using Ryujinx.Common; using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Gpu.Image; using Ryujinx.Graphics.Gpu.Shader; using Ryujinx.Graphics.Shader; using System; using System.Collections.Generic; using System.Runtime.CompilerServices; namespace Ryujinx.Graphics.Gpu.Memory { /// /// Buffer manager. /// 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 _bufferTextures; private readonly BufferAssignment[] _ranges; /// /// Holds shader stage buffer state and binding information. /// private class BuffersPerStage { /// /// Shader buffer binding information. /// public BufferDescriptor[] Bindings { get; private set; } /// /// Buffer regions. /// public BufferBounds[] Buffers { get; } /// /// Flag indicating if this binding is unaligned. /// public bool[] Unaligned { get; } /// /// Total amount of buffers used on the shader. /// public int Count { get; private set; } /// /// Creates a new instance of the shader stage buffer information. /// /// Maximum amount of buffers that the shader stage can use public BuffersPerStage(int count) { Bindings = new BufferDescriptor[count]; Buffers = new BufferBounds[count]; Unaligned = new bool[count]; } /// /// Sets the region of a buffer at a given slot. /// /// Buffer slot /// Region virtual address /// Region size in bytes /// Buffer usage flags public void SetBounds(int index, ulong address, ulong size, BufferUsageFlags flags = BufferUsageFlags.None) { Buffers[index] = new BufferBounds(address, size, flags); } /// /// Sets shader buffer binding information. /// /// Buffer binding information public void SetBindings(BufferDescriptor[] descriptors) { if (descriptors == null) { Count = 0; return; } if ((Count = descriptors.Length) != 0) { Bindings = descriptors; } } } 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; /// /// Creates a new instance of the buffer manager. /// /// GPU context that the buffer manager belongs to /// GPU channel that the buffer manager belongs to 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(); _ranges = new BufferAssignment[Constants.TotalGpUniformBuffers * Constants.ShaderStages]; } /// /// Sets the memory range with the index buffer data, to be used for subsequent draw calls. /// /// Start GPU virtual address of the index buffer /// Size, in bytes, of the index buffer /// Type of each index buffer element 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; } /// /// Sets a new index buffer that overrides the one set on the call to . /// /// Buffer to be used as index buffer /// Type of each index buffer element public void SetIndexBuffer(BufferRange buffer, IndexType type) { _context.Renderer.Pipeline.SetIndexBuffer(buffer, type); _indexBufferDirty = true; } /// /// Sets the memory range with vertex buffer data, to be used for subsequent draw calls. /// /// Index of the vertex buffer (up to 16) /// GPU virtual address of the buffer /// Size in bytes of the buffer /// Stride of the buffer, defined as the number of bytes of each vertex /// Vertex divisor of the buffer, for instanced draws 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); } } /// /// Sets a transform feedback buffer on the graphics pipeline. /// The output from the vertex transformation stages are written into the feedback buffer. /// /// Index of the transform feedback buffer /// Start GPU virtual address of the buffer /// Size in bytes of the transform feedback buffer 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; } /// /// Records the alignment of a storage buffer. /// Unaligned storage buffers disable some optimizations on the shader. /// /// The binding list to modify /// Index of the storage buffer /// Start GPU virtual address of the buffer 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; } } } /// /// Sets a storage buffer on the compute pipeline. /// Storage buffers can be read and written to on shaders. /// /// Index of the storage buffer /// Start GPU virtual address of the buffer /// Size in bytes of the storage buffer /// Buffer usage flags 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, (ulong)_context.Capabilities.StorageBufferOffsetAlignment); ulong address = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, gpuVa, size); _cpStorageBuffers.SetBounds(index, address, size, flags); } /// /// Sets a storage buffer on the graphics pipeline. /// Storage buffers can be read and written to on shaders. /// /// Index of the shader stage /// Index of the storage buffer /// Start GPU virtual address of the buffer /// Size in bytes of the storage buffer /// Buffer usage flags 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, (ulong)_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); } /// /// Sets a uniform buffer on the compute pipeline. /// Uniform buffers are read-only from shaders, and have a small capacity. /// /// Index of the uniform buffer /// Start GPU virtual address of the buffer /// Size in bytes of the storage buffer 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); } /// /// Sets a uniform buffer on the graphics pipeline. /// Uniform buffers are read-only from shaders, and have a small capacity. /// /// Index of the shader stage /// Index of the uniform buffer /// Start GPU virtual address of the buffer /// Size in bytes of the storage buffer 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; } /// /// Sets the binding points for the storage buffers bound on the compute pipeline. /// /// Bindings for the active shader public void SetComputeBufferBindings(CachedShaderBindings bindings) { _cpStorageBuffers.SetBindings(bindings.StorageBufferBindings[0]); _cpUniformBuffers.SetBindings(bindings.ConstantBufferBindings[0]); } /// /// Sets the binding points for the storage buffers bound on the graphics pipeline. /// /// Bindings for the active shader public void SetGraphicsBufferBindings(CachedShaderBindings bindings) { for (int i = 0; i < Constants.ShaderStages; i++) { _gpStorageBuffers[i].SetBindings(bindings.StorageBufferBindings[i]); _gpUniformBuffers[i].SetBindings(bindings.ConstantBufferBindings[i]); } _gpStorageBuffersDirty = true; _gpUniformBuffersDirty = true; } /// /// Gets a bit mask indicating which compute uniform buffers are currently bound. /// /// Mask where each bit set indicates a bound constant buffer 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; } /// /// Gets a bit mask indicating which graphics uniform buffers are currently bound. /// /// Index of the shader stage /// Mask where each bit set indicates a bound constant buffer 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; } /// /// Gets the address of the compute uniform buffer currently bound at the given index. /// /// Index of the uniform buffer binding /// The uniform buffer address, or an undefined value if the buffer is not currently bound public ulong GetComputeUniformBufferAddress(int index) { return _cpUniformBuffers.Buffers[index].Address; } /// /// Gets the address of the graphics uniform buffer currently bound at the given index. /// /// Index of the shader stage /// Index of the uniform buffer binding /// The uniform buffer address, or an undefined value if the buffer is not currently bound public ulong GetGraphicsUniformBufferAddress(int stage, int index) { return _gpUniformBuffers[stage].Buffers[index].Address; } /// /// Gets the bounds of the uniform buffer currently bound at the given index. /// /// Indicates whenever the uniform is requested by the 3D or compute engine /// Index of the shader stage, if the uniform is for the 3D engine /// Index of the uniform buffer binding /// The uniform buffer bounds, or an undefined value if the buffer is not currently bound public ref BufferBounds GetUniformBufferBounds(bool isCompute, int stage, int index) { if (isCompute) { return ref _cpUniformBuffers.Buffers[index]; } else { return ref _gpUniformBuffers[stage].Buffers[index]; } } /// /// Ensures that the compute engine bindings are visible to the host GPU. /// Note: this actually performs the binding using the host graphics API. /// 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(); } /// /// Commit any queued buffer texture bindings. /// 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(); } } /// /// Ensures that the graphics engine bindings are visible to the host GPU. /// Note: this actually performs the binding using the host graphics API. /// 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 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 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; } /// /// Bind respective buffer bindings on the host API. /// /// Buffer cache holding the buffers for the specified ranges /// Buffer memory ranges to bind /// True to bind as storage buffer, false to bind as uniform buffer [MethodImpl(MethodImplOptions.AggressiveInlining)] private void BindBuffers(BufferCache bufferCache, BuffersPerStage[] bindings, bool isStorage) { int rangesCount = 0; Span 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); } } /// /// Bind respective buffer bindings on the host API. /// /// Buffer cache holding the buffers for the specified ranges /// Buffer memory ranges to bind /// True to bind as storage buffer, false to bind as uniform buffer [MethodImpl(MethodImplOptions.AggressiveInlining)] private void BindBuffers(BufferCache bufferCache, BuffersPerStage buffers, bool isStorage) { int rangesCount = 0; Span 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); } } /// /// Bind respective buffer bindings on the host API. /// /// Host buffers to bind, with their offsets and sizes /// First binding point /// Number of bindings /// Indicates if the buffers are storage or uniform buffers [MethodImpl(MethodImplOptions.AggressiveInlining)] private void SetHostBuffers(ReadOnlySpan ranges, int count, bool isStorage) { if (isStorage) { _context.Renderer.Pipeline.SetStorageBuffers(ranges.Slice(0, count)); } else { _context.Renderer.Pipeline.SetUniformBuffers(ranges.Slice(0, count)); } } /// /// Updates data for the already bound buffer bindings. /// /// Bindings to update 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); } } } /// /// Sets the buffer storage of a buffer texture. This will be bound when the buffer manager commits bindings. /// /// Shader stage accessing the texture /// Buffer texture /// Address of the buffer in memory /// Size of the buffer in bytes /// Binding info for the buffer texture /// Format of the buffer texture /// Whether the binding is for an image or a sampler 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)); } /// /// Force all bound textures and images to be rebound the next time CommitBindings is called. /// public void Rebind() { _rebind = true; } } }