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authorgdkchan <gab.dark.100@gmail.com>2019-12-29 20:26:37 -0300
committerThog <thog@protonmail.com>2020-01-09 02:13:00 +0100
commit32764f95602611e9daa50362330d760e8ed83fda (patch)
treef15d3c93714e45c88bce8bc177c3448ebaf518f8 /Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs
parent53bbc1311f9819ac70fd51ae016e8c2070268086 (diff)
Add XML documentation to Ryujinx.Graphics.Gpu.Image
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs89
1 files changed, 87 insertions, 2 deletions
diff --git a/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs b/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs
index 0ea7aec2..4d50c46e 100644
--- a/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs
+++ b/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs
@@ -6,6 +6,9 @@ using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Image
{
+ /// <summary>
+ /// Texture bindings manager.
+ /// </summary>
class TextureBindingsManager
{
private GpuContext _context;
@@ -37,6 +40,12 @@ namespace Ryujinx.Graphics.Gpu.Image
private bool _rebind;
+ /// <summary>
+ /// Constructs a new instance of the texture bindings manager.
+ /// </summary>
+ /// <param name="context">The GPU context that the texture bindings manager belongs to</param>
+ /// <param name="texturePoolCache">Texture pools cache used to get texture pools from</param>
+ /// <param name="isCompute">True if the bindings manager is used for the compute engine</param>
public TextureBindingsManager(GpuContext context, TexturePoolCache texturePoolCache, bool isCompute)
{
_context = context;
@@ -52,6 +61,11 @@ namespace Ryujinx.Graphics.Gpu.Image
_imageState = new TextureStatePerStage[stages][];
}
+ /// <summary>
+ /// Binds textures for a given shader stage.
+ /// </summary>
+ /// <param name="stage">Shader stage number, or 0 for compute shaders</param>
+ /// <param name="bindings">Texture bindings</param>
public void SetTextures(int stage, TextureBindingInfo[] bindings)
{
_textureBindings[stage] = bindings;
@@ -59,6 +73,11 @@ namespace Ryujinx.Graphics.Gpu.Image
_textureState[stage] = new TextureStatePerStage[bindings.Length];
}
+ /// <summary>
+ /// Binds images for a given shader stage.
+ /// </summary>
+ /// <param name="stage">Shader stage number, or 0 for compute shaders</param>
+ /// <param name="bindings">Image bindings</param>
public void SetImages(int stage, TextureBindingInfo[] bindings)
{
_imageBindings[stage] = bindings;
@@ -66,11 +85,22 @@ namespace Ryujinx.Graphics.Gpu.Image
_imageState[stage] = new TextureStatePerStage[bindings.Length];
}
+ /// <summary>
+ /// Sets the textures constant buffer index.
+ /// The constant buffer specified holds the texture handles.
+ /// </summary>
+ /// <param name="index">Constant buffer index</param>
public void SetTextureBufferIndex(int index)
{
_textureBufferIndex = index;
}
+ /// <summary>
+ /// Sets the current texture sampler pool to be used.
+ /// </summary>
+ /// <param name="gpuVa">Start GPU virtual address of the pool</param>
+ /// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
+ /// <param name="samplerIndex">Type of the sampler pool indexing used for bound samplers</param>
public void SetSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
{
ulong address = _context.MemoryManager.Translate(gpuVa);
@@ -90,6 +120,11 @@ namespace Ryujinx.Graphics.Gpu.Image
_samplerIndex = samplerIndex;
}
+ /// <summary>
+ /// Sets the current texture pool to be used.
+ /// </summary>
+ /// <param name="gpuVa">Start GPU virtual address of the pool</param>
+ /// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
public void SetTexturePool(ulong gpuVa, int maximumId)
{
ulong address = _context.MemoryManager.Translate(gpuVa);
@@ -98,6 +133,10 @@ namespace Ryujinx.Graphics.Gpu.Image
_texturePoolMaximumId = maximumId;
}
+ /// <summary>
+ /// Ensures that the bindings are visible to the host GPU.
+ /// This actually performs the binding using the host graphics API.
+ /// </summary>
public void CommitBindings()
{
TexturePool texturePool = _texturePoolCache.FindOrCreate(
@@ -123,6 +162,13 @@ namespace Ryujinx.Graphics.Gpu.Image
_rebind = false;
}
+ /// <summary>
+ /// Ensures that the texture bindings are visible to the host GPU.
+ /// This actually performs the binding using the host graphics API.
+ /// </summary>
+ /// <param name="pool">The current texture pool</param>
+ /// <param name="stage">The shader stage using the textures to be bound</param>
+ /// <param name="stageIndex">The stage number of the specified shader stage</param>
private void CommitTextureBindings(TexturePool pool, ShaderStage stage, int stageIndex)
{
if (_textureBindings[stageIndex] == null)
@@ -194,6 +240,13 @@ namespace Ryujinx.Graphics.Gpu.Image
}
}
+ /// <summary>
+ /// Ensures that the image bindings are visible to the host GPU.
+ /// This actually performs the binding using the host graphics API.
+ /// </summary>
+ /// <param name="pool">The current texture pool</param>
+ /// <param name="stage">The shader stage using the textures to be bound</param>
+ /// <param name="stageIndex">The stage number of the specified shader stage</param>
private void CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex)
{
if (_imageBindings[stageIndex] == null)
@@ -222,6 +275,13 @@ namespace Ryujinx.Graphics.Gpu.Image
}
}
+ /// <summary>
+ /// Gets the texture descriptor for a given texture handle.
+ /// </summary>
+ /// <param name="state">The current GPU state</param>
+ /// <param name="stageIndex">The stage number where the texture is bound</param>
+ /// <param name="handle">The texture handle</param>
+ /// <returns>The texture descriptor for the specified texture</returns>
public TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int handle)
{
int packedId = ReadPackedId(stageIndex, handle);
@@ -237,7 +297,14 @@ namespace Ryujinx.Graphics.Gpu.Image
return texturePool.GetDescriptor(textureId);
}
- private int ReadPackedId(int stage, int wordOffset)
+ /// <summary>
+ /// Reads a packed texture and sampler ID (basically, the real texture handle)
+ /// from the texture constant buffer.
+ /// </summary>
+ /// <param name="stageIndex">The number of the shader stage where the texture is bound</param>
+ /// <param name="wordOffset">A word offset of the handle on the buffer (the "fake" shader handle)</param>
+ /// <returns>The packed texture and sampler ID (the real texture handle)</returns>
+ private int ReadPackedId(int stageIndex, int wordOffset)
{
ulong address;
@@ -249,7 +316,7 @@ namespace Ryujinx.Graphics.Gpu.Image
}
else
{
- address = bufferManager.GetGraphicsUniformBufferAddress(stage, _textureBufferIndex);
+ address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, _textureBufferIndex);
}
address += (uint)wordOffset * 4;
@@ -257,16 +324,31 @@ namespace Ryujinx.Graphics.Gpu.Image
return BitConverter.ToInt32(_context.PhysicalMemory.Read(address, 4));
}
+ /// <summary>
+ /// Unpacks the texture ID from the real texture handle.
+ /// </summary>
+ /// <param name="packedId">The real texture handle</param>
+ /// <returns>The texture ID</returns>
private static int UnpackTextureId(int packedId)
{
return (packedId >> 0) & 0xfffff;
}
+ /// <summary>
+ /// Unpacks the sampler ID from the real texture handle.
+ /// </summary>
+ /// <param name="packedId">The real texture handle</param>
+ /// <returns>The sampler ID</returns>
private static int UnpackSamplerId(int packedId)
{
return (packedId >> 20) & 0xfff;
}
+ /// <summary>
+ /// Invalidates a range of memory on all GPU resource pools (both texture and sampler pools).
+ /// </summary>
+ /// <param name="address">Start address of the range to invalidate</param>
+ /// <param name="size">Size of the range to invalidate</param>
public void InvalidatePoolRange(ulong address, ulong size)
{
_samplerPool?.InvalidateRange(address, size);
@@ -274,6 +356,9 @@ namespace Ryujinx.Graphics.Gpu.Image
_texturePoolCache.InvalidateRange(address, size);
}
+ /// <summary>
+ /// Force all bound textures and images to be rebound the next time CommitBindings is called.
+ /// </summary>
public void Rebind()
{
_rebind = true;