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Ryujinx/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs

532 lines
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16 KiB
C#

using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.GAL.InputAssembler;
using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Shader;
using System;
namespace Ryujinx.Graphics.Gpu.Memory
{
class BufferManager
{
private const int OverlapsBufferInitialCapacity = 10;
private const int OverlapsBufferMaxCapacity = 10000;
private const ulong BufferAlignmentSize = 0x1000;
private const ulong BufferAlignmentMask = BufferAlignmentSize - 1;
private GpuContext _context;
private RangeList<Buffer> _buffers;
private Buffer[] _bufferOverlaps;
private IndexBuffer _indexBuffer;
private VertexBuffer[] _vertexBuffers;
private class BuffersPerStage
{
public uint EnableMask { get; set; }
public BufferBounds[] Buffers { get; }
public BuffersPerStage(int count)
{
Buffers = new BufferBounds[count];
}
public void Bind(int index, ulong address, ulong size)
{
Buffers[index].Address = address;
Buffers[index].Size = size;
}
}
private BuffersPerStage _cpStorageBuffers;
private BuffersPerStage _cpUniformBuffers;
private BuffersPerStage[] _gpStorageBuffers;
private BuffersPerStage[] _gpUniformBuffers;
private bool _gpStorageBuffersDirty;
private bool _gpUniformBuffersDirty;
private bool _indexBufferDirty;
private bool _vertexBuffersDirty;
private uint _vertexBuffersEnableMask;
private bool _rebind;
public BufferManager(GpuContext context)
{
_context = context;
_buffers = new RangeList<Buffer>();
_bufferOverlaps = new Buffer[OverlapsBufferInitialCapacity];
_vertexBuffers = new VertexBuffer[Constants.TotalVertexBuffers];
_cpStorageBuffers = new BuffersPerStage(Constants.TotalCpStorageBuffers);
_cpUniformBuffers = new BuffersPerStage(Constants.TotalCpUniformBuffers);
_gpStorageBuffers = new BuffersPerStage[Constants.TotalShaderStages];
_gpUniformBuffers = new BuffersPerStage[Constants.TotalShaderStages];
for (int index = 0; index < Constants.TotalShaderStages; index++)
{
_gpStorageBuffers[index] = new BuffersPerStage(Constants.TotalGpStorageBuffers);
_gpUniformBuffers[index] = new BuffersPerStage(Constants.TotalGpUniformBuffers);
}
}
public void SetIndexBuffer(ulong gpuVa, ulong size, IndexType type)
{
ulong address = TranslateAndCreateBuffer(gpuVa, size);
_indexBuffer.Address = address;
_indexBuffer.Size = size;
_indexBuffer.Type = type;
_indexBufferDirty = true;
}
public void SetVertexBuffer(int index, ulong gpuVa, ulong size, int stride, int divisor)
{
ulong address = TranslateAndCreateBuffer(gpuVa, size);
_vertexBuffers[index].Address = address;
_vertexBuffers[index].Size = size;
_vertexBuffers[index].Stride = stride;
_vertexBuffers[index].Divisor = divisor;
_vertexBuffersDirty = true;
if (address != 0)
{
_vertexBuffersEnableMask |= 1u << index;
}
else
{
_vertexBuffersEnableMask &= ~(1u << index);
}
}
public void SetComputeStorageBuffer(int index, ulong gpuVa, ulong size)
{
size += gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1);
gpuVa = BitUtils.AlignDown(gpuVa, _context.Capabilities.StorageBufferOffsetAlignment);
ulong address = TranslateAndCreateBuffer(gpuVa, size);
_cpStorageBuffers.Bind(index, address, size);
}
public void SetGraphicsStorageBuffer(int stage, int index, ulong gpuVa, ulong size)
{
size += gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1);
gpuVa = BitUtils.AlignDown(gpuVa, _context.Capabilities.StorageBufferOffsetAlignment);
ulong address = TranslateAndCreateBuffer(gpuVa, size);
if (_gpStorageBuffers[stage].Buffers[index].Address != address ||
_gpStorageBuffers[stage].Buffers[index].Size != size)
{
_gpStorageBuffersDirty = true;
}
_gpStorageBuffers[stage].Bind(index, address, size);
}
public void SetComputeUniformBuffer(int index, ulong gpuVa, ulong size)
{
ulong address = TranslateAndCreateBuffer(gpuVa, size);
_cpUniformBuffers.Bind(index, address, size);
}
public void SetGraphicsUniformBuffer(int stage, int index, ulong gpuVa, ulong size)
{
ulong address = TranslateAndCreateBuffer(gpuVa, size);
_gpUniformBuffers[stage].Bind(index, address, size);
_gpUniformBuffersDirty = true;
}
public void SetComputeStorageBufferEnableMask(uint mask)
{
_cpStorageBuffers.EnableMask = mask;
}
public void SetGraphicsStorageBufferEnableMask(int stage, uint mask)
{
_gpStorageBuffers[stage].EnableMask = mask;
_gpStorageBuffersDirty = true;
}
public void SetComputeUniformBufferEnableMask(uint mask)
{
_cpUniformBuffers.EnableMask = mask;
}
public void SetGraphicsUniformBufferEnableMask(int stage, uint mask)
{
_gpUniformBuffers[stage].EnableMask = mask;
_gpUniformBuffersDirty = true;
}
private ulong TranslateAndCreateBuffer(ulong gpuVa, ulong size)
{
if (gpuVa == 0)
{
return 0;
}
ulong address = _context.MemoryManager.Translate(gpuVa);
if (address == MemoryManager.BadAddress)
{
return 0;
}
ulong endAddress = address + size;
ulong alignedAddress = address & ~BufferAlignmentMask;
ulong alignedEndAddress = (endAddress + BufferAlignmentMask) & ~BufferAlignmentMask;
// The buffer must have the size of at least one page.
if (alignedEndAddress == alignedAddress)
{
alignedEndAddress += BufferAlignmentSize;
}
CreateBuffer(alignedAddress, alignedEndAddress - alignedAddress);
return address;
}
private void CreateBuffer(ulong address, ulong size)
{
int 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);
buffer.SynchronizeMemory(buffer.Address, buffer.Size);
_buffers.Remove(buffer);
}
Buffer newBuffer = new Buffer(_context, address, endAddress - address);
_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);
buffer.Dispose();
}
_rebind = true;
}
}
else
{
// No overlap, just create a new buffer.
Buffer buffer = new Buffer(_context, address, size);
_buffers.Add(buffer);
}
ShrinkOverlapsBufferIfNeeded();
}
private void ShrinkOverlapsBufferIfNeeded()
{
if (_bufferOverlaps.Length > OverlapsBufferMaxCapacity)
{
Array.Resize(ref _bufferOverlaps, OverlapsBufferMaxCapacity);
}
}
public ulong GetComputeUniformBufferAddress(int index)
{
return _cpUniformBuffers.Buffers[index].Address;
}
public ulong GetGraphicsUniformBufferAddress(int stage, int index)
{
return _gpUniformBuffers[stage].Buffers[index].Address;
}
public void CommitComputeBindings()
{
uint enableMask = _cpStorageBuffers.EnableMask;
for (int index = 0; (enableMask >> index) != 0; index++)
{
if ((enableMask & (1u << index)) == 0)
{
continue;
}
BufferBounds bounds = _cpStorageBuffers.Buffers[index];
if (bounds.Address == 0)
{
continue;
}
BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
_context.Renderer.Pipeline.BindStorageBuffer(index, ShaderStage.Compute, buffer);
}
enableMask = _cpUniformBuffers.EnableMask;
for (int index = 0; (enableMask >> index) != 0; index++)
{
if ((enableMask & (1u << index)) == 0)
{
continue;
}
BufferBounds bounds = _cpUniformBuffers.Buffers[index];
if (bounds.Address == 0)
{
continue;
}
BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
_context.Renderer.Pipeline.BindUniformBuffer(index, ShaderStage.Compute, buffer);
}
// Force rebind after doing compute work.
_rebind = true;
}
public void CommitBindings()
{
if (_indexBufferDirty || _rebind)
{
_indexBufferDirty = false;
if (_indexBuffer.Address != 0)
{
BufferRange buffer = GetBufferRange(_indexBuffer.Address, _indexBuffer.Size);
_context.Renderer.Pipeline.BindIndexBuffer(buffer, _indexBuffer.Type);
}
}
else if (_indexBuffer.Address != 0)
{
SynchronizeBufferRange(_indexBuffer.Address, _indexBuffer.Size);
}
uint vbEnableMask = _vertexBuffersEnableMask;
if (_vertexBuffersDirty || _rebind)
{
_vertexBuffersDirty = false;
VertexBufferDescriptor[] vertexBuffers = new 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.BindVertexBuffers(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 (_gpStorageBuffersDirty || _rebind)
{
_gpStorageBuffersDirty = false;
BindBuffers(_gpStorageBuffers, isStorage: true);
}
else
{
UpdateBuffers(_gpStorageBuffers);
}
if (_gpUniformBuffersDirty || _rebind)
{
_gpUniformBuffersDirty = false;
BindBuffers(_gpUniformBuffers, isStorage: false);
}
else
{
UpdateBuffers(_gpUniformBuffers);
}
_rebind = false;
}
private void BindBuffers(BuffersPerStage[] bindings, bool isStorage)
{
BindOrUpdateBuffers(bindings, bind: true, isStorage);
}
private void UpdateBuffers(BuffersPerStage[] bindings)
{
BindOrUpdateBuffers(bindings, bind: false);
}
private void BindOrUpdateBuffers(BuffersPerStage[] bindings, bool bind, bool isStorage = false)
{
for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
{
uint enableMask = bindings[(int)stage - 1].EnableMask;
if (enableMask == 0)
{
continue;
}
for (int index = 0; (enableMask >> index) != 0; index++)
{
if ((enableMask & (1u << index)) == 0)
{
continue;
}
BufferBounds bounds = bindings[(int)stage - 1].Buffers[index];
if (bounds.Address == 0)
{
continue;
}
if (bind)
{
BindBuffer(index, stage, bounds, isStorage);
}
else
{
SynchronizeBufferRange(bounds.Address, bounds.Size);
}
}
}
}
private void BindBuffer(int index, ShaderStage stage, BufferBounds bounds, bool isStorage)
{
BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
if (isStorage)
{
_context.Renderer.Pipeline.BindStorageBuffer(index, stage, buffer);
}
else
{
_context.Renderer.Pipeline.BindUniformBuffer(index, stage, buffer);
}
}
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);
srcBuffer.HostBuffer.CopyTo(
dstBuffer.HostBuffer,
srcOffset,
dstOffset,
(int)size);
dstBuffer.Flush(dstAddress, size);
}
private BufferRange GetBufferRange(ulong address, ulong size)
{
return GetBuffer(address, size).GetRange(address, size);
}
private Buffer GetBuffer(ulong address, ulong size)
{
Buffer buffer;
if (size != 0)
{
buffer = _buffers.FindFirstOverlap(address, size);
buffer.SynchronizeMemory(address, size);
}
else
{
buffer = _buffers.FindFirstOverlap(address, 1);
}
return buffer;
}
private void SynchronizeBufferRange(ulong address, ulong size)
{
if (size != 0)
{
Buffer buffer = _buffers.FindFirstOverlap(address, size);
buffer.SynchronizeMemory(address, size);
}
}
}
}