using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Shader;
using Ryujinx.Memory.Range;
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
namespace Ryujinx.Graphics.Gpu.Memory
{
///
/// Buffer manager.
///
class BufferManager
{
private const int StackToHeapThreshold = 16;
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 _buffers;
private Buffer[] _bufferOverlaps;
private IndexBuffer _indexBuffer;
private VertexBuffer[] _vertexBuffers;
private BufferBounds[] _transformFeedbackBuffers;
private List _bufferTextures;
///
/// Holds shader stage buffer state and binding information.
///
private class BuffersPerStage
{
///
/// Shader buffer binding information.
///
public BufferDescriptor[] Bindings { get; }
///
/// Buffer regions.
///
public BufferBounds[] Buffers { 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];
}
///
/// 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(ReadOnlyCollection descriptors)
{
if (descriptors == null)
{
Count = 0;
return;
}
descriptors.CopyTo(Bindings, 0);
Count = descriptors.Count;
}
}
private BuffersPerStage _cpStorageBuffers;
private BuffersPerStage _cpUniformBuffers;
private BuffersPerStage[] _gpStorageBuffers;
private BuffersPerStage[] _gpUniformBuffers;
private int _cpStorageBufferBindings;
private int _cpUniformBufferBindings;
private int _gpStorageBufferBindings;
private int _gpUniformBufferBindings;
private bool _gpStorageBuffersDirty;
private bool _gpUniformBuffersDirty;
private bool _indexBufferDirty;
private bool _vertexBuffersDirty;
private uint _vertexBuffersEnableMask;
private bool _transformFeedbackBuffersDirty;
private bool _rebind;
private Dictionary _dirtyCache;
///
/// Creates a new instance of the buffer manager.
///
/// The GPU context that the buffer manager belongs to
public BufferManager(GpuContext context)
{
_context = context;
_buffers = new RangeList();
_bufferOverlaps = new Buffer[OverlapsBufferInitialCapacity];
_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();
_dirtyCache = new Dictionary();
}
///
/// 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 = TranslateAndCreateBuffer(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 = 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);
}
}
///
/// 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 = TranslateAndCreateBuffer(gpuVa, size);
_transformFeedbackBuffers[index] = new BufferBounds(address, size);
_transformFeedbackBuffersDirty = true;
}
///
/// 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);
gpuVa = BitUtils.AlignDown(gpuVa, _context.Capabilities.StorageBufferOffsetAlignment);
ulong address = TranslateAndCreateBuffer(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);
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].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 = TranslateAndCreateBuffer(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 = TranslateAndCreateBuffer(gpuVa, size);
_gpUniformBuffers[stage].SetBounds(index, address, size);
_gpUniformBuffersDirty = true;
}
///
/// Sets the binding points for the storage buffers bound on the compute pipeline.
///
/// Buffer descriptors with the binding point values
public void SetComputeStorageBufferBindings(ReadOnlyCollection descriptors)
{
_cpStorageBuffers.SetBindings(descriptors);
_cpStorageBufferBindings = descriptors.Count != 0 ? descriptors.Max(x => x.Binding) + 1 : 0;
}
///
/// Sets the binding points for the storage buffers bound on the graphics pipeline.
///
/// Index of the shader stage
/// Buffer descriptors with the binding point values
public void SetGraphicsStorageBufferBindings(int stage, ReadOnlyCollection descriptors)
{
_gpStorageBuffers[stage].SetBindings(descriptors);
_gpStorageBuffersDirty = true;
}
///
/// Sets the total number of storage buffer bindings used.
///
/// Number of storage buffer bindings used
public void SetGraphicsStorageBufferBindingsCount(int count)
{
_gpStorageBufferBindings = count;
}
///
/// Sets the binding points for the uniform buffers bound on the compute pipeline.
///
/// Buffer descriptors with the binding point values
public void SetComputeUniformBufferBindings(ReadOnlyCollection descriptors)
{
_cpUniformBuffers.SetBindings(descriptors);
_cpUniformBufferBindings = descriptors.Count != 0 ? descriptors.Max(x => x.Binding) + 1 : 0;
}
///
/// Sets the enabled uniform buffers mask on the graphics pipeline.
/// Each bit set on the mask indicates that the respective buffer index is enabled.
///
/// Index of the shader stage
/// Buffer descriptors with the binding point values
public void SetGraphicsUniformBufferBindings(int stage, ReadOnlyCollection descriptors)
{
_gpUniformBuffers[stage].SetBindings(descriptors);
_gpUniformBuffersDirty = true;
}
///
/// Sets the total number of uniform buffer bindings used.
///
/// Number of uniform buffer bindings used
public void SetGraphicsUniformBufferBindingsCount(int count)
{
_gpUniformBufferBindings = count;
}
///
/// 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;
}
///
/// Handles removal of buffers written to a memory region being unmapped.
///
/// Sender object
/// Event arguments
public void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
{
Buffer[] overlaps = new Buffer[10];
int overlapCount;
ulong address = _context.MemoryManager.Translate(e.Address);
ulong size = e.Size;
lock (_buffers)
{
overlapCount = _buffers.FindOverlaps(address, size, ref overlaps);
}
for (int i = 0; i < overlapCount; i++)
{
overlaps[i].Unmapped(address, size);
}
}
///
/// Performs address translation of the GPU virtual address, and creates a
/// new buffer, if needed, for the specified range.
///
/// Start GPU virtual address of the buffer
/// Size in bytes of the buffer
/// CPU virtual address of the buffer, after address translation
private ulong TranslateAndCreateBuffer(ulong gpuVa, ulong size)
{
if (gpuVa == 0)
{
return 0;
}
ulong address = _context.MemoryManager.Translate(gpuVa);
if (address == MemoryManager.PteUnmapped)
{
return 0;
}
CreateBuffer(address, size);
return address;
}
///
/// Creates a new buffer for the specified range, if it does not yet exist.
/// This can be used to ensure the existance of a buffer.
///
/// Address of the buffer in memory
/// Size of the buffer in bytes
public void CreateBuffer(ulong address, ulong size)
{
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;
}
CreateBufferAligned(alignedAddress, alignedEndAddress - alignedAddress);
}
///
/// Performs address translation of the GPU virtual address, and attempts to force
/// the buffer in the region as dirty.
/// The buffer lookup for this function is cached in a dictionary for quick access, which
/// accelerates common UBO updates.
///
/// Start GPU virtual address of the buffer
/// Size in bytes of the buffer
public void ForceDirty(ulong gpuVa, ulong size)
{
BufferCacheEntry result;
if (!_dirtyCache.TryGetValue(gpuVa, out result) || result.EndGpuAddress < gpuVa + size || result.UnmappedSequence != result.Buffer.UnmappedSequence)
{
ulong address = TranslateAndCreateBuffer(gpuVa, size);
result = new BufferCacheEntry(address, gpuVa, GetBuffer(address, size));
_dirtyCache[gpuVa] = result;
}
result.Buffer.ForceDirty(result.Address, size);
}
///
/// Creates a new buffer for the specified range, if needed.
/// If a buffer where this range can be fully contained already exists,
/// then the creation of a new buffer is not necessary.
///
/// Address of the buffer in guest memory
/// Size in bytes of the buffer
private void CreateBufferAligned(ulong address, ulong size)
{
int overlapsCount;
lock (_buffers)
{
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);
newBuffer.SynchronizeMemory(address, endAddress - address);
lock (_buffers)
{
_buffers.Add(newBuffer);
}
for (int index = 0; index < overlapsCount; index++)
{
Buffer buffer = _bufferOverlaps[index];
int dstOffset = (int)(buffer.Address - newBuffer.Address);
buffer.ForceSynchronizeMemory(buffer.Address, buffer.Size);
buffer.CopyTo(newBuffer, dstOffset);
newBuffer.InheritModifiedRanges(buffer);
buffer.Dispose();
}
// 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();
}
///
/// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
///
private void ShrinkOverlapsBufferIfNeeded()
{
if (_bufferOverlaps.Length > OverlapsBufferMaxCapacity)
{
Array.Resize(ref _bufferOverlaps, OverlapsBufferMaxCapacity);
}
}
///
/// 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;
}
///
/// 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()
{
int sCount = _cpStorageBufferBindings;
Span 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 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;
}
///
/// Commit any queued buffer texture bindings.
///
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();
}
}
///
/// 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()
{
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 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 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;
}
///
/// Bind respective buffer bindings on the host API.
///
/// Bindings to bind
/// True to bind as storage buffer, false to bind as uniform buffers
private void BindBuffers(BuffersPerStage[] bindings, bool isStorage)
{
int count = isStorage ? _gpStorageBufferBindings : _gpUniformBufferBindings;
Span 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);
}
}
///
/// 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;
}
SynchronizeBufferRange(bounds.Address, bounds.Size);
}
}
}
///
/// Sets the buffer storage of a buffer texture. This will be bound when the buffer manager commits bindings.
///
/// 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(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));
}
///
/// Copy a buffer data from a given address to another.
///
///
/// This does a GPU side copy.
///
/// GPU virtual address of the copy source
/// GPU virtual address of the copy destination
/// Size in bytes of the copy
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));
}
}
///
/// Clears a buffer at a given address with the specified value.
///
///
/// Both the address and size must be aligned to 4 bytes.
///
/// GPU virtual address of the region to clear
/// Number of bytes to clear
/// Value to be written into the buffer
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);
}
///
/// Gets a buffer sub-range starting at a given memory address.
///
/// Start address of the memory range
/// Size in bytes of the memory range
/// Whether the buffer will be written to by this use
/// The buffer sub-range starting at the given memory address
private BufferRange GetBufferRangeTillEnd(ulong address, ulong size, bool write = false)
{
return GetBuffer(address, size, write).GetRange(address);
}
///
/// Gets a buffer sub-range for a given memory range.
///
/// Start address of the memory range
/// Size in bytes of the memory range
/// Whether the buffer will be written to by this use
/// The buffer sub-range for the given range
private BufferRange GetBufferRange(ulong address, ulong size, bool write = false)
{
return GetBuffer(address, size, write).GetRange(address, size);
}
///
/// Gets a buffer for a given memory range.
/// A buffer overlapping with the specified range is assumed to already exist on the cache.
///
/// Start address of the memory range
/// Size in bytes of the memory range
/// Whether the buffer will be written to by this use
/// The buffer where the range is fully contained
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;
}
///
/// Performs guest to host memory synchronization of a given memory range.
///
/// Start address of the memory range
/// Size in bytes of the memory range
private void SynchronizeBufferRange(ulong address, ulong size)
{
if (size != 0)
{
Buffer buffer;
lock (_buffers)
{
buffer = _buffers.FindFirstOverlap(address, size);
}
buffer.SynchronizeMemory(address, size);
}
}
///
/// Disposes all buffers in the cache.
/// It's an error to use the buffer manager after disposal.
///
public void Dispose()
{
lock (_buffers)
{
foreach (Buffer buffer in _buffers)
{
buffer.Dispose();
}
}
}
}
}