = tsaOutIndex - 3;
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data[baseIndex + 2] = tsaOutIndex - 2;
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data[baseIndex + 3] = tsaOutIndex - 1;
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data[baseIndex + 4] = tsaOutIndex++;
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data[baseIndex + 5] = tsaOutIndex++;
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}
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}
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break;
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}
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ReadOnlySpan<byte> dataBytes = MemoryMarshal.Cast<int, byte>(data);
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BufferHandle buffer = _context.Renderer.CreateBuffer(dataBytes.Length);
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_context.Renderer.SetBufferData(buffer, 0, dataBytes);
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return new IndexBuffer(buffer, count, dataBytes.Length);
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}
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/// <summary>
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/// Gets a buffer texture with a given format, for the given index.
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/// </summary>
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/// <param name="index">Index of the buffer texture</param>
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/// <param name="format">Format of the buffer texture</param>
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/// <returns>Buffer texture</returns>
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public ITexture EnsureBufferTexture(int index, Format format)
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{
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return (_bufferTextures[index] ??= new()).Get(_context.Renderer, format);
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}
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/// <summary>
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/// Gets the offset and size of usable storage on the output vertex buffer.
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/// </summary>
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/// <param name="size">Size in bytes that will be used</param>
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/// <returns>Usable offset and size on the buffer</returns>
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public (int, int) GetVertexDataBuffer(int size)
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{
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return EnsureBuffer(ref _vertexDataBuffer, size);
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}
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/// <summary>
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/// Gets the offset and size of usable storage on the output geometry shader vertex buffer.
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/// </summary>
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/// <param name="size">Size in bytes that will be used</param>
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/// <returns>Usable offset and size on the buffer</returns>
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public (int, int) GetGeometryVertexDataBuffer(int size)
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{
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return EnsureBuffer(ref _geometryVertexDataBuffer, size);
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}
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/// <summary>
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/// Gets the offset and size of usable storage on the output geometry shader index buffer.
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/// </summary>
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/// <param name="size">Size in bytes that will be used</param>
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/// <returns>Usable offset and size on the buffer</returns>
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public (int, int) GetGeometryIndexDataBuffer(int size)
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{
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return EnsureBuffer(ref _geometryIndexDataBuffer, size);
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}
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/// <summary>
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/// Gets a range of the output vertex buffer for binding.
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/// </summary>
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/// <param name="offset">Offset of the range</param>
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/// <param name="size">Size of the range in bytes</param>
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/// <returns>Range</returns>
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public BufferRange GetVertexDataBufferRange(int offset, int size)
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{
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return new BufferRange(_vertexDataBuffer.Handle, offset, size);
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}
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/// <summary>
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/// Gets a range of the output geometry shader vertex buffer for binding.
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/// </summary>
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/// <param name="offset">Offset of the range</param>
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||||
/// <param name="size">Size of the range in bytes</param>
|
||||
/// <returns>Range</returns>
|
||||
public BufferRange GetGeometryVertexDataBufferRange(int offset, int size)
|
||||
{
|
||||
return new BufferRange(_geometryVertexDataBuffer.Handle, offset, size);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a range of the output geometry shader index buffer for binding.
|
||||
/// </summary>
|
||||
/// <param name="offset">Offset of the range</param>
|
||||
/// <param name="size">Size of the range in bytes</param>
|
||||
/// <returns>Range</returns>
|
||||
public BufferRange GetGeometryIndexDataBufferRange(int offset, int size)
|
||||
{
|
||||
return new BufferRange(_geometryIndexDataBuffer.Handle, offset, size);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the range for a dummy 16 bytes buffer, filled with zeros.
|
||||
/// </summary>
|
||||
/// <returns>Dummy buffer range</returns>
|
||||
public BufferRange GetDummyBufferRange()
|
||||
{
|
||||
if (_dummyBuffer == BufferHandle.Null)
|
||||
{
|
||||
_dummyBuffer = _context.Renderer.CreateBuffer(DummyBufferSize);
|
||||
_context.Renderer.Pipeline.ClearBuffer(_dummyBuffer, 0, DummyBufferSize, 0);
|
||||
}
|
||||
|
||||
return new BufferRange(_dummyBuffer, 0, DummyBufferSize);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the range for a sequential index buffer, with ever incrementing index values.
|
||||
/// </summary>
|
||||
/// <param name="count">Minimum number of indices that the buffer should have</param>
|
||||
/// <returns>Buffer handle</returns>
|
||||
public BufferHandle GetSequentialIndexBuffer(int count)
|
||||
{
|
||||
if (_sequentialIndexBufferCount < count)
|
||||
{
|
||||
if (_sequentialIndexBuffer != BufferHandle.Null)
|
||||
{
|
||||
_context.Renderer.DeleteBuffer(_sequentialIndexBuffer);
|
||||
}
|
||||
|
||||
_sequentialIndexBuffer = _context.Renderer.CreateBuffer(count * sizeof(uint));
|
||||
_sequentialIndexBufferCount = count;
|
||||
|
||||
Span<int> data = new int[count];
|
||||
|
||||
for (int index = 0; index < count; index++)
|
||||
{
|
||||
data[index] = index;
|
||||
}
|
||||
|
||||
_context.Renderer.SetBufferData(_sequentialIndexBuffer, 0, MemoryMarshal.Cast<int, byte>(data));
|
||||
}
|
||||
|
||||
return _sequentialIndexBuffer;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Ensure that a buffer exists, is large enough, and allocates a sub-region of the specified size inside the buffer.
|
||||
/// </summary>
|
||||
/// <param name="buffer">Buffer state</param>
|
||||
/// <param name="size">Required size in bytes</param>
|
||||
/// <returns>Allocated offset and size</returns>
|
||||
private (int, int) EnsureBuffer(ref Buffer buffer, int size)
|
||||
{
|
||||
int newSize = buffer.Offset + size;
|
||||
|
||||
if (buffer.Size < newSize)
|
||||
{
|
||||
if (buffer.Handle != BufferHandle.Null)
|
||||
{
|
||||
_context.Renderer.DeleteBuffer(buffer.Handle);
|
||||
}
|
||||
|
||||
buffer.Handle = _context.Renderer.CreateBuffer(newSize);
|
||||
buffer.Size = newSize;
|
||||
}
|
||||
|
||||
int offset = buffer.Offset;
|
||||
|
||||
buffer.Offset = BitUtils.AlignUp(newSize, _context.Capabilities.StorageBufferOffsetAlignment);
|
||||
|
||||
return (offset, size);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Frees all buffer sub-regions that were previously allocated.
|
||||
/// </summary>
|
||||
public void FreeBuffers()
|
||||
{
|
||||
_vertexDataBuffer.Offset = 0;
|
||||
_geometryVertexDataBuffer.Offset = 0;
|
||||
_geometryIndexDataBuffer.Offset = 0;
|
||||
}
|
||||
|
||||
protected virtual void Dispose(bool disposing)
|
||||
{
|
||||
if (disposing)
|
||||
{
|
||||
for (int index = 0; index < _bufferTextures.Length; index++)
|
||||
{
|
||||
_bufferTextures[index]?.Dispose();
|
||||
_bufferTextures[index] = null;
|
||||
}
|
||||
|
||||
DestroyIfNotNull(ref _dummyBuffer);
|
||||
DestroyIfNotNull(ref _vertexDataBuffer.Handle);
|
||||
DestroyIfNotNull(ref _geometryVertexDataBuffer.Handle);
|
||||
DestroyIfNotNull(ref _geometryIndexDataBuffer.Handle);
|
||||
DestroyIfNotNull(ref _sequentialIndexBuffer);
|
||||
|
||||
foreach (var indexBuffer in _topologyRemapBuffers.Values)
|
||||
{
|
||||
_context.Renderer.DeleteBuffer(indexBuffer.Handle);
|
||||
}
|
||||
|
||||
_topologyRemapBuffers.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Deletes a buffer if the handle is valid (not null), then sets the handle to null.
|
||||
/// </summary>
|
||||
/// <param name="handle">Buffer handle</param>
|
||||
private void DestroyIfNotNull(ref BufferHandle handle)
|
||||
{
|
||||
if (handle != BufferHandle.Null)
|
||||
{
|
||||
_context.Renderer.DeleteBuffer(handle);
|
||||
handle = BufferHandle.Null;
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Dispose(true);
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue