a10b2c5ff2
* Ground work for separate GPU channels * Rename TextureManager to TextureCache * Decouple texture bindings management from the texture cache * Rename BufferManager to BufferCache * Decouple buffer bindings management from the buffer cache * More comments and proper disposal * PR feedback * Force host state update on channel switch * Typo * PR feedback * Missing using
85 lines
2.9 KiB
C#
85 lines
2.9 KiB
C#
using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.State;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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partial class Methods
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{
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// State associated with direct uniform buffer updates.
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// This state is used to attempt to batch together consecutive updates.
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private ulong _ubBeginCpuAddress = 0;
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private ulong _ubFollowUpAddress = 0;
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private ulong _ubByteCount = 0;
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/// <summary>
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/// Flushes any queued ubo updates.
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/// </summary>
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private void FlushUboDirty()
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{
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if (_ubFollowUpAddress != 0)
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{
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BufferCache.ForceDirty(_ubFollowUpAddress - _ubByteCount, _ubByteCount);
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_ubFollowUpAddress = 0;
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}
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}
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/// <summary>
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/// Updates the uniform buffer data with inline data.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">New uniform buffer data word</param>
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private void UniformBufferUpdate(GpuState state, int argument)
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{
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var uniformBuffer = state.Get<UniformBufferState>(MethodOffset.UniformBufferState);
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ulong address = uniformBuffer.Address.Pack() + (uint)uniformBuffer.Offset;
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if (_ubFollowUpAddress != address)
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{
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FlushUboDirty();
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_ubByteCount = 0;
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_ubBeginCpuAddress = _context.MemoryManager.Translate(address);
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}
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_context.PhysicalMemory.WriteUntracked(_ubBeginCpuAddress + _ubByteCount, MemoryMarshal.Cast<int, byte>(MemoryMarshal.CreateSpan(ref argument, 1)));
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_ubFollowUpAddress = address + 4;
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_ubByteCount += 4;
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state.SetUniformBufferOffset(uniformBuffer.Offset + 4);
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}
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/// <summary>
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/// Updates the uniform buffer data with inline data.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="data">Data to be written to the uniform buffer</param>
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public void UniformBufferUpdate(GpuState state, ReadOnlySpan<int> data)
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{
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var uniformBuffer = state.Get<UniformBufferState>(MethodOffset.UniformBufferState);
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ulong address = uniformBuffer.Address.Pack() + (uint)uniformBuffer.Offset;
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ulong size = (ulong)data.Length * 4;
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if (_ubFollowUpAddress != address)
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{
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FlushUboDirty();
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_ubByteCount = 0;
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_ubBeginCpuAddress = _context.MemoryManager.Translate(address);
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}
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_context.PhysicalMemory.WriteUntracked(_ubBeginCpuAddress + _ubByteCount, MemoryMarshal.Cast<int, byte>(data));
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_ubFollowUpAddress = address + size;
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_ubByteCount += size;
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state.SetUniformBufferOffset(uniformBuffer.Offset + data.Length * 4);
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}
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}
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} |