701 lines
26 KiB
C#
701 lines
26 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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using System;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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/// <summary>
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/// Buffer manager.
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/// </summary>
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class BufferManager
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{
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private const int OverlapsBufferInitialCapacity = 10;
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private const int OverlapsBufferMaxCapacity = 10000;
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private const ulong BufferAlignmentSize = 0x1000;
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private const ulong BufferAlignmentMask = BufferAlignmentSize - 1;
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private GpuContext _context;
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private RangeList<Buffer> _buffers;
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private Buffer[] _bufferOverlaps;
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private IndexBuffer _indexBuffer;
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private VertexBuffer[] _vertexBuffers;
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private class BuffersPerStage
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{
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public uint EnableMask { get; set; }
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public BufferBounds[] Buffers { get; }
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public BuffersPerStage(int count)
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{
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Buffers = new BufferBounds[count];
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}
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public void Bind(int index, ulong address, ulong size)
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{
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Buffers[index].Address = address;
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Buffers[index].Size = size;
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}
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}
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private BuffersPerStage _cpStorageBuffers;
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private BuffersPerStage _cpUniformBuffers;
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private BuffersPerStage[] _gpStorageBuffers;
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private BuffersPerStage[] _gpUniformBuffers;
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private bool _gpStorageBuffersDirty;
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private bool _gpUniformBuffersDirty;
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private bool _indexBufferDirty;
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private bool _vertexBuffersDirty;
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private uint _vertexBuffersEnableMask;
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private bool _rebind;
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/// <summary>
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/// Creates a new instance of the buffer manager.
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/// </summary>
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/// <param name="context">The GPU context that the buffer manager belongs to</param>
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public BufferManager(GpuContext context)
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{
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_context = context;
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_buffers = new RangeList<Buffer>();
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_bufferOverlaps = new Buffer[OverlapsBufferInitialCapacity];
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_vertexBuffers = new VertexBuffer[Constants.TotalVertexBuffers];
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_cpStorageBuffers = new BuffersPerStage(Constants.TotalCpStorageBuffers);
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_cpUniformBuffers = new BuffersPerStage(Constants.TotalCpUniformBuffers);
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_gpStorageBuffers = new BuffersPerStage[Constants.ShaderStages];
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_gpUniformBuffers = new BuffersPerStage[Constants.ShaderStages];
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for (int index = 0; index < Constants.ShaderStages; index++)
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{
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_gpStorageBuffers[index] = new BuffersPerStage(Constants.TotalGpStorageBuffers);
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_gpUniformBuffers[index] = new BuffersPerStage(Constants.TotalGpUniformBuffers);
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}
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}
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/// <summary>
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/// Sets the memory range with the index buffer data, to be used for subsequent draw calls.
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/// </summary>
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/// <param name="gpuVa">Start GPU virtual address of the index buffer</param>
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/// <param name="size">Size, in bytes, of the index buffer</param>
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/// <param name="type">Type of each index buffer element</param>
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public void SetIndexBuffer(ulong gpuVa, ulong size, IndexType type)
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{
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ulong address = TranslateAndCreateBuffer(gpuVa, size);
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_indexBuffer.Address = address;
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_indexBuffer.Size = size;
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_indexBuffer.Type = type;
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_indexBufferDirty = true;
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}
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/// <summary>
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/// Sets the memory range with vertex buffer data, to be used for subsequent draw calls.
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/// </summary>
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/// <param name="index">Index of the vertex buffer (up to 16)</param>
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/// <param name="gpuVa">GPU virtual address of the buffer</param>
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/// <param name="size">Size in bytes of the buffer</param>
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/// <param name="stride">Stride of the buffer, defined as the number of bytes of each vertex</param>
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/// <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)
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{
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ulong address = TranslateAndCreateBuffer(gpuVa, size);
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_vertexBuffers[index].Address = address;
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_vertexBuffers[index].Size = size;
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_vertexBuffers[index].Stride = stride;
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_vertexBuffers[index].Divisor = divisor;
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_vertexBuffersDirty = true;
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if (address != 0)
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{
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_vertexBuffersEnableMask |= 1u << index;
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}
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else
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{
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_vertexBuffersEnableMask &= ~(1u << index);
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}
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}
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/// <summary>
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/// Sets a storage buffer on the compute pipeline.
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/// Storage buffers can be read and written to on shaders.
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/// </summary>
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/// <param name="index">Index of the storage buffer</param>
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/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
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/// <param name="size">Size in bytes of the storage buffer</param>
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public void SetComputeStorageBuffer(int index, ulong gpuVa, ulong size)
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{
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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);
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_cpStorageBuffers.Bind(index, address, size);
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}
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/// <summary>
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/// Sets a storage buffer on the graphics pipeline.
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/// Storage buffers can be read and written to on shaders.
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/// </summary>
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/// <param name="stage">Index of the shader stage</param>
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/// <param name="index">Index of the storage buffer</param>
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/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
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/// <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)
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{
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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);
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if (_gpStorageBuffers[stage].Buffers[index].Address != address ||
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_gpStorageBuffers[stage].Buffers[index].Size != size)
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{
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_gpStorageBuffersDirty = true;
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}
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_gpStorageBuffers[stage].Bind(index, address, size);
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}
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/// <summary>
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/// Sets a uniform buffer on the compute pipeline.
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/// Uniform buffers are read-only from shaders, and have a small capacity.
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/// </summary>
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/// <param name="index">Index of the uniform buffer</param>
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/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
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/// <param name="size">Size in bytes of the storage buffer</param>
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public void SetComputeUniformBuffer(int index, ulong gpuVa, ulong size)
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{
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ulong address = TranslateAndCreateBuffer(gpuVa, size);
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_cpUniformBuffers.Bind(index, address, size);
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}
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/// <summary>
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/// Sets a uniform buffer on the graphics pipeline.
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/// Uniform buffers are read-only from shaders, and have a small capacity.
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/// </summary>
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/// <param name="stage">Index of the shader stage</param>
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/// <param name="index">Index of the uniform buffer</param>
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/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
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/// <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)
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{
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ulong address = TranslateAndCreateBuffer(gpuVa, size);
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_gpUniformBuffers[stage].Bind(index, address, size);
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_gpUniformBuffersDirty = true;
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}
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/// <summary>
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/// Sets the enabled storage buffers mask on the compute pipeline.
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/// Each bit set on the mask indicates that the respective buffer index is enabled.
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/// </summary>
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/// <param name="mask">Buffer enable mask</param>
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public void SetComputeStorageBufferEnableMask(uint mask)
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{
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_cpStorageBuffers.EnableMask = mask;
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}
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/// <summary>
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/// Sets the enabled storage buffers mask on the graphics pipeline.
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/// Each bit set on the mask indicates that the respective buffer index is enabled.
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/// </summary>
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/// <param name="stage">Index of the shader stage</param>
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/// <param name="mask">Buffer enable mask</param>
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public void SetGraphicsStorageBufferEnableMask(int stage, uint mask)
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{
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_gpStorageBuffers[stage].EnableMask = mask;
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_gpStorageBuffersDirty = true;
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}
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/// <summary>
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/// Sets the enabled uniform buffers mask on the compute pipeline.
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/// Each bit set on the mask indicates that the respective buffer index is enabled.
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/// </summary>
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/// <param name="mask">Buffer enable mask</param>
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public void SetComputeUniformBufferEnableMask(uint mask)
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{
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_cpUniformBuffers.EnableMask = mask;
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}
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/// <summary>
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/// Sets the enabled uniform buffers mask on the graphics pipeline.
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/// Each bit set on the mask indicates that the respective buffer index is enabled.
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/// </summary>
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/// <param name="stage">Index of the shader stage</param>
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/// <param name="mask">Buffer enable mask</param>
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public void SetGraphicsUniformBufferEnableMask(int stage, uint mask)
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{
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_gpUniformBuffers[stage].EnableMask = mask;
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_gpUniformBuffersDirty = true;
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}
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/// <summary>
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/// Performs address translation of the GPU virtual address, and creates a
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/// new buffer, if needed, for the specified range.
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/// </summary>
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/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
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/// <param name="size">Size in bytes of the buffer</param>
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/// <returns>CPU virtual address of the buffer, after address translation</returns>
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private ulong TranslateAndCreateBuffer(ulong gpuVa, ulong size)
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{
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if (gpuVa == 0)
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{
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return 0;
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}
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ulong address = _context.MemoryManager.Translate(gpuVa);
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if (address == MemoryManager.BadAddress)
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{
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return 0;
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}
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ulong endAddress = address + size;
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ulong alignedAddress = address & ~BufferAlignmentMask;
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ulong alignedEndAddress = (endAddress + BufferAlignmentMask) & ~BufferAlignmentMask;
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// The buffer must have the size of at least one page.
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if (alignedEndAddress == alignedAddress)
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{
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alignedEndAddress += BufferAlignmentSize;
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}
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CreateBuffer(alignedAddress, alignedEndAddress - alignedAddress);
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return address;
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}
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/// <summary>
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/// Creates a new buffer for the specified range, if needed.
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/// If a buffer where this range can be fully contained already exists,
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/// then the creation of a new buffer is not necessary.
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/// </summary>
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/// <param name="address">Address of the buffer in guest memory</param>
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/// <param name="size">Size in bytes of the buffer</param>
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private void CreateBuffer(ulong address, ulong size)
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{
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int overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps);
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if (overlapsCount != 0)
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{
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// The buffer already exists. We can just return the existing buffer
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// if the buffer we need is fully contained inside the overlapping buffer.
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// Otherwise, we must delete the overlapping buffers and create a bigger buffer
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// that fits all the data we need. We also need to copy the contents from the
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// old buffer(s) to the new buffer.
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ulong endAddress = address + size;
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if (_bufferOverlaps[0].Address > address || _bufferOverlaps[0].EndAddress < endAddress)
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{
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for (int index = 0; index < overlapsCount; index++)
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{
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Buffer buffer = _bufferOverlaps[index];
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address = Math.Min(address, buffer.Address);
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endAddress = Math.Max(endAddress, buffer.EndAddress);
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buffer.SynchronizeMemory(buffer.Address, buffer.Size);
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_buffers.Remove(buffer);
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}
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Buffer newBuffer = new Buffer(_context, address, endAddress - address);
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_buffers.Add(newBuffer);
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for (int index = 0; index < overlapsCount; index++)
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{
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Buffer buffer = _bufferOverlaps[index];
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int dstOffset = (int)(buffer.Address - newBuffer.Address);
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buffer.CopyTo(newBuffer, dstOffset);
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buffer.Dispose();
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}
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_rebind = true;
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}
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}
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else
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{
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// No overlap, just create a new buffer.
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Buffer buffer = new Buffer(_context, address, size);
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_buffers.Add(buffer);
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}
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ShrinkOverlapsBufferIfNeeded();
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}
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/// <summary>
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/// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
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/// </summary>
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private void ShrinkOverlapsBufferIfNeeded()
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{
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if (_bufferOverlaps.Length > OverlapsBufferMaxCapacity)
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{
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Array.Resize(ref _bufferOverlaps, OverlapsBufferMaxCapacity);
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}
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}
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/// <summary>
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/// Gets the address of the compute uniform buffer currently bound at the given index.
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/// </summary>
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/// <param name="index">Index of the uniform buffer binding</param>
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/// <returns>The uniform buffer address, or a undefined value if the buffer is not currently bound</returns>
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public ulong GetComputeUniformBufferAddress(int index)
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{
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return _cpUniformBuffers.Buffers[index].Address;
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}
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/// <summary>
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/// Gets the address of the graphics uniform buffer currently bound at the given index.
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/// </summary>
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/// <param name="stage">Index of the shader stage</param>
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/// <param name="index">Index of the uniform buffer binding</param>
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/// <returns>The uniform buffer address, or a undefined value if the buffer is not currently bound</returns>
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public ulong GetGraphicsUniformBufferAddress(int stage, int index)
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{
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return _gpUniformBuffers[stage].Buffers[index].Address;
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}
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/// <summary>
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/// 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.
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/// </summary>
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public void CommitComputeBindings()
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{
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uint enableMask = _cpStorageBuffers.EnableMask;
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for (int index = 0; (enableMask >> index) != 0; index++)
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{
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if ((enableMask & (1u << index)) == 0)
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{
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continue;
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}
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BufferBounds bounds = _cpStorageBuffers.Buffers[index];
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if (bounds.Address == 0)
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{
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continue;
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}
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BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
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_context.Renderer.Pipeline.SetStorageBuffer(index, ShaderStage.Compute, buffer);
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}
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enableMask = _cpUniformBuffers.EnableMask;
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for (int index = 0; (enableMask >> index) != 0; index++)
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{
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if ((enableMask & (1u << index)) == 0)
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{
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continue;
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}
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BufferBounds bounds = _cpUniformBuffers.Buffers[index];
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if (bounds.Address == 0)
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{
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continue;
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}
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BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
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_context.Renderer.Pipeline.SetUniformBuffer(index, ShaderStage.Compute, buffer);
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}
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// Force rebind after doing compute work.
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_rebind = true;
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}
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/// <summary>
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/// 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.
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/// </summary>
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public void CommitBindings()
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{
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if (_indexBufferDirty || _rebind)
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{
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_indexBufferDirty = false;
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if (_indexBuffer.Address != 0)
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{
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BufferRange buffer = GetBufferRange(_indexBuffer.Address, _indexBuffer.Size);
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_context.Renderer.Pipeline.SetIndexBuffer(buffer, _indexBuffer.Type);
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}
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}
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else if (_indexBuffer.Address != 0)
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{
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SynchronizeBufferRange(_indexBuffer.Address, _indexBuffer.Size);
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}
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uint vbEnableMask = _vertexBuffersEnableMask;
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if (_vertexBuffersDirty || _rebind)
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{
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_vertexBuffersDirty = false;
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VertexBufferDescriptor[] vertexBuffers = new VertexBufferDescriptor[Constants.TotalVertexBuffers];
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for (int index = 0; (vbEnableMask >> index) != 0; index++)
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{
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VertexBuffer vb = _vertexBuffers[index];
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if (vb.Address == 0)
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{
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continue;
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}
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BufferRange buffer = GetBufferRange(vb.Address, vb.Size);
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vertexBuffers[index] = new VertexBufferDescriptor(buffer, vb.Stride, vb.Divisor);
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}
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_context.Renderer.Pipeline.SetVertexBuffers(vertexBuffers);
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}
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else
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{
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for (int index = 0; (vbEnableMask >> index) != 0; index++)
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{
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VertexBuffer vb = _vertexBuffers[index];
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if (vb.Address == 0)
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{
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continue;
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}
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SynchronizeBufferRange(vb.Address, vb.Size);
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}
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}
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if (_gpStorageBuffersDirty || _rebind)
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{
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_gpStorageBuffersDirty = false;
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BindBuffers(_gpStorageBuffers, isStorage: true);
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}
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else
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{
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UpdateBuffers(_gpStorageBuffers);
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}
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if (_gpUniformBuffersDirty || _rebind)
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{
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_gpUniformBuffersDirty = false;
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BindBuffers(_gpUniformBuffers, isStorage: false);
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}
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else
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{
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UpdateBuffers(_gpUniformBuffers);
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}
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_rebind = false;
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}
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/// <summary>
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/// Bind respective buffer bindings on the host API.
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/// </summary>
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/// <param name="bindings">Bindings to bind</param>
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/// <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)
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{
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BindOrUpdateBuffers(bindings, bind: true, isStorage);
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}
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/// <summary>
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/// Updates data for the already bound buffer bindings.
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/// </summary>
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/// <param name="bindings">Bindings to update</param>
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private void UpdateBuffers(BuffersPerStage[] bindings)
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{
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BindOrUpdateBuffers(bindings, bind: false);
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}
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/// <summary>
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/// This binds buffers into the host API, or updates data for already bound buffers.
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/// </summary>
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/// <param name="bindings">Bindings to bind or update</param>
|
|
/// <param name="bind">True to bind, false to update</param>
|
|
/// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffer</param>
|
|
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>
|
|
private void BindBuffer(int index, ShaderStage stage, BufferBounds bounds, bool isStorage)
|
|
{
|
|
BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
|
|
|
|
if (isStorage)
|
|
{
|
|
_context.Renderer.Pipeline.SetStorageBuffer(index, stage, buffer);
|
|
}
|
|
else
|
|
{
|
|
_context.Renderer.Pipeline.SetUniformBuffer(index, stage, buffer);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Copy a buffer data from a given address to another.
|
|
/// </summary>
|
|
/// <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>
|
|
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);
|
|
|
|
srcBuffer.HostBuffer.CopyTo(
|
|
dstBuffer.HostBuffer,
|
|
srcOffset,
|
|
dstOffset,
|
|
(int)size);
|
|
|
|
dstBuffer.Flush(dstAddress, size);
|
|
}
|
|
|
|
/// <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>
|
|
private BufferRange GetBufferRange(ulong address, ulong size)
|
|
{
|
|
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>
|
|
private Buffer GetBuffer(ulong address, ulong size)
|
|
{
|
|
Buffer buffer;
|
|
|
|
if (size != 0)
|
|
{
|
|
buffer = _buffers.FindFirstOverlap(address, size);
|
|
|
|
buffer.SynchronizeMemory(address, size);
|
|
}
|
|
else
|
|
{
|
|
buffer = _buffers.FindFirstOverlap(address, 1);
|
|
}
|
|
|
|
return buffer;
|
|
}
|
|
|
|
/// <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>
|
|
private void SynchronizeBufferRange(ulong address, ulong size)
|
|
{
|
|
if (size != 0)
|
|
{
|
|
Buffer buffer = _buffers.FindFirstOverlap(address, size);
|
|
|
|
buffer.SynchronizeMemory(address, size);
|
|
}
|
|
}
|
|
|
|
/// <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();
|
|
}
|
|
}
|
|
}
|
|
} |