12a7a2ead8
This greatly speeds up games that constantly resize buffers, and removes stuttering on games that resize large buffers occasionally: - Large improvement on Super Mario 3D All-Stars (#1663 needed for best performance) - Improvement to Hyrule Warriors: AoC, and UE4 games. These games can still stutter due to texture creation/loading. - Small improvement to other games, potential 1-frame stutters avoided. `ForceSynchronizeMemory`, which was added with POWER, is no longer needed. Some tests have been added for the MultiRegionHandle.
1051 lines
40 KiB
C#
1051 lines
40 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Memory.Range;
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Linq;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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/// <summary>
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/// Buffer manager.
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/// </summary>
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class BufferManager
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{
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private const int StackToHeapThreshold = 16;
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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 BufferBounds[] _transformFeedbackBuffers;
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private List<BufferTextureBinding> _bufferTextures;
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/// <summary>
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/// Holds shader stage buffer state and binding information.
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/// </summary>
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private class BuffersPerStage
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{
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/// <summary>
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/// Shader buffer binding information.
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/// </summary>
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public BufferDescriptor[] Bindings { get; }
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/// <summary>
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/// Buffer regions.
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/// </summary>
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public BufferBounds[] Buffers { get; }
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/// <summary>
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/// Total amount of buffers used on the shader.
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/// </summary>
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public int Count { get; private set; }
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/// <summary>
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/// Creates a new instance of the shader stage buffer information.
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/// </summary>
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/// <param name="count">Maximum amount of buffers that the shader stage can use</param>
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public BuffersPerStage(int count)
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{
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Bindings = new BufferDescriptor[count];
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Buffers = new BufferBounds[count];
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}
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/// <summary>
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/// Sets the region of a buffer at a given slot.
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/// </summary>
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/// <param name="index">Buffer slot</param>
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/// <param name="address">Region virtual address</param>
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/// <param name="size">Region size in bytes</param>
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/// <param name="flags">Buffer usage flags</param>
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public void SetBounds(int index, ulong address, ulong size, BufferUsageFlags flags = BufferUsageFlags.None)
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{
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Buffers[index] = new BufferBounds(address, size, flags);
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}
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/// <summary>
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/// Sets shader buffer binding information.
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/// </summary>
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/// <param name="descriptors">Buffer binding information</param>
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public void SetBindings(ReadOnlyCollection<BufferDescriptor> descriptors)
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{
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if (descriptors == null)
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{
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Count = 0;
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return;
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}
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descriptors.CopyTo(Bindings, 0);
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Count = descriptors.Count;
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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 int _cpStorageBufferBindings;
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private int _cpUniformBufferBindings;
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private int _gpStorageBufferBindings;
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private int _gpUniformBufferBindings;
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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 _transformFeedbackBuffersDirty;
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private bool _rebind;
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private Dictionary<ulong, BufferCacheEntry> _dirtyCache;
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/// <summary>
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/// Creates a new instance of the buffer manager.
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/// </summary>
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/// <param name="context">The GPU context that the buffer manager belongs to</param>
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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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_transformFeedbackBuffers = new BufferBounds[Constants.TotalTransformFeedbackBuffers];
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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.ShaderStages];
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_gpUniformBuffers = new BuffersPerStage[Constants.ShaderStages];
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for (int index = 0; index < Constants.ShaderStages; 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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_bufferTextures = new List<BufferTextureBinding>();
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_dirtyCache = new Dictionary<ulong, BufferCacheEntry>();
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}
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/// <summary>
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/// Sets the memory range with the index buffer data, to be used for subsequent draw calls.
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/// </summary>
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/// <param name="gpuVa">Start GPU virtual address of the index buffer</param>
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/// <param name="size">Size, in bytes, of the index buffer</param>
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/// <param name="type">Type of each index buffer element</param>
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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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/// <summary>
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/// Sets a new index buffer that overrides the one set on the call to <see cref="CommitGraphicsBindings"/>.
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/// </summary>
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/// <param name="buffer">Buffer to be used as index buffer</param>
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/// <param name="type">Type of each index buffer element</param>
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public void SetIndexBuffer(BufferRange buffer, IndexType type)
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{
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_context.Renderer.Pipeline.SetIndexBuffer(buffer, type);
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_indexBufferDirty = true;
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}
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/// <summary>
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/// Sets the memory range with vertex buffer data, to be used for subsequent draw calls.
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/// </summary>
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/// <param name="index">Index of the vertex buffer (up to 16)</param>
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/// <param name="gpuVa">GPU virtual address of the buffer</param>
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/// <param name="size">Size in bytes of the buffer</param>
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/// <param name="stride">Stride of the buffer, defined as the number of bytes of each vertex</param>
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/// <param name="divisor">Vertex divisor of the buffer, for instanced draws</param>
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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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/// <summary>
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/// Sets a transform feedback buffer on the graphics pipeline.
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/// The output from the vertex transformation stages are written into the feedback buffer.
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/// </summary>
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/// <param name="index">Index of the transform feedback buffer</param>
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/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
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/// <param name="size">Size in bytes of the transform feedback buffer</param>
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public void SetTransformFeedbackBuffer(int index, ulong gpuVa, ulong size)
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{
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ulong address = TranslateAndCreateBuffer(gpuVa, size);
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_transformFeedbackBuffers[index] = new BufferBounds(address, size);
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_transformFeedbackBuffersDirty = true;
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}
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/// <summary>
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/// Sets a storage buffer on the compute pipeline.
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/// Storage buffers can be read and written to on shaders.
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/// </summary>
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/// <param name="index">Index of the storage buffer</param>
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/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
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/// <param name="size">Size in bytes of the storage buffer</param>
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/// <param name="flags">Buffer usage flags</param>
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public void SetComputeStorageBuffer(int index, ulong gpuVa, ulong size, BufferUsageFlags flags)
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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.SetBounds(index, address, size, flags);
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}
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/// <summary>
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/// Sets a storage buffer on the graphics pipeline.
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/// Storage buffers can be read and written to on shaders.
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/// </summary>
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/// <param name="stage">Index of the shader stage</param>
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/// <param name="index">Index of the storage buffer</param>
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/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
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/// <param name="size">Size in bytes of the storage buffer</param>
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/// <param name="flags">Buffer usage flags</param>
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public void SetGraphicsStorageBuffer(int stage, int index, ulong gpuVa, ulong size, BufferUsageFlags flags)
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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].SetBounds(index, address, size, flags);
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}
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/// <summary>
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/// Sets a uniform buffer on the compute pipeline.
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/// Uniform buffers are read-only from shaders, and have a small capacity.
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/// </summary>
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/// <param name="index">Index of the uniform buffer</param>
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/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
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/// <param name="size">Size in bytes of the storage buffer</param>
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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.SetBounds(index, address, size);
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}
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/// <summary>
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/// Sets a uniform buffer on the graphics pipeline.
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/// Uniform buffers are read-only from shaders, and have a small capacity.
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/// </summary>
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/// <param name="stage">Index of the shader stage</param>
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/// <param name="index">Index of the uniform buffer</param>
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/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
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/// <param name="size">Size in bytes of the storage buffer</param>
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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].SetBounds(index, address, size);
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_gpUniformBuffersDirty = true;
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}
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/// <summary>
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/// Sets the binding points for the storage buffers bound on the compute pipeline.
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/// </summary>
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/// <param name="descriptors">Buffer descriptors with the binding point values</param>
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public void SetComputeStorageBufferBindings(ReadOnlyCollection<BufferDescriptor> descriptors)
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{
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_cpStorageBuffers.SetBindings(descriptors);
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_cpStorageBufferBindings = descriptors.Count != 0 ? descriptors.Max(x => x.Binding) + 1 : 0;
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}
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/// <summary>
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/// Sets the binding points for the storage buffers bound on the graphics pipeline.
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/// </summary>
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/// <param name="stage">Index of the shader stage</param>
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/// <param name="descriptors">Buffer descriptors with the binding point values</param>
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public void SetGraphicsStorageBufferBindings(int stage, ReadOnlyCollection<BufferDescriptor> descriptors)
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{
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_gpStorageBuffers[stage].SetBindings(descriptors);
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_gpStorageBuffersDirty = true;
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}
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/// <summary>
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/// Sets the total number of storage buffer bindings used.
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/// </summary>
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/// <param name="count">Number of storage buffer bindings used</param>
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public void SetGraphicsStorageBufferBindingsCount(int count)
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{
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_gpStorageBufferBindings = count;
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}
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/// <summary>
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/// Sets the binding points for the uniform buffers bound on the compute pipeline.
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/// </summary>
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/// <param name="descriptors">Buffer descriptors with the binding point values</param>
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public void SetComputeUniformBufferBindings(ReadOnlyCollection<BufferDescriptor> descriptors)
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{
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_cpUniformBuffers.SetBindings(descriptors);
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_cpUniformBufferBindings = descriptors.Count != 0 ? descriptors.Max(x => x.Binding) + 1 : 0;
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}
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/// <summary>
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/// Sets the enabled uniform buffers mask on the graphics pipeline.
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/// Each bit set on the mask indicates that the respective buffer index is enabled.
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/// </summary>
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/// <param name="stage">Index of the shader stage</param>
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/// <param name="descriptors">Buffer descriptors with the binding point values</param>
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public void SetGraphicsUniformBufferBindings(int stage, ReadOnlyCollection<BufferDescriptor> descriptors)
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{
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_gpUniformBuffers[stage].SetBindings(descriptors);
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_gpUniformBuffersDirty = true;
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}
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/// <summary>
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/// Sets the total number of uniform buffer bindings used.
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/// </summary>
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/// <param name="count">Number of uniform buffer bindings used</param>
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public void SetGraphicsUniformBufferBindingsCount(int count)
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{
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_gpUniformBufferBindings = count;
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}
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/// <summary>
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/// Gets a bit mask indicating which compute uniform buffers are currently bound.
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/// </summary>
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/// <returns>Mask where each bit set indicates a bound constant buffer</returns>
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public uint GetComputeUniformBufferUseMask()
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{
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uint mask = 0;
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for (int i = 0; i < _cpUniformBuffers.Buffers.Length; i++)
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{
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if (_cpUniformBuffers.Buffers[i].Address != 0)
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{
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mask |= 1u << i;
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}
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}
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return mask;
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}
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/// <summary>
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/// Gets a bit mask indicating which graphics uniform buffers are currently bound.
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/// </summary>
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/// <param name="stage">Index of the shader stage</param>
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/// <returns>Mask where each bit set indicates a bound constant buffer</returns>
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public uint GetGraphicsUniformBufferUseMask(int stage)
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{
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uint mask = 0;
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for (int i = 0; i < _gpUniformBuffers[stage].Buffers.Length; i++)
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{
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if (_gpUniformBuffers[stage].Buffers[i].Address != 0)
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{
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mask |= 1u << i;
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}
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}
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return mask;
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}
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/// <summary>
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/// Handles removal of buffers written to a memory region being unmapped.
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/// </summary>
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/// <param name="sender">Sender object</param>
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/// <param name="e">Event arguments</param>
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public void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
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{
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Buffer[] overlaps = new Buffer[10];
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int overlapCount;
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ulong address = _context.MemoryManager.Translate(e.Address);
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ulong size = e.Size;
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lock (_buffers)
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{
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overlapCount = _buffers.FindOverlaps(address, size, ref overlaps);
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}
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for (int i = 0; i < overlapCount; i++)
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{
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overlaps[i].Unmapped(address, size);
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}
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}
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/// <summary>
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/// Performs address translation of the GPU virtual address, and creates a
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/// new buffer, if needed, for the specified range.
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/// </summary>
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/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
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/// <param name="size">Size in bytes of the buffer</param>
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/// <returns>CPU virtual address of the buffer, after address translation</returns>
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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.PteUnmapped)
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{
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return 0;
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}
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CreateBuffer(address, size);
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return address;
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}
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/// <summary>
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/// Creates a new buffer for the specified range, if it does not yet exist.
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/// This can be used to ensure the existance of a buffer.
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/// </summary>
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/// <param name="address">Address of the buffer in memory</param>
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/// <param name="size">Size of the buffer in bytes</param>
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public void CreateBuffer(ulong address, ulong size)
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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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CreateBufferAligned(alignedAddress, alignedEndAddress - alignedAddress);
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}
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/// <summary>
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/// Performs address translation of the GPU virtual address, and attempts to force
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/// the buffer in the region as dirty.
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/// The buffer lookup for this function is cached in a dictionary for quick access, which
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/// accelerates common UBO updates.
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/// </summary>
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/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
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/// <param name="size">Size in bytes of the buffer</param>
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public void ForceDirty(ulong gpuVa, ulong size)
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{
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BufferCacheEntry result;
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if (!_dirtyCache.TryGetValue(gpuVa, out result) || result.EndGpuAddress < gpuVa + size || result.UnmappedSequence != result.Buffer.UnmappedSequence)
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{
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ulong address = TranslateAndCreateBuffer(gpuVa, size);
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result = new BufferCacheEntry(address, gpuVa, GetBuffer(address, size));
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_dirtyCache[gpuVa] = result;
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}
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result.Buffer.ForceDirty(result.Address, size);
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}
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/// <summary>
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/// Creates a new buffer for the specified range, if needed.
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/// If a buffer where this range can be fully contained already exists,
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/// then the creation of a new buffer is not necessary.
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/// </summary>
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/// <param name="address">Address of the buffer in guest memory</param>
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/// <param name="size">Size in bytes of the buffer</param>
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private void CreateBufferAligned(ulong address, ulong size)
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{
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int overlapsCount;
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lock (_buffers)
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{
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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, _bufferOverlaps.Take(overlapsCount));
|
|
|
|
lock (_buffers)
|
|
{
|
|
_buffers.Add(newBuffer);
|
|
}
|
|
|
|
for (int index = 0; index < overlapsCount; index++)
|
|
{
|
|
Buffer buffer = _bufferOverlaps[index];
|
|
|
|
int dstOffset = (int)(buffer.Address - newBuffer.Address);
|
|
|
|
buffer.CopyTo(newBuffer, dstOffset);
|
|
newBuffer.InheritModifiedRanges(buffer);
|
|
|
|
buffer.DisposeData();
|
|
}
|
|
|
|
newBuffer.SynchronizeMemory(address, endAddress - address);
|
|
|
|
// 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();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |