diff options
Diffstat (limited to 'Ryujinx.Graphics.Gpu')
| -rw-r--r-- | Ryujinx.Graphics.Gpu/Engine/MethodReport.cs | 2 | ||||
| -rw-r--r-- | Ryujinx.Graphics.Gpu/Engine/Methods.cs | 2 | ||||
| -rw-r--r-- | Ryujinx.Graphics.Gpu/Image/Texture.cs | 4 | ||||
| -rw-r--r-- | Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs | 25 | ||||
| -rw-r--r-- | Ryujinx.Graphics.Gpu/Image/TextureManager.cs | 6 | ||||
| -rw-r--r-- | Ryujinx.Graphics.Gpu/Memory/BufferManager.cs | 50 | ||||
| -rw-r--r-- | Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs | 71 |
7 files changed, 101 insertions, 59 deletions
diff --git a/Ryujinx.Graphics.Gpu/Engine/MethodReport.cs b/Ryujinx.Graphics.Gpu/Engine/MethodReport.cs index eeec3569..997f55ff 100644 --- a/Ryujinx.Graphics.Gpu/Engine/MethodReport.cs +++ b/Ryujinx.Graphics.Gpu/Engine/MethodReport.cs @@ -12,8 +12,6 @@ namespace Ryujinx.Graphics.Gpu.Engine private const int NsToTicksFractionNumerator = 384; private const int NsToTicksFractionDenominator = 625; - private ulong _runningCounter; - private readonly CounterCache _counterCache = new CounterCache(); /// <summary> diff --git a/Ryujinx.Graphics.Gpu/Engine/Methods.cs b/Ryujinx.Graphics.Gpu/Engine/Methods.cs index 7bc85018..ddb6e052 100644 --- a/Ryujinx.Graphics.Gpu/Engine/Methods.cs +++ b/Ryujinx.Graphics.Gpu/Engine/Methods.cs @@ -259,7 +259,7 @@ namespace Ryujinx.Graphics.Gpu.Engine { UpdateStorageBuffers(); - BufferManager.CommitBindings(); + BufferManager.CommitGraphicsBindings(); TextureManager.CommitGraphicsBindings(); } diff --git a/Ryujinx.Graphics.Gpu/Image/Texture.cs b/Ryujinx.Graphics.Gpu/Image/Texture.cs index ba7dce7b..957c3465 100644 --- a/Ryujinx.Graphics.Gpu/Image/Texture.cs +++ b/Ryujinx.Graphics.Gpu/Image/Texture.cs @@ -295,7 +295,9 @@ namespace Ryujinx.Graphics.Gpu.Image /// </summary> public void SynchronizeMemory() { - if (_sequenceNumber == _context.SequenceNumber && _hasData) + // Texture buffers are not handled here, instead they are invalidated (if modified) + // when the texture is bound. This is handled by the buffer manager. + if ((_sequenceNumber == _context.SequenceNumber && _hasData) || Info.Target == Target.TextureBuffer) { return; } diff --git a/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs b/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs index 7cc7f046..612ec5ca 100644 --- a/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs +++ b/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs @@ -69,7 +69,6 @@ namespace Ryujinx.Graphics.Gpu.Image public void SetTextures(int stage, TextureBindingInfo[] bindings) { _textureBindings[stage] = bindings; - _textureState[stage] = new TextureStatePerStage[bindings.Length]; } @@ -81,7 +80,6 @@ namespace Ryujinx.Graphics.Gpu.Image public void SetImages(int stage, TextureBindingInfo[] bindings) { _imageBindings[stage] = bindings; - _imageState[stage] = new TextureStatePerStage[bindings.Length]; } @@ -201,7 +199,7 @@ namespace Ryujinx.Graphics.Gpu.Image } else { - packedId = ReadPackedId(stageIndex, binding.Handle); + packedId = ReadPackedId(stageIndex, binding.Handle, _textureBufferIndex); } int textureId = UnpackTextureId(packedId); @@ -227,6 +225,14 @@ namespace Ryujinx.Graphics.Gpu.Image _context.Renderer.Pipeline.SetTexture(index, stage, hostTexture); } + if (hostTexture != null && texture.Info.Target == Target.TextureBuffer) + { + // Ensure that the buffer texture is using the correct buffer as storage. + // Buffers are frequently re-created to accomodate larger data, so we need to re-bind + // to ensure we're not using a old buffer that was already deleted. + _context.Methods.BufferManager.SetBufferTextureStorage(hostTexture, texture.Address, texture.Size, _isCompute); + } + Sampler sampler = _samplerPool.Get(samplerId); ISampler hostSampler = sampler?.HostSampler; @@ -258,8 +264,7 @@ namespace Ryujinx.Graphics.Gpu.Image { TextureBindingInfo binding = _imageBindings[stageIndex][index]; - int packedId = ReadPackedId(stageIndex, binding.Handle); - + int packedId = ReadPackedId(stageIndex, binding.Handle, _textureBufferIndex); int textureId = UnpackTextureId(packedId); Texture texture = pool.Get(textureId); @@ -284,8 +289,7 @@ namespace Ryujinx.Graphics.Gpu.Image /// <returns>The texture descriptor for the specified texture</returns> public TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int handle) { - int packedId = ReadPackedId(stageIndex, handle); - + int packedId = ReadPackedId(stageIndex, handle, state.Get<int>(MethodOffset.TextureBufferIndex)); int textureId = UnpackTextureId(packedId); var poolState = state.Get<PoolState>(MethodOffset.TexturePoolState); @@ -303,8 +307,9 @@ namespace Ryujinx.Graphics.Gpu.Image /// </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> + /// <param name="textureBufferIndex">Index of the constant buffer holding the texture handles</param> /// <returns>The packed texture and sampler ID (the real texture handle)</returns> - private int ReadPackedId(int stageIndex, int wordOffset) + private int ReadPackedId(int stageIndex, int wordOffset, int textureBufferIndex) { ulong address; @@ -312,11 +317,11 @@ namespace Ryujinx.Graphics.Gpu.Image if (_isCompute) { - address = bufferManager.GetComputeUniformBufferAddress(_textureBufferIndex); + address = bufferManager.GetComputeUniformBufferAddress(textureBufferIndex); } else { - address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, _textureBufferIndex); + address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex); } address += (uint)wordOffset * 4; diff --git a/Ryujinx.Graphics.Gpu/Image/TextureManager.cs b/Ryujinx.Graphics.Gpu/Image/TextureManager.cs index b127690b..600e2f5b 100644 --- a/Ryujinx.Graphics.Gpu/Image/TextureManager.cs +++ b/Ryujinx.Graphics.Gpu/Image/TextureManager.cs @@ -489,7 +489,11 @@ namespace Ryujinx.Graphics.Gpu.Image // Calculate texture sizes, used to find all overlapping textures. SizeInfo sizeInfo; - if (info.IsLinear) + if (info.Target == Target.TextureBuffer) + { + sizeInfo = new SizeInfo(info.Width * info.FormatInfo.BytesPerPixel); + } + else if (info.IsLinear) { sizeInfo = SizeCalculator.GetLinearTextureSize( info.Stride, diff --git a/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs b/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs index 0acbd94a..2fe0ecbb 100644 --- a/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs +++ b/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs @@ -273,6 +273,19 @@ namespace Ryujinx.Graphics.Gpu.Memory return 0; } + CreateBuffer(address, size); + + return address; + } + + /// <summary> + /// Creates a new buffer for the specified range, if it does not yet exist. + /// This can be used to ensure the existance of a buffer. + /// </summary> + /// <param name="address">Address of the buffer in memory</param> + /// <param name="size">Size of the buffer in bytes</param> + public void CreateBuffer(ulong address, ulong size) + { ulong endAddress = address + size; ulong alignedAddress = address & ~BufferAlignmentMask; @@ -285,9 +298,7 @@ namespace Ryujinx.Graphics.Gpu.Memory alignedEndAddress += BufferAlignmentSize; } - CreateBuffer(alignedAddress, alignedEndAddress - alignedAddress); - - return address; + CreateBufferAligned(alignedAddress, alignedEndAddress - alignedAddress); } /// <summary> @@ -297,7 +308,7 @@ namespace Ryujinx.Graphics.Gpu.Memory /// </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) + private void CreateBufferAligned(ulong address, ulong size) { int overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps); @@ -339,6 +350,7 @@ namespace Ryujinx.Graphics.Gpu.Memory buffer.Dispose(); } + // Existing buffers were modified, we need to rebind everything. _rebind = true; } } @@ -441,7 +453,7 @@ namespace Ryujinx.Graphics.Gpu.Memory /// Ensures that the graphics engine bindings are visible to the host GPU. /// Note: this actually performs the binding using the host graphics API. /// </summary> - public void CommitBindings() + public void CommitGraphicsBindings() { if (_indexBufferDirty || _rebind) { @@ -607,6 +619,34 @@ namespace Ryujinx.Graphics.Gpu.Memory } /// <summary> + /// Sets the buffer storage of a buffer texture. + /// </summary> + /// <param name="texture">Buffer texture</param> + /// <param name="address">Address of the buffer in memory</param> + /// <param name="size">Size of the buffer in bytes</param> + /// <param name="compute">Indicates if the buffer texture belongs to the compute or graphics pipeline</param> + public void SetBufferTextureStorage(ITexture texture, ulong address, ulong size, bool compute) + { + CreateBuffer(address, size); + + if (_rebind) + { + // We probably had to modify existing buffers to create the texture buffer, + // so rebind everything to ensure we're using the new buffers for all bound resources. + if (compute) + { + CommitComputeBindings(); + } + else + { + CommitGraphicsBindings(); + } + } + + texture.SetStorage(GetBufferRange(address, size)); + } + + /// <summary> /// Copy a buffer data from a given address to another. /// </summary> /// <remarks> diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs index 6bbc3b11..d7144063 100644 --- a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs +++ b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs @@ -280,8 +280,12 @@ namespace Ryujinx.Graphics.Gpu.Shader => localMemorySize, QueryInfoName.ComputeSharedMemorySize => sharedMemorySize, + QueryInfoName.IsTextureBuffer + => Convert.ToInt32(QueryIsTextureBuffer(state, 0, index, compute: true)), + QueryInfoName.IsTextureRectangle + => Convert.ToInt32(QueryIsTextureRectangle(state, 0, index, compute: true)), QueryInfoName.TextureFormat - => (int)QueryComputeTextureFormat(state, index), + => (int)QueryTextureFormat(state, 0, index, compute: true), _ => QueryInfoCommon(info) }; @@ -331,13 +335,13 @@ namespace Ryujinx.Graphics.Gpu.Shader return info switch { QueryInfoName.IsTextureBuffer - => Convert.ToInt32(QueryIsTextureBuffer(state, (int)stage - 1, index)), + => Convert.ToInt32(QueryIsTextureBuffer(state, (int)stage - 1, index, compute: false)), QueryInfoName.IsTextureRectangle - => Convert.ToInt32(QueryIsTextureRectangle(state, (int)stage - 1, index)), + => Convert.ToInt32(QueryIsTextureRectangle(state, (int)stage - 1, index, compute: false)), QueryInfoName.PrimitiveTopology => (int)QueryPrimitiveTopology(), QueryInfoName.TextureFormat - => (int)QueryGraphicsTextureFormat(state, (int)stage - 1, index), + => (int)QueryTextureFormat(state, (int)stage - 1, index, compute: false), _ => QueryInfoCommon(info) }; @@ -429,11 +433,12 @@ namespace Ryujinx.Graphics.Gpu.Shader /// </summary> /// <param name="state">Current GPU state</param> /// <param name="stageIndex">Index of the shader stage</param> - /// <param name="index">Index of the texture (this is the shader "fake" handle)</param> + /// <param name="handle">Index of the texture (this is the shader "fake" handle)</param> + /// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param> /// <returns>True if the texture is a buffer texture, false otherwise</returns> - private bool QueryIsTextureBuffer(GpuState state, int stageIndex, int index) + private bool QueryIsTextureBuffer(GpuState state, int stageIndex, int handle, bool compute) { - return GetGraphicsTextureDescriptor(state, stageIndex, index).UnpackTextureTarget() == TextureTarget.TextureBuffer; + return GetTextureDescriptor(state, stageIndex, handle, compute).UnpackTextureTarget() == TextureTarget.TextureBuffer; } /// <summary> @@ -443,11 +448,12 @@ namespace Ryujinx.Graphics.Gpu.Shader /// </summary> /// <param name="state">Current GPU state</param> /// <param name="stageIndex">Index of the shader stage</param> - /// <param name="index">Index of the texture (this is the shader "fake" handle)</param> + /// <param name="handle">Index of the texture (this is the shader "fake" handle)</param> + /// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param> /// <returns>True if the texture is a rectangle texture, false otherwise</returns> - private bool QueryIsTextureRectangle(GpuState state, int stageIndex, int index) + private bool QueryIsTextureRectangle(GpuState state, int stageIndex, int handle, bool compute) { - var descriptor = GetGraphicsTextureDescriptor(state, stageIndex, index); + var descriptor = GetTextureDescriptor(state, stageIndex, handle, compute); TextureTarget target = descriptor.UnpackTextureTarget(); @@ -461,23 +467,13 @@ namespace Ryujinx.Graphics.Gpu.Shader /// Queries the format of a given texture. /// </summary> /// <param name="state">Current GPU state</param> - /// <param name="index">Index of the texture (this is the shader "fake" handle)</param> - /// <returns>The texture format</returns> - private TextureFormat QueryComputeTextureFormat(GpuState state, int index) - { - return QueryTextureFormat(GetComputeTextureDescriptor(state, index)); - } - - /// <summary> - /// Queries the format of a given texture. - /// </summary> - /// <param name="state">Current GPU state</param> - /// <param name="stageIndex">Index of the shader stage</param> - /// <param name="index">Index of the texture (this is the shader "fake" handle)</param> + /// <param name="stageIndex">Index of the shader stage. This is ignored if <paramref name="compute"/> is true</param> + /// <param name="handle">Index of the texture (this is the shader "fake" handle)</param> + /// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param> /// <returns>The texture format</returns> - private TextureFormat QueryGraphicsTextureFormat(GpuState state, int stageIndex, int index) + private TextureFormat QueryTextureFormat(GpuState state, int stageIndex, int handle, bool compute) { - return QueryTextureFormat(GetGraphicsTextureDescriptor(state, stageIndex, index)); + return QueryTextureFormat(GetTextureDescriptor(state, stageIndex, handle, compute)); } /// <summary> @@ -541,23 +537,20 @@ namespace Ryujinx.Graphics.Gpu.Shader /// Gets the texture descriptor for a given texture on the pool. /// </summary> /// <param name="state">Current GPU state</param> + /// <param name="stageIndex">Index of the shader stage. This is ignored if <paramref name="compute"/> is true</param> /// <param name="handle">Index of the texture (this is the shader "fake" handle)</param> + /// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param> /// <returns>Texture descriptor</returns> - private TextureDescriptor GetComputeTextureDescriptor(GpuState state, int handle) + private TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int handle, bool compute) { - return _context.Methods.TextureManager.GetComputeTextureDescriptor(state, handle); - } - - /// <summary> - /// Gets the texture descriptor for a given texture on the pool. - /// </summary> - /// <param name="state">Current GPU state</param> - /// <param name="stageIndex">Index of the shader stage</param> - /// <param name="handle">Index of the texture (this is the shader "fake" handle)</param> - /// <returns>Texture descriptor</returns> - private TextureDescriptor GetGraphicsTextureDescriptor(GpuState state, int stageIndex, int handle) - { - return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(state, stageIndex, handle); + if (compute) + { + return _context.Methods.TextureManager.GetComputeTextureDescriptor(state, handle); + } + else + { + return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(state, stageIndex, handle); + } } /// <summary> |
