1
0
Fork 0
mirror of https://github.com/Ryujinx/Ryujinx.git synced 2024-10-01 12:30:00 +02:00
Ryujinx/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs
riperiperi ece36b274d
GAL: Send all buffer assignments at once rather than individually (#3881)
* GAL: Send all buffer assignments at once rather than individually

The `(int first, BufferRange[] ranges)` method call has very significant performance implications when the bindings are spread out, which they generally always are in Vulkan. This change makes it so that these methods are only called a maximum of one time per draw.

Significantly improves GPU thread performance in Pokemon Scarlet/Violet.

* Address Feedback

Removed SetUniformBuffers(int first, ReadOnlySpan<BufferRange> buffers)
2022-11-24 07:50:59 +00:00

767 lines
30 KiB
C#

using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Shader;
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Runtime.CompilerServices;
namespace Ryujinx.Graphics.Gpu.Memory
{
/// <summary>
/// Buffer manager.
/// </summary>
class BufferManager
{
private readonly GpuContext _context;
private readonly GpuChannel _channel;
private int _unalignedStorageBuffers;
public bool HasUnalignedStorageBuffers => _unalignedStorageBuffers > 0;
private IndexBuffer _indexBuffer;
private readonly VertexBuffer[] _vertexBuffers;
private readonly BufferBounds[] _transformFeedbackBuffers;
private readonly List<BufferTextureBinding> _bufferTextures;
private readonly BufferAssignment[] _ranges;
/// <summary>
/// Holds shader stage buffer state and binding information.
/// </summary>
private class BuffersPerStage
{
/// <summary>
/// Shader buffer binding information.
/// </summary>
public BufferDescriptor[] Bindings { get; }
/// <summary>
/// Buffer regions.
/// </summary>
public BufferBounds[] Buffers { get; }
/// <summary>
/// Flag indicating if this binding is unaligned.
/// </summary>
public bool[] Unaligned { get; }
/// <summary>
/// Total amount of buffers used on the shader.
/// </summary>
public int Count { get; private set; }
/// <summary>
/// Creates a new instance of the shader stage buffer information.
/// </summary>
/// <param name="count">Maximum amount of buffers that the shader stage can use</param>
public BuffersPerStage(int count)
{
Bindings = new BufferDescriptor[count];
Buffers = new BufferBounds[count];
Unaligned = new bool[count];
}
/// <summary>
/// Sets the region of a buffer at a given slot.
/// </summary>
/// <param name="index">Buffer slot</param>
/// <param name="address">Region virtual address</param>
/// <param name="size">Region size in bytes</param>
/// <param name="flags">Buffer usage flags</param>
public void SetBounds(int index, ulong address, ulong size, BufferUsageFlags flags = BufferUsageFlags.None)
{
Buffers[index] = new BufferBounds(address, size, flags);
}
/// <summary>
/// Sets shader buffer binding information.
/// </summary>
/// <param name="descriptors">Buffer binding information</param>
public void SetBindings(ReadOnlyCollection<BufferDescriptor> descriptors)
{
if (descriptors == null)
{
Count = 0;
return;
}
descriptors.CopyTo(Bindings, 0);
Count = descriptors.Count;
}
}
private readonly BuffersPerStage _cpStorageBuffers;
private readonly BuffersPerStage _cpUniformBuffers;
private readonly BuffersPerStage[] _gpStorageBuffers;
private readonly BuffersPerStage[] _gpUniformBuffers;
private bool _gpStorageBuffersDirty;
private bool _gpUniformBuffersDirty;
private bool _indexBufferDirty;
private bool _vertexBuffersDirty;
private uint _vertexBuffersEnableMask;
private bool _transformFeedbackBuffersDirty;
private bool _rebind;
/// <summary>
/// Creates a new instance of the buffer manager.
/// </summary>
/// <param name="context">GPU context that the buffer manager belongs to</param>
/// <param name="channel">GPU channel that the buffer manager belongs to</param>
public BufferManager(GpuContext context, GpuChannel channel)
{
_context = context;
_channel = channel;
_vertexBuffers = new VertexBuffer[Constants.TotalVertexBuffers];
_transformFeedbackBuffers = new BufferBounds[Constants.TotalTransformFeedbackBuffers];
_cpStorageBuffers = new BuffersPerStage(Constants.TotalCpStorageBuffers);
_cpUniformBuffers = new BuffersPerStage(Constants.TotalCpUniformBuffers);
_gpStorageBuffers = new BuffersPerStage[Constants.ShaderStages];
_gpUniformBuffers = new BuffersPerStage[Constants.ShaderStages];
for (int index = 0; index < Constants.ShaderStages; index++)
{
_gpStorageBuffers[index] = new BuffersPerStage(Constants.TotalGpStorageBuffers);
_gpUniformBuffers[index] = new BuffersPerStage(Constants.TotalGpUniformBuffers);
}
_bufferTextures = new List<BufferTextureBinding>();
_ranges = new BufferAssignment[Constants.TotalGpUniformBuffers * Constants.ShaderStages];
}
/// <summary>
/// Sets the memory range with the index buffer data, to be used for subsequent draw calls.
/// </summary>
/// <param name="gpuVa">Start GPU virtual address of the index buffer</param>
/// <param name="size">Size, in bytes, of the index buffer</param>
/// <param name="type">Type of each index buffer element</param>
public void SetIndexBuffer(ulong gpuVa, ulong size, IndexType type)
{
ulong address = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, gpuVa, size);
_indexBuffer.Address = address;
_indexBuffer.Size = size;
_indexBuffer.Type = type;
_indexBufferDirty = true;
}
/// <summary>
/// Sets a new index buffer that overrides the one set on the call to <see cref="CommitGraphicsBindings"/>.
/// </summary>
/// <param name="buffer">Buffer to be used as index buffer</param>
/// <param name="type">Type of each index buffer element</param>
public void SetIndexBuffer(BufferRange buffer, IndexType type)
{
_context.Renderer.Pipeline.SetIndexBuffer(buffer, type);
_indexBufferDirty = true;
}
/// <summary>
/// Sets the memory range with vertex buffer data, to be used for subsequent draw calls.
/// </summary>
/// <param name="index">Index of the vertex buffer (up to 16)</param>
/// <param name="gpuVa">GPU virtual address of the buffer</param>
/// <param name="size">Size in bytes of the buffer</param>
/// <param name="stride">Stride of the buffer, defined as the number of bytes of each vertex</param>
/// <param name="divisor">Vertex divisor of the buffer, for instanced draws</param>
public void SetVertexBuffer(int index, ulong gpuVa, ulong size, int stride, int divisor)
{
ulong address = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, 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);
}
}
/// <summary>
/// Sets a transform feedback buffer on the graphics pipeline.
/// The output from the vertex transformation stages are written into the feedback buffer.
/// </summary>
/// <param name="index">Index of the transform feedback buffer</param>
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
/// <param name="size">Size in bytes of the transform feedback buffer</param>
public void SetTransformFeedbackBuffer(int index, ulong gpuVa, ulong size)
{
ulong address = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, gpuVa, size);
_transformFeedbackBuffers[index] = new BufferBounds(address, size);
_transformFeedbackBuffersDirty = true;
}
/// <summary>
/// Records the alignment of a storage buffer.
/// Unaligned storage buffers disable some optimizations on the shader.
/// </summary>
/// <param name="buffers">The binding list to modify</param>
/// <param name="index">Index of the storage buffer</param>
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
private void RecordStorageAlignment(BuffersPerStage buffers, int index, ulong gpuVa)
{
bool unaligned = (gpuVa & (Constants.StorageAlignment - 1)) != 0;
if (unaligned || HasUnalignedStorageBuffers)
{
// Check if the alignment changed for this binding.
ref bool currentUnaligned = ref buffers.Unaligned[index];
if (currentUnaligned != unaligned)
{
currentUnaligned = unaligned;
_unalignedStorageBuffers += unaligned ? 1 : -1;
}
}
}
/// <summary>
/// Sets a storage buffer on the compute pipeline.
/// Storage buffers can be read and written to on shaders.
/// </summary>
/// <param name="index">Index of the storage buffer</param>
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
/// <param name="size">Size in bytes of the storage buffer</param>
/// <param name="flags">Buffer usage flags</param>
public void SetComputeStorageBuffer(int index, ulong gpuVa, ulong size, BufferUsageFlags flags)
{
size += gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1);
RecordStorageAlignment(_cpStorageBuffers, index, gpuVa);
gpuVa = BitUtils.AlignDown(gpuVa, _context.Capabilities.StorageBufferOffsetAlignment);
ulong address = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, gpuVa, size);
_cpStorageBuffers.SetBounds(index, address, size, flags);
}
/// <summary>
/// Sets a storage buffer on the graphics pipeline.
/// Storage buffers can be read and written to on shaders.
/// </summary>
/// <param name="stage">Index of the shader stage</param>
/// <param name="index">Index of the storage buffer</param>
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
/// <param name="size">Size in bytes of the storage buffer</param>
/// <param name="flags">Buffer usage flags</param>
public void SetGraphicsStorageBuffer(int stage, int index, ulong gpuVa, ulong size, BufferUsageFlags flags)
{
size += gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1);
BuffersPerStage buffers = _gpStorageBuffers[stage];
RecordStorageAlignment(buffers, index, gpuVa);
gpuVa = BitUtils.AlignDown(gpuVa, _context.Capabilities.StorageBufferOffsetAlignment);
ulong address = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, gpuVa, size);
if (buffers.Buffers[index].Address != address ||
buffers.Buffers[index].Size != size)
{
_gpStorageBuffersDirty = true;
}
buffers.SetBounds(index, address, size, flags);
}
/// <summary>
/// Sets a uniform buffer on the compute pipeline.
/// Uniform buffers are read-only from shaders, and have a small capacity.
/// </summary>
/// <param name="index">Index of the uniform buffer</param>
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
/// <param name="size">Size in bytes of the storage buffer</param>
public void SetComputeUniformBuffer(int index, ulong gpuVa, ulong size)
{
ulong address = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, gpuVa, size);
_cpUniformBuffers.SetBounds(index, address, size);
}
/// <summary>
/// Sets a uniform buffer on the graphics pipeline.
/// Uniform buffers are read-only from shaders, and have a small capacity.
/// </summary>
/// <param name="stage">Index of the shader stage</param>
/// <param name="index">Index of the uniform buffer</param>
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
/// <param name="size">Size in bytes of the storage buffer</param>
public void SetGraphicsUniformBuffer(int stage, int index, ulong gpuVa, ulong size)
{
ulong address = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, gpuVa, size);
_gpUniformBuffers[stage].SetBounds(index, address, size);
_gpUniformBuffersDirty = true;
}
/// <summary>
/// Sets the binding points for the storage buffers bound on the compute pipeline.
/// </summary>
/// <param name="descriptors">Buffer descriptors with the binding point values</param>
public void SetComputeStorageBufferBindings(ReadOnlyCollection<BufferDescriptor> descriptors)
{
_cpStorageBuffers.SetBindings(descriptors);
}
/// <summary>
/// Sets the binding points for the storage buffers bound on the graphics pipeline.
/// </summary>
/// <param name="stage">Index of the shader stage</param>
/// <param name="descriptors">Buffer descriptors with the binding point values</param>
public void SetGraphicsStorageBufferBindings(int stage, ReadOnlyCollection<BufferDescriptor> descriptors)
{
_gpStorageBuffers[stage].SetBindings(descriptors);
_gpStorageBuffersDirty = true;
}
/// <summary>
/// Sets the binding points for the uniform buffers bound on the compute pipeline.
/// </summary>
/// <param name="descriptors">Buffer descriptors with the binding point values</param>
public void SetComputeUniformBufferBindings(ReadOnlyCollection<BufferDescriptor> descriptors)
{
_cpUniformBuffers.SetBindings(descriptors);
}
/// <summary>
/// Sets the enabled uniform buffers mask on the graphics pipeline.
/// Each bit set on the mask indicates that the respective buffer index is enabled.
/// </summary>
/// <param name="stage">Index of the shader stage</param>
/// <param name="descriptors">Buffer descriptors with the binding point values</param>
public void SetGraphicsUniformBufferBindings(int stage, ReadOnlyCollection<BufferDescriptor> descriptors)
{
_gpUniformBuffers[stage].SetBindings(descriptors);
_gpUniformBuffersDirty = true;
}
/// <summary>
/// Gets a bit mask indicating which compute uniform buffers are currently bound.
/// </summary>
/// <returns>Mask where each bit set indicates a bound constant buffer</returns>
public uint GetComputeUniformBufferUseMask()
{
uint mask = 0;
for (int i = 0; i < _cpUniformBuffers.Buffers.Length; i++)
{
if (_cpUniformBuffers.Buffers[i].Address != 0)
{
mask |= 1u << i;
}
}
return mask;
}
/// <summary>
/// Gets a bit mask indicating which graphics uniform buffers are currently bound.
/// </summary>
/// <param name="stage">Index of the shader stage</param>
/// <returns>Mask where each bit set indicates a bound constant buffer</returns>
public uint GetGraphicsUniformBufferUseMask(int stage)
{
uint mask = 0;
for (int i = 0; i < _gpUniformBuffers[stage].Buffers.Length; i++)
{
if (_gpUniformBuffers[stage].Buffers[i].Address != 0)
{
mask |= 1u << i;
}
}
return mask;
}
/// <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>
/// Gets the bounds of the uniform buffer currently bound at the given index.
/// </summary>
/// <param name="isCompute">Indicates whenever the uniform is requested by the 3D or compute engine</param>
/// <param name="stage">Index of the shader stage, if the uniform is for the 3D engine</param>
/// <param name="index">Index of the uniform buffer binding</param>
/// <returns>The uniform buffer bounds, or an undefined value if the buffer is not currently bound</returns>
public ref BufferBounds GetUniformBufferBounds(bool isCompute, int stage, int index)
{
if (isCompute)
{
return ref _cpUniformBuffers.Buffers[index];
}
else
{
return ref _gpUniformBuffers[stage].Buffers[index];
}
}
/// <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()
{
var bufferCache = _channel.MemoryManager.Physical.BufferCache;
BindBuffers(bufferCache, _cpStorageBuffers, isStorage: true);
BindBuffers(bufferCache, _cpUniformBuffers, isStorage: false);
CommitBufferTextureBindings();
// Force rebind after doing compute work.
Rebind();
}
/// <summary>
/// Commit any queued buffer texture bindings.
/// </summary>
private void CommitBufferTextureBindings()
{
if (_bufferTextures.Count > 0)
{
foreach (var binding in _bufferTextures)
{
var isStore = binding.BindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);
var range = _channel.MemoryManager.Physical.BufferCache.GetBufferRange(binding.Address, binding.Size, isStore);
binding.Texture.SetStorage(range);
// 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.SetTextureAndSampler(binding.Stage, binding.BindingInfo.Binding, binding.Texture, null);
}
}
_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()
{
var bufferCache = _channel.MemoryManager.Physical.BufferCache;
if (_indexBufferDirty || _rebind)
{
_indexBufferDirty = false;
if (_indexBuffer.Address != 0)
{
BufferRange buffer = bufferCache.GetBufferRange(_indexBuffer.Address, _indexBuffer.Size);
_context.Renderer.Pipeline.SetIndexBuffer(buffer, _indexBuffer.Type);
}
}
else if (_indexBuffer.Address != 0)
{
bufferCache.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 = bufferCache.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;
}
bufferCache.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] = bufferCache.GetBufferRange(tfb.Address, tfb.Size, write: true);
}
_context.Renderer.Pipeline.SetTransformFeedbackBuffers(tfbs);
}
else
{
for (int index = 0; index < Constants.TotalTransformFeedbackBuffers; index++)
{
BufferBounds tfb = _transformFeedbackBuffers[index];
if (tfb.Address == 0)
{
continue;
}
bufferCache.SynchronizeBufferRange(tfb.Address, tfb.Size);
}
}
if (_gpStorageBuffersDirty || _rebind)
{
_gpStorageBuffersDirty = false;
BindBuffers(bufferCache, _gpStorageBuffers, isStorage: true);
}
else
{
UpdateBuffers(_gpStorageBuffers);
}
if (_gpUniformBuffersDirty || _rebind)
{
_gpUniformBuffersDirty = false;
BindBuffers(bufferCache, _gpUniformBuffers, isStorage: false);
}
else
{
UpdateBuffers(_gpUniformBuffers);
}
CommitBufferTextureBindings();
_rebind = false;
}
/// <summary>
/// Bind respective buffer bindings on the host API.
/// </summary>
/// <param name="bufferCache">Buffer cache holding the buffers for the specified ranges</param>
/// <param name="bindings">Buffer memory ranges to bind</param>
/// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffer</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void BindBuffers(BufferCache bufferCache, BuffersPerStage[] bindings, bool isStorage)
{
int rangesCount = 0;
Span<BufferAssignment> ranges = _ranges;
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)
{
var isWrite = bounds.Flags.HasFlag(BufferUsageFlags.Write);
var range = isStorage
? bufferCache.GetBufferRangeTillEnd(bounds.Address, bounds.Size, isWrite)
: bufferCache.GetBufferRange(bounds.Address, bounds.Size);
ranges[rangesCount++] = new BufferAssignment(bindingInfo.Binding, range);
}
}
}
if (rangesCount != 0)
{
SetHostBuffers(ranges, rangesCount, isStorage);
}
}
/// <summary>
/// Bind respective buffer bindings on the host API.
/// </summary>
/// <param name="bufferCache">Buffer cache holding the buffers for the specified ranges</param>
/// <param name="buffers">Buffer memory ranges to bind</param>
/// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffer</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void BindBuffers(BufferCache bufferCache, BuffersPerStage buffers, bool isStorage)
{
int rangesCount = 0;
Span<BufferAssignment> ranges = _ranges;
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)
{
var isWrite = bounds.Flags.HasFlag(BufferUsageFlags.Write);
var range = isStorage
? bufferCache.GetBufferRangeTillEnd(bounds.Address, bounds.Size, isWrite)
: bufferCache.GetBufferRange(bounds.Address, bounds.Size);
ranges[rangesCount++] = new BufferAssignment(bindingInfo.Binding, range);
}
}
if (rangesCount != 0)
{
SetHostBuffers(ranges, rangesCount, isStorage);
}
}
/// <summary>
/// Bind respective buffer bindings on the host API.
/// </summary>
/// <param name="ranges">Host buffers to bind, with their offsets and sizes</param>
/// <param name="first">First binding point</param>
/// <param name="count">Number of bindings</param>
/// <param name="isStorage">Indicates if the buffers are storage or uniform buffers</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void SetHostBuffers(ReadOnlySpan<BufferAssignment> ranges, int count, bool isStorage)
{
if (isStorage)
{
_context.Renderer.Pipeline.SetStorageBuffers(ranges.Slice(0, count));
}
else
{
_context.Renderer.Pipeline.SetUniformBuffers(ranges.Slice(0, count));
}
}
/// <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;
}
_channel.MemoryManager.Physical.BufferCache.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="stage">Shader stage accessing the texture</param>
/// <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(
ShaderStage stage,
ITexture texture,
ulong address,
ulong size,
TextureBindingInfo bindingInfo,
Format format,
bool isImage)
{
_channel.MemoryManager.Physical.BufferCache.CreateBuffer(address, size);
_bufferTextures.Add(new BufferTextureBinding(stage, texture, address, size, bindingInfo, format, isImage));
}
/// <summary>
/// Force all bound textures and images to be rebound the next time CommitBindings is called.
/// </summary>
public void Rebind()
{
_rebind = true;
}
}
}