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| author | gdkchan <gab.dark.100@gmail.com> | 2019-12-31 00:22:58 -0300 |
|---|---|---|
| committer | Thog <thog@protonmail.com> | 2020-01-09 02:13:00 +0100 |
| commit | e58b540c4e2a8df460e0e357e3f341842dd59a71 (patch) | |
| tree | 7bb4aa70e991b648a869bd9e0875d230d9579a62 /Ryujinx.Graphics.Gpu/Memory/BufferManager.cs | |
| parent | 80ff2eab2992a3373ee79475d891ef126d67a4a2 (diff) | |
Add XML documentation to Ryujinx.Graphics.Gpu.Memory
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Memory/BufferManager.cs')
| -rw-r--r-- | Ryujinx.Graphics.Gpu/Memory/BufferManager.cs | 156 |
1 files changed, 156 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs b/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs index d02146b4..1d27bc7e 100644 --- a/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs +++ b/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs @@ -6,6 +6,9 @@ using System; namespace Ryujinx.Graphics.Gpu.Memory { + /// <summary> + /// Buffer manager. + /// </summary> class BufferManager { private const int OverlapsBufferInitialCapacity = 10; @@ -56,6 +59,10 @@ namespace Ryujinx.Graphics.Gpu.Memory 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> public BufferManager(GpuContext context) { _context = context; @@ -79,6 +86,12 @@ namespace Ryujinx.Graphics.Gpu.Memory } } + /// <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> public void SetIndexBuffer(ulong gpuVa, ulong size, IndexType type) { ulong address = TranslateAndCreateBuffer(gpuVa, size); @@ -90,6 +103,14 @@ namespace Ryujinx.Graphics.Gpu.Memory _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> public void SetVertexBuffer(int index, ulong gpuVa, ulong size, int stride, int divisor) { ulong address = TranslateAndCreateBuffer(gpuVa, size); @@ -111,6 +132,13 @@ namespace Ryujinx.Graphics.Gpu.Memory } } + /// <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> public void SetComputeStorageBuffer(int index, ulong gpuVa, ulong size) { size += gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1); @@ -122,6 +150,14 @@ namespace Ryujinx.Graphics.Gpu.Memory _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> public void SetGraphicsStorageBuffer(int stage, int index, ulong gpuVa, ulong size) { size += gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1); @@ -139,6 +175,13 @@ namespace Ryujinx.Graphics.Gpu.Memory _gpStorageBuffers[stage].Bind(index, address, size); } + /// <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> public void SetComputeUniformBuffer(int index, ulong gpuVa, ulong size) { ulong address = TranslateAndCreateBuffer(gpuVa, size); @@ -146,6 +189,14 @@ namespace Ryujinx.Graphics.Gpu.Memory _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> public void SetGraphicsUniformBuffer(int stage, int index, ulong gpuVa, ulong size) { ulong address = TranslateAndCreateBuffer(gpuVa, size); @@ -155,11 +206,22 @@ namespace Ryujinx.Graphics.Gpu.Memory _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> 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> public void SetGraphicsStorageBufferEnableMask(int stage, uint mask) { _gpStorageBuffers[stage].EnableMask = mask; @@ -167,11 +229,22 @@ namespace Ryujinx.Graphics.Gpu.Memory _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> public void SetComputeUniformBufferEnableMask(uint mask) { _cpUniformBuffers.EnableMask = 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> public void SetGraphicsUniformBufferEnableMask(int stage, uint mask) { _gpUniformBuffers[stage].EnableMask = mask; @@ -179,6 +252,13 @@ namespace Ryujinx.Graphics.Gpu.Memory _gpUniformBuffersDirty = true; } + /// <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> private ulong TranslateAndCreateBuffer(ulong gpuVa, ulong size) { if (gpuVa == 0) @@ -210,6 +290,13 @@ namespace Ryujinx.Graphics.Gpu.Memory return address; } + /// <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 CreateBuffer(ulong address, ulong size) { int overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps); @@ -266,6 +353,9 @@ namespace Ryujinx.Graphics.Gpu.Memory 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) @@ -274,16 +364,31 @@ namespace Ryujinx.Graphics.Gpu.Memory } } + /// <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 a undefined value if the buffer is not currently bound</returns> 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 a undefined value if the buffer is not currently bound</returns> 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. + /// This actually performs the binding using the host graphics API. + /// </summary> public void CommitComputeBindings() { uint enableMask = _cpStorageBuffers.EnableMask; @@ -332,6 +437,10 @@ namespace Ryujinx.Graphics.Gpu.Memory _rebind = true; } + /// <summary> + /// Ensures that the graphics engine bindings are visible to the host GPU. + /// This actually performs the binding using the host graphics API. + /// </summary> public void CommitBindings() { if (_indexBufferDirty || _rebind) @@ -414,16 +523,31 @@ namespace Ryujinx.Graphics.Gpu.Memory _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> 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> private void UpdateBuffers(BuffersPerStage[] bindings) { BindOrUpdateBuffers(bindings, bind: false); } + /// <summary> + /// This binds buffer 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> + /// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffers</param> private void BindOrUpdateBuffers(BuffersPerStage[] bindings, bool bind, bool isStorage = false) { for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++) @@ -461,6 +585,13 @@ namespace Ryujinx.Graphics.Gpu.Memory } } + /// <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); @@ -475,6 +606,13 @@ namespace Ryujinx.Graphics.Gpu.Memory } } + /// <summary> + /// Copy a buffer data from a given address to another. + /// This does a GPU side copy. + /// </summary> + /// <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); @@ -495,11 +633,24 @@ namespace Ryujinx.Graphics.Gpu.Memory 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; @@ -518,6 +669,11 @@ namespace Ryujinx.Graphics.Gpu.Memory 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) |
