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

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using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Shader;
Memory Read/Write Tracking using Region Handles (#1272) * WIP Range Tracking - Texture invalidation seems to have large problems - Buffer/Pool invalidation may have problems - Mirror memory tracking puts an additional `add` in compiled code, we likely just want to make HLE access slower if this is the final solution. - Native project is in the messiest possible location. - [HACK] JIT memory access always uses native "fast" path - [HACK] Trying some things with texture invalidation and views. It works :) Still a few hacks, messy things, slow things More work in progress stuff (also move to memory project) Quite a bit faster now. - Unmapping GPU VA and CPU VA will now correctly update write tracking regions, and invalidate textures for the former. - The Virtual range list is now non-overlapping like the physical one. - Fixed some bugs where regions could leak. - Introduced a weird bug that I still need to track down (consistent invalid buffer in MK8 ribbon road) Move some stuff. I think we'll eventually just put the dll and so for this in a nuget package. Fix rebase. [WIP] MultiRegionHandle variable size ranges - Avoid reprotecting regions that change often (needs some tweaking) - There's still a bug in buffers, somehow. - Might want different api for minimum granularity Fix rebase issue Commit everything needed for software only tracking. Remove native components. Remove more native stuff. Cleanup Use a separate window for the background context, update opentk. (fixes linux) Some experimental changes Should get things working up to scratch - still need to try some things with flush/modification and res scale. Include address with the region action. Initial work to make range tracking work Still a ton of bugs Fix some issues with the new stuff. * Fix texture flush instability There's still some weird behaviour, but it's much improved without this. (textures with cpu modified data were flushing over it) * Find the destination texture for Buffer->Texture full copy Greatly improves performance for nvdec videos (with range tracking) * Further improve texture tracking * Disable Memory Tracking for view parents This is a temporary approach to better match behaviour on master (where invalidations would be soaked up by views, rather than trigger twice) The assumption is that when views are created to a texture, they will cover all of its data anyways. Of course, this can easily be improved in future. * Introduce some tracking tests. WIP * Complete base tests. * Add more tests for multiregion, fix existing test. * Cleanup Part 1 * Remove unnecessary code from memory tracking * Fix some inconsistencies with 3D texture rule. * Add dispose tests. * Use a background thread for the background context. Rather than setting and unsetting a context as current, doing the work on a dedicated thread with signals seems to be a bit faster. Also nerf the multithreading test a bit. * Copy to texture with matching alignment This extends the copy to work for some videos with unusual size, such as tutorial videos in SMO. It will only occur if the destination texture already exists at XCount size. * Track reads for buffer copies. Synchronize new buffers before copying overlaps. * Remove old texture flushing mechanisms. Range tracking all the way, baby. * Wake the background thread when disposing. Avoids a deadlock when games are closed. * Address Feedback 1 * Separate TextureCopy instance for background thread Also `BackgroundContextWorker.InBackground` for a more sensible idenfifier for if we're in a background thread. * Add missing XML docs. * Address Feedback * Maybe I should start drinking coffee. * Some more feedback. * Remove flush warning, Refocus window after making background context
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using Ryujinx.Memory.Range;
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using System;
namespace Ryujinx.Graphics.Gpu.Memory
{
/// <summary>
/// Buffer manager.
/// </summary>
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class BufferManager
{
private const int OverlapsBufferInitialCapacity = 10;
private const int OverlapsBufferMaxCapacity = 10000;
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private const ulong BufferAlignmentSize = 0x1000;
private const ulong BufferAlignmentMask = BufferAlignmentSize - 1;
private GpuContext _context;
private RangeList<Buffer> _buffers;
private Buffer[] _bufferOverlaps;
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private IndexBuffer _indexBuffer;
private VertexBuffer[] _vertexBuffers;
private BufferBounds[] _transformFeedbackBuffers;
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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 _transformFeedbackBuffersDirty;
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private bool _rebind;
/// <summary>
/// Creates a new instance of the buffer manager.
/// </summary>
/// <param name="context">The GPU context that the buffer manager belongs to</param>
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public BufferManager(GpuContext context)
{
_context = context;
_buffers = new RangeList<Buffer>();
_bufferOverlaps = new Buffer[OverlapsBufferInitialCapacity];
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_vertexBuffers = new VertexBuffer[Constants.TotalVertexBuffers];
_transformFeedbackBuffers = new BufferBounds[Constants.TotalTransformFeedbackBuffers];
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_cpStorageBuffers = new BuffersPerStage(Constants.TotalCpStorageBuffers);
_cpUniformBuffers = new BuffersPerStage(Constants.TotalCpUniformBuffers);
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_gpStorageBuffers = new BuffersPerStage[Constants.ShaderStages];
_gpUniformBuffers = new BuffersPerStage[Constants.ShaderStages];
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for (int index = 0; index < Constants.ShaderStages; index++)
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{
_gpStorageBuffers[index] = new BuffersPerStage(Constants.TotalGpStorageBuffers);
_gpUniformBuffers[index] = new BuffersPerStage(Constants.TotalGpUniformBuffers);
}
}
/// <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>
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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;
}
/// <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>
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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);
}
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}
/// <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 = TranslateAndCreateBuffer(gpuVa, size);
_transformFeedbackBuffers[index].Address = address;
_transformFeedbackBuffers[index].Size = size;
_transformFeedbackBuffersDirty = true;
}
/// <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>
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public void SetComputeStorageBuffer(int index, ulong gpuVa, ulong size)
{
size += gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1);
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gpuVa = BitUtils.AlignDown(gpuVa, _context.Capabilities.StorageBufferOffsetAlignment);
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ulong address = TranslateAndCreateBuffer(gpuVa, size);
_cpStorageBuffers.Bind(index, address, size);
}
/// <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>
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public void SetGraphicsStorageBuffer(int stage, int index, ulong gpuVa, ulong size)
{
size += gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1);
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gpuVa = BitUtils.AlignDown(gpuVa, _context.Capabilities.StorageBufferOffsetAlignment);
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ulong address = TranslateAndCreateBuffer(gpuVa, size);
if (_gpStorageBuffers[stage].Buffers[index].Address != address ||
_gpStorageBuffers[stage].Buffers[index].Size != size)
{
_gpStorageBuffersDirty = true;
}
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_gpStorageBuffers[stage].Bind(index, address, size);
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}
/// <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>
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public void SetComputeUniformBuffer(int index, ulong gpuVa, ulong size)
{
ulong address = TranslateAndCreateBuffer(gpuVa, size);
_cpUniformBuffers.Bind(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>
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public void SetGraphicsUniformBuffer(int stage, int index, ulong gpuVa, ulong size)
{
ulong address = TranslateAndCreateBuffer(gpuVa, size);
_gpUniformBuffers[stage].Bind(index, address, size);
_gpUniformBuffersDirty = true;
}
/// <summary>
/// Sets the enabled storage buffers mask on the compute pipeline.
/// Each bit set on the mask indicates that the respective buffer index is enabled.
/// </summary>
/// <param name="mask">Buffer enable mask</param>
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public void SetComputeStorageBufferEnableMask(uint mask)
{
_cpStorageBuffers.EnableMask = mask;
}
/// <summary>
/// Sets the enabled storage 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="mask">Buffer enable mask</param>
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public void SetGraphicsStorageBufferEnableMask(int stage, uint mask)
{
_gpStorageBuffers[stage].EnableMask = mask;
_gpStorageBuffersDirty = true;
}
/// <summary>
/// Sets the enabled uniform buffers mask on the compute pipeline.
/// Each bit set on the mask indicates that the respective buffer index is enabled.
/// </summary>
/// <param name="mask">Buffer enable mask</param>
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public void SetComputeUniformBufferEnableMask(uint mask)
{
_cpUniformBuffers.EnableMask = mask;
}
/// <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>
/// 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="mask">Buffer enable mask</param>
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public void SetGraphicsUniformBufferEnableMask(int stage, uint mask)
{
_gpUniformBuffers[stage].EnableMask = mask;
_gpUniformBuffersDirty = true;
}
/// <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>
/// Performs address translation of the GPU virtual address, and creates a
/// new buffer, if needed, for the specified range.
/// </summary>
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
/// <param name="size">Size in bytes of the buffer</param>
/// <returns>CPU virtual address of the buffer, after address translation</returns>
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private ulong TranslateAndCreateBuffer(ulong gpuVa, ulong size)
{
if (gpuVa == 0)
{
return 0;
}
ulong address = _context.MemoryManager.Translate(gpuVa);
if (address == MemoryManager.BadAddress)
{
return 0;
}
CreateBuffer(address, size);
return address;
}
/// <summary>
/// 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.
/// </summary>
/// <param name="address">Address of the buffer in memory</param>
/// <param name="size">Size of the buffer in bytes</param>
public void CreateBuffer(ulong address, ulong size)
{
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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);
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}
/// <summary>
/// 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.
/// </summary>
/// <param name="address">Address of the buffer in guest memory</param>
/// <param name="size">Size in bytes of the buffer</param>
private void CreateBufferAligned(ulong address, ulong size)
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{
int overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps);
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if (overlapsCount != 0)
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{
// 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)
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{
for (int index = 0; index < overlapsCount; index++)
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{
Buffer buffer = _bufferOverlaps[index];
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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);
Memory Read/Write Tracking using Region Handles (#1272) * WIP Range Tracking - Texture invalidation seems to have large problems - Buffer/Pool invalidation may have problems - Mirror memory tracking puts an additional `add` in compiled code, we likely just want to make HLE access slower if this is the final solution. - Native project is in the messiest possible location. - [HACK] JIT memory access always uses native "fast" path - [HACK] Trying some things with texture invalidation and views. It works :) Still a few hacks, messy things, slow things More work in progress stuff (also move to memory project) Quite a bit faster now. - Unmapping GPU VA and CPU VA will now correctly update write tracking regions, and invalidate textures for the former. - The Virtual range list is now non-overlapping like the physical one. - Fixed some bugs where regions could leak. - Introduced a weird bug that I still need to track down (consistent invalid buffer in MK8 ribbon road) Move some stuff. I think we'll eventually just put the dll and so for this in a nuget package. Fix rebase. [WIP] MultiRegionHandle variable size ranges - Avoid reprotecting regions that change often (needs some tweaking) - There's still a bug in buffers, somehow. - Might want different api for minimum granularity Fix rebase issue Commit everything needed for software only tracking. Remove native components. Remove more native stuff. Cleanup Use a separate window for the background context, update opentk. (fixes linux) Some experimental changes Should get things working up to scratch - still need to try some things with flush/modification and res scale. Include address with the region action. Initial work to make range tracking work Still a ton of bugs Fix some issues with the new stuff. * Fix texture flush instability There's still some weird behaviour, but it's much improved without this. (textures with cpu modified data were flushing over it) * Find the destination texture for Buffer->Texture full copy Greatly improves performance for nvdec videos (with range tracking) * Further improve texture tracking * Disable Memory Tracking for view parents This is a temporary approach to better match behaviour on master (where invalidations would be soaked up by views, rather than trigger twice) The assumption is that when views are created to a texture, they will cover all of its data anyways. Of course, this can easily be improved in future. * Introduce some tracking tests. WIP * Complete base tests. * Add more tests for multiregion, fix existing test. * Cleanup Part 1 * Remove unnecessary code from memory tracking * Fix some inconsistencies with 3D texture rule. * Add dispose tests. * Use a background thread for the background context. Rather than setting and unsetting a context as current, doing the work on a dedicated thread with signals seems to be a bit faster. Also nerf the multithreading test a bit. * Copy to texture with matching alignment This extends the copy to work for some videos with unusual size, such as tutorial videos in SMO. It will only occur if the destination texture already exists at XCount size. * Track reads for buffer copies. Synchronize new buffers before copying overlaps. * Remove old texture flushing mechanisms. Range tracking all the way, baby. * Wake the background thread when disposing. Avoids a deadlock when games are closed. * Address Feedback 1 * Separate TextureCopy instance for background thread Also `BackgroundContextWorker.InBackground` for a more sensible idenfifier for if we're in a background thread. * Add missing XML docs. * Address Feedback * Maybe I should start drinking coffee. * Some more feedback. * Remove flush warning, Refocus window after making background context
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newBuffer.SynchronizeMemory(address, endAddress - address);
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_buffers.Add(newBuffer);
for (int index = 0; index < overlapsCount; index++)
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{
Buffer buffer = _bufferOverlaps[index];
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int dstOffset = (int)(buffer.Address - newBuffer.Address);
buffer.CopyTo(newBuffer, dstOffset);
buffer.Dispose();
}
// Existing buffers were modified, we need to rebind everything.
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_rebind = true;
}
}
else
{
// No overlap, just create a new buffer.
Buffer buffer = new Buffer(_context, address, size);
_buffers.Add(buffer);
}
ShrinkOverlapsBufferIfNeeded();
}
/// <summary>
/// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
/// </summary>
private void ShrinkOverlapsBufferIfNeeded()
{
if (_bufferOverlaps.Length > OverlapsBufferMaxCapacity)
{
Array.Resize(ref _bufferOverlaps, OverlapsBufferMaxCapacity);
}
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}
/// <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>
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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>
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public ulong GetGraphicsUniformBufferAddress(int stage, int index)
{
return _gpUniformBuffers[stage].Buffers[index].Address;
}
/// <summary>
/// Ensures that the compute engine bindings are visible to the host GPU.
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/// Note: this actually performs the binding using the host graphics API.
/// </summary>
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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);
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_context.Renderer.Pipeline.SetStorageBuffer(index, ShaderStage.Compute, buffer);
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}
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);
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_context.Renderer.Pipeline.SetUniformBuffer(index, ShaderStage.Compute, buffer);
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}
// Force rebind after doing compute work.
_rebind = true;
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}
/// <summary>
/// Ensures that the graphics engine bindings are visible to the host GPU.
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/// Note: this actually performs the binding using the host graphics API.
/// </summary>
public void CommitGraphicsBindings()
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{
if (_indexBufferDirty || _rebind)
{
_indexBufferDirty = false;
if (_indexBuffer.Address != 0)
{
BufferRange buffer = GetBufferRange(_indexBuffer.Address, _indexBuffer.Size);
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_context.Renderer.Pipeline.SetIndexBuffer(buffer, _indexBuffer.Type);
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}
}
else if (_indexBuffer.Address != 0)
{
SynchronizeBufferRange(_indexBuffer.Address, _indexBuffer.Size);
}
uint vbEnableMask = _vertexBuffersEnableMask;
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if (_vertexBuffersDirty || _rebind)
{
_vertexBuffersDirty = false;
Span<VertexBufferDescriptor> vertexBuffers = stackalloc VertexBufferDescriptor[Constants.TotalVertexBuffers];
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for (int index = 0; (vbEnableMask >> index) != 0; index++)
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{
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);
}
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_context.Renderer.Pipeline.SetVertexBuffers(vertexBuffers);
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}
else
{
for (int index = 0; (vbEnableMask >> index) != 0; index++)
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{
VertexBuffer vb = _vertexBuffers[index];
if (vb.Address == 0)
{
continue;
}
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] = 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);
}
}
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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;
}
/// <summary>
/// Bind respective buffer bindings on the host API.
/// </summary>
/// <param name="bindings">Bindings to bind</param>
/// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffers</param>
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private void BindBuffers(BuffersPerStage[] bindings, bool isStorage)
{
BindOrUpdateBuffers(bindings, bind: true, isStorage);
}
/// <summary>
/// Updates data for the already bound buffer bindings.
/// </summary>
/// <param name="bindings">Bindings to update</param>
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private void UpdateBuffers(BuffersPerStage[] bindings)
{
BindOrUpdateBuffers(bindings, bind: false);
}
/// <summary>
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/// This binds buffers into the host API, or updates data for already bound buffers.
/// </summary>
/// <param name="bindings">Bindings to bind or update</param>
/// <param name="bind">True to bind, false to update</param>
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/// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffer</param>
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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);
}
}
}
}
/// <summary>
/// Binds a buffer on the host API.
/// </summary>
/// <param name="index">Index to bind the buffer into</param>
/// <param name="stage">Shader stage to bind the buffer into</param>
/// <param name="bounds">Buffer address and size</param>
/// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffer</param>
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private void BindBuffer(int index, ShaderStage stage, BufferBounds bounds, bool isStorage)
{
BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
if (isStorage)
{
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_context.Renderer.Pipeline.SetStorageBuffer(index, stage, buffer);
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}
else
{
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_context.Renderer.Pipeline.SetUniformBuffer(index, stage, buffer);
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}
}
/// <summary>
/// Sets the buffer storage of a buffer texture.
/// </summary>
/// <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="compute">Indicates if the buffer texture belongs to the compute or graphics pipeline</param>
public void SetBufferTextureStorage(ITexture texture, ulong address, ulong size, bool compute)
{
CreateBuffer(address, size);
if (_rebind)
{
// We probably had to modify existing buffers to create the texture buffer,
// so rebind everything to ensure we're using the new buffers for all bound resources.
if (compute)
{
CommitComputeBindings();
}
else
{
CommitGraphicsBindings();
}
}
texture.SetStorage(GetBufferRange(address, size));
}
/// <summary>
/// Copy a buffer data from a given address to another.
/// </summary>
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/// <remarks>
/// This does a GPU side copy.
/// </remarks>
/// <param name="srcVa">GPU virtual address of the copy source</param>
/// <param name="dstVa">GPU virtual address of the copy destination</param>
/// <param name="size">Size in bytes of the copy</param>
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public void CopyBuffer(GpuVa srcVa, GpuVa dstVa, ulong size)
{
ulong srcAddress = TranslateAndCreateBuffer(srcVa.Pack(), size);
ulong dstAddress = TranslateAndCreateBuffer(dstVa.Pack(), size);
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Buffer srcBuffer = GetBuffer(srcAddress, size);
Buffer dstBuffer = GetBuffer(dstAddress, size);
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int srcOffset = (int)(srcAddress - srcBuffer.Address);
int dstOffset = (int)(dstAddress - dstBuffer.Address);
_context.Renderer.Pipeline.CopyBuffer(
srcBuffer.Handle,
dstBuffer.Handle,
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srcOffset,
dstOffset,
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(int)size);
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dstBuffer.Flush(dstAddress, size);
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}
/// <summary>
/// Gets a buffer sub-range for a given memory range.
/// </summary>
/// <param name="address">Start address of the memory range</param>
/// <param name="size">Size in bytes of the memory range</param>
/// <returns>The buffer sub-range for the given range</returns>
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private BufferRange GetBufferRange(ulong address, ulong size)
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{
return GetBuffer(address, size).GetRange(address, size);
}
/// <summary>
/// Gets a buffer for a given memory range.
/// A buffer overlapping with the specified range is assumed to already exist on the cache.
/// </summary>
/// <param name="address">Start address of the memory range</param>
/// <param name="size">Size in bytes of the memory range</param>
/// <returns>The buffer where the range is fully contained</returns>
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private Buffer GetBuffer(ulong address, ulong size)
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{
Buffer buffer;
if (size != 0)
{
buffer = _buffers.FindFirstOverlap(address, size);
buffer.SynchronizeMemory(address, size);
}
else
{
buffer = _buffers.FindFirstOverlap(address, 1);
}
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return buffer;
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}
/// <summary>
/// Performs guest to host memory synchronization of a given memory range.
/// </summary>
/// <param name="address">Start address of the memory range</param>
/// <param name="size">Size in bytes of the memory range</param>
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private void SynchronizeBufferRange(ulong address, ulong size)
{
if (size != 0)
{
Buffer buffer = _buffers.FindFirstOverlap(address, size);
buffer.SynchronizeMemory(address, size);
}
}
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/// <summary>
/// Disposes all buffers in the cache.
/// It's an error to use the buffer manager after disposal.
/// </summary>
public void Dispose()
{
foreach (Buffer buffer in _buffers)
{
buffer.Dispose();
}
}
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}
}