using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
///
/// Constant buffer updater.
///
class ConstantBufferUpdater
{
private const int UniformDataCacheSize = 512;
private readonly GpuChannel _channel;
private readonly DeviceStateWithShadow _state;
// State associated with direct uniform buffer updates.
// This state is used to attempt to batch together consecutive updates.
private ulong _ubBeginCpuAddress = 0;
private ulong _ubFollowUpAddress = 0;
private ulong _ubByteCount = 0;
private int _ubIndex = 0;
private int[] _ubData = new int[UniformDataCacheSize];
///
/// Creates a new instance of the constant buffer updater.
///
/// GPU channel
/// Channel state
public ConstantBufferUpdater(GpuChannel channel, DeviceStateWithShadow state)
{
_channel = channel;
_state = state;
}
///
/// Binds a uniform buffer for the vertex shader stage.
///
/// Method call argument
public void BindVertex(int argument)
{
Bind(argument, ShaderType.Vertex);
}
///
/// Binds a uniform buffer for the tessellation control shader stage.
///
/// Method call argument
public void BindTessControl(int argument)
{
Bind(argument, ShaderType.TessellationControl);
}
///
/// Binds a uniform buffer for the tessellation evaluation shader stage.
///
/// Method call argument
public void BindTessEvaluation(int argument)
{
Bind(argument, ShaderType.TessellationEvaluation);
}
///
/// Binds a uniform buffer for the geometry shader stage.
///
/// Method call argument
public void BindGeometry(int argument)
{
Bind(argument, ShaderType.Geometry);
}
///
/// Binds a uniform buffer for the fragment shader stage.
///
/// Method call argument
public void BindFragment(int argument)
{
Bind(argument, ShaderType.Fragment);
}
///
/// Binds a uniform buffer for the specified shader stage.
///
/// Method call argument
/// Shader stage that will access the uniform buffer
private void Bind(int argument, ShaderType type)
{
bool enable = (argument & 1) != 0;
int index = (argument >> 4) & 0x1f;
FlushUboDirty();
if (enable)
{
var uniformBuffer = _state.State.UniformBufferState;
ulong address = uniformBuffer.Address.Pack();
_channel.BufferManager.SetGraphicsUniformBuffer((int)type, index, address, (uint)uniformBuffer.Size);
}
else
{
_channel.BufferManager.SetGraphicsUniformBuffer((int)type, index, 0, 0);
}
}
///
/// Flushes any queued UBO updates.
///
public void FlushUboDirty()
{
if (_ubFollowUpAddress != 0)
{
var memoryManager = _channel.MemoryManager;
Span data = MemoryMarshal.Cast(_ubData.AsSpan(0, (int)(_ubByteCount / 4)));
if (memoryManager.Physical.WriteWithRedundancyCheck(_ubBeginCpuAddress, data))
{
memoryManager.Physical.BufferCache.ForceDirty(memoryManager, _ubFollowUpAddress - _ubByteCount, _ubByteCount);
}
_ubFollowUpAddress = 0;
_ubIndex = 0;
}
}
///
/// Updates the uniform buffer data with inline data.
///
/// New uniform buffer data word
public void Update(int argument)
{
var uniformBuffer = _state.State.UniformBufferState;
ulong address = uniformBuffer.Address.Pack() + (uint)uniformBuffer.Offset;
if (_ubFollowUpAddress != address || _ubIndex == _ubData.Length)
{
FlushUboDirty();
_ubByteCount = 0;
_ubBeginCpuAddress = _channel.MemoryManager.Translate(address);
}
_ubData[_ubIndex++] = argument;
_ubFollowUpAddress = address + 4;
_ubByteCount += 4;
_state.State.UniformBufferState.Offset += 4;
}
///
/// Updates the uniform buffer data with inline data.
///
/// Data to be written to the uniform buffer
public void Update(ReadOnlySpan data)
{
var uniformBuffer = _state.State.UniformBufferState;
ulong address = uniformBuffer.Address.Pack() + (uint)uniformBuffer.Offset;
ulong size = (ulong)data.Length * 4;
if (_ubFollowUpAddress != address || _ubIndex + data.Length > _ubData.Length)
{
FlushUboDirty();
_ubByteCount = 0;
_ubBeginCpuAddress = _channel.MemoryManager.Translate(address);
}
data.CopyTo(_ubData.AsSpan(_ubIndex));
_ubIndex += data.Length;
_ubFollowUpAddress = address + size;
_ubByteCount += size;
_state.State.UniformBufferState.Offset += data.Length * 4;
}
}
}