492a046335
* Initial implementation of buffer mirrors Generally slower right now, goal is to reduce render passes in games that do inline updates Fix support buffer mirrors Reintroduce vertex buffer mirror Add storage buffer support Optimisation part 1 More optimisation Avoid useless data copies. Remove unused cbIndex stuff Properly set write flag for storage buffers. Fix minor issues Not sure why this was here. Fix BufferRangeList Fix some big issues Align storage buffers rather than getting full buffer as a range Improves mirrorability of read-only storage buffers Increase staging buffer size, as it now contains mirrors Fix some issues with buffers not updating Fix buffer SetDataUnchecked offset for one of the paths when using mirrors Fix buffer mirrors interaction with buffer textures Fix mirror rebinding Move GetBuffer calls on indirect draws before BeginRenderPass to avoid draws without render pass Fix mirrors rebase Fix rebase 2023 * Fix crash when using stale vertex buffer Similar to `Get` with a size that's too large, just treat it as a clamp. * Explicitly set support buffer as mirrorable * Address feedback * Remove unused fragment of MVK workaround * Replace logging for staging buffer OOM * Address format issues * Address more format issues * Mini cleanup * Address more things * Rename BufferRangeList * Support bounding range for ClearMirrors and UploadPendingData * Add maximum size for vertex buffer mirrors * Enable index buffer mirrors Enabled on all platforms for the IbStreamer. * Feedback * Remove mystery BufferCache change Probably macos related? * Fix mirrors not creating when staging buffer is empty. * Change log level to debug
306 lines
8.8 KiB
C#
306 lines
8.8 KiB
C#
using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Vulkan
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{
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/// <summary>
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/// A structure tracking pending upload ranges for buffers.
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/// Where a range is present, pending data exists that can either be used to build mirrors
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/// or upload directly to the buffer.
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/// </summary>
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struct BufferMirrorRangeList
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{
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internal readonly struct Range
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{
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public int Offset { get; }
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public int Size { get; }
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public int End => Offset + Size;
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public Range(int offset, int size)
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{
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Offset = offset;
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Size = size;
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}
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public bool OverlapsWith(int offset, int size)
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{
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return Offset < offset + size && offset < Offset + Size;
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}
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}
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private List<Range> _ranges;
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public readonly IEnumerable<Range> All()
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{
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return _ranges;
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}
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public readonly bool Remove(int offset, int size)
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{
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var list = _ranges;
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bool removedAny = false;
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if (list != null)
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{
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int overlapIndex = BinarySearch(list, offset, size);
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if (overlapIndex >= 0)
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{
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// Overlaps with a range. Search back to find the first one it doesn't overlap with.
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while (overlapIndex > 0 && list[overlapIndex - 1].OverlapsWith(offset, size))
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{
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overlapIndex--;
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}
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int endOffset = offset + size;
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int startIndex = overlapIndex;
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var currentOverlap = list[overlapIndex];
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// Orphan the start of the overlap.
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if (currentOverlap.Offset < offset)
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{
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list[overlapIndex] = new Range(currentOverlap.Offset, offset - currentOverlap.Offset);
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currentOverlap = new Range(offset, currentOverlap.End - offset);
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list.Insert(++overlapIndex, currentOverlap);
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startIndex++;
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removedAny = true;
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}
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// Remove any middle overlaps.
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while (currentOverlap.Offset < endOffset)
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{
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if (currentOverlap.End > endOffset)
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{
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// Update the end overlap instead of removing it, if it spans beyond the removed range.
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list[overlapIndex] = new Range(endOffset, currentOverlap.End - endOffset);
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removedAny = true;
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break;
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}
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if (++overlapIndex >= list.Count)
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{
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break;
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}
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currentOverlap = list[overlapIndex];
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}
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int count = overlapIndex - startIndex;
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list.RemoveRange(startIndex, count);
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removedAny |= count > 0;
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}
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}
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return removedAny;
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}
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public void Add(int offset, int size)
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{
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var list = _ranges;
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if (list != null)
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{
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int overlapIndex = BinarySearch(list, offset, size);
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if (overlapIndex >= 0)
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{
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while (overlapIndex > 0 && list[overlapIndex - 1].OverlapsWith(offset, size))
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{
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overlapIndex--;
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}
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int endOffset = offset + size;
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int startIndex = overlapIndex;
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while (overlapIndex < list.Count && list[overlapIndex].OverlapsWith(offset, size))
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{
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var currentOverlap = list[overlapIndex];
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var currentOverlapEndOffset = currentOverlap.Offset + currentOverlap.Size;
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if (offset > currentOverlap.Offset)
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{
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offset = currentOverlap.Offset;
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}
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if (endOffset < currentOverlapEndOffset)
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{
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endOffset = currentOverlapEndOffset;
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}
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overlapIndex++;
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size = endOffset - offset;
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}
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int count = overlapIndex - startIndex;
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list.RemoveRange(startIndex, count);
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overlapIndex = startIndex;
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}
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else
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{
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overlapIndex = ~overlapIndex;
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}
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list.Insert(overlapIndex, new Range(offset, size));
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}
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else
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{
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_ranges = new List<Range>
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{
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new Range(offset, size)
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};
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}
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}
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public readonly bool OverlapsWith(int offset, int size)
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{
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var list = _ranges;
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if (list == null)
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{
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return false;
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}
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return BinarySearch(list, offset, size) >= 0;
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}
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public readonly List<Range> FindOverlaps(int offset, int size)
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{
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var list = _ranges;
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if (list == null)
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{
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return null;
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}
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List<Range> result = null;
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int index = BinarySearch(list, offset, size);
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if (index >= 0)
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{
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while (index > 0 && list[index - 1].OverlapsWith(offset, size))
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{
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index--;
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}
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do
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{
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(result ??= new List<Range>()).Add(list[index++]);
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}
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while (index < list.Count && list[index].OverlapsWith(offset, size));
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}
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return result;
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}
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private static int BinarySearch(List<Range> list, int offset, int size)
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{
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int left = 0;
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int right = list.Count - 1;
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while (left <= right)
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{
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int range = right - left;
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int middle = left + (range >> 1);
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var item = list[middle];
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if (item.OverlapsWith(offset, size))
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{
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return middle;
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}
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if (offset < item.Offset)
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{
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right = middle - 1;
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}
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else
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{
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left = middle + 1;
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}
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}
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return ~left;
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}
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public readonly void FillData(Span<byte> baseData, Span<byte> modData, int offset, Span<byte> result)
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{
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int size = baseData.Length;
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int endOffset = offset + size;
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var list = _ranges;
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if (list == null)
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{
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baseData.CopyTo(result);
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}
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int srcOffset = offset;
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int dstOffset = 0;
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bool activeRange = false;
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for (int i = 0; i < list.Count; i++)
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{
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var range = list[i];
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int rangeEnd = range.Offset + range.Size;
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if (activeRange)
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{
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if (range.Offset >= endOffset)
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{
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break;
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}
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}
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else
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{
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if (rangeEnd <= offset)
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{
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continue;
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}
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activeRange = true;
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}
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int baseSize = range.Offset - srcOffset;
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if (baseSize > 0)
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{
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baseData.Slice(dstOffset, baseSize).CopyTo(result.Slice(dstOffset, baseSize));
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srcOffset += baseSize;
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dstOffset += baseSize;
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}
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int modSize = Math.Min(rangeEnd - srcOffset, endOffset - srcOffset);
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if (modSize != 0)
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{
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modData.Slice(dstOffset, modSize).CopyTo(result.Slice(dstOffset, modSize));
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srcOffset += modSize;
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dstOffset += modSize;
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}
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}
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int baseSizeEnd = endOffset - srcOffset;
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if (baseSizeEnd > 0)
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{
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baseData.Slice(dstOffset, baseSizeEnd).CopyTo(result.Slice(dstOffset, baseSizeEnd));
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}
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}
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public readonly int Count()
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{
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return _ranges?.Count ?? 0;
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}
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public void Clear()
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{
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_ranges = null;
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}
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}
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}
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