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-rw-r--r--src/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs106
1 files changed, 101 insertions, 5 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs b/src/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs
index 1f02b9d7..8f2201e0 100644
--- a/src/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs
+++ b/src/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs
@@ -27,6 +27,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
private readonly VertexBuffer[] _vertexBuffers;
private readonly BufferBounds[] _transformFeedbackBuffers;
private readonly List<BufferTextureBinding> _bufferTextures;
+ private readonly List<BufferTextureArrayBinding<ITextureArray>> _bufferTextureArrays;
+ private readonly List<BufferTextureArrayBinding<IImageArray>> _bufferImageArrays;
private readonly BufferAssignment[] _ranges;
/// <summary>
@@ -140,11 +142,12 @@ namespace Ryujinx.Graphics.Gpu.Memory
}
_bufferTextures = new List<BufferTextureBinding>();
+ _bufferTextureArrays = new List<BufferTextureArrayBinding<ITextureArray>>();
+ _bufferImageArrays = new List<BufferTextureArrayBinding<IImageArray>>();
_ranges = new BufferAssignment[Constants.TotalGpUniformBuffers * Constants.ShaderStages];
}
-
/// <summary>
/// Sets the memory range with the index buffer data, to be used for subsequent draw calls.
/// </summary>
@@ -419,6 +422,16 @@ namespace Ryujinx.Graphics.Gpu.Memory
}
/// <summary>
+ /// Gets the size 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 size, or an undefined value if the buffer is not currently bound</returns>
+ public int GetComputeUniformBufferSize(int index)
+ {
+ return (int)_cpUniformBuffers.Buffers[index].Range.GetSubRange(0).Size;
+ }
+
+ /// <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>
@@ -430,6 +443,17 @@ namespace Ryujinx.Graphics.Gpu.Memory
}
/// <summary>
+ /// Gets the size 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 size, or an undefined value if the buffer is not currently bound</returns>
+ public int GetGraphicsUniformBufferSize(int stage, int index)
+ {
+ return (int)_gpUniformBuffers[stage].Buffers[index].Range.GetSubRange(0).Size;
+ }
+
+ /// <summary>
/// Gets the bounds of the uniform buffer currently bound at the given index.
/// </summary>
/// <param name="isCompute">Indicates whenever the uniform is requested by the 3D or compute engine</param>
@@ -459,7 +483,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
BindBuffers(bufferCache, _cpStorageBuffers, isStorage: true);
BindBuffers(bufferCache, _cpUniformBuffers, isStorage: false);
- CommitBufferTextureBindings();
+ CommitBufferTextureBindings(bufferCache);
// Force rebind after doing compute work.
Rebind();
@@ -470,14 +494,15 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <summary>
/// Commit any queued buffer texture bindings.
/// </summary>
- private void CommitBufferTextureBindings()
+ /// <param name="bufferCache">Buffer cache</param>
+ private void CommitBufferTextureBindings(BufferCache bufferCache)
{
if (_bufferTextures.Count > 0)
{
foreach (var binding in _bufferTextures)
{
var isStore = binding.BindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);
- var range = _channel.MemoryManager.Physical.BufferCache.GetBufferRange(binding.Range, isStore);
+ var range = bufferCache.GetBufferRange(binding.Range, isStore);
binding.Texture.SetStorage(range);
// The texture must be rebound to use the new storage if it was updated.
@@ -494,6 +519,33 @@ namespace Ryujinx.Graphics.Gpu.Memory
_bufferTextures.Clear();
}
+
+ if (_bufferTextureArrays.Count > 0 || _bufferImageArrays.Count > 0)
+ {
+ ITexture[] textureArray = new ITexture[1];
+
+ foreach (var binding in _bufferTextureArrays)
+ {
+ var range = bufferCache.GetBufferRange(binding.Range);
+ binding.Texture.SetStorage(range);
+
+ textureArray[0] = binding.Texture;
+ binding.Array.SetTextures(binding.Index, textureArray);
+ }
+
+ foreach (var binding in _bufferImageArrays)
+ {
+ var isStore = binding.BindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);
+ var range = bufferCache.GetBufferRange(binding.Range, isStore);
+ binding.Texture.SetStorage(range);
+
+ textureArray[0] = binding.Texture;
+ binding.Array.SetImages(binding.Index, textureArray);
+ }
+
+ _bufferTextureArrays.Clear();
+ _bufferImageArrays.Clear();
+ }
}
/// <summary>
@@ -676,7 +728,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
UpdateBuffers(_gpUniformBuffers);
}
- CommitBufferTextureBindings();
+ CommitBufferTextureBindings(bufferCache);
_rebind = false;
@@ -829,6 +881,50 @@ namespace Ryujinx.Graphics.Gpu.Memory
}
/// <summary>
+ /// Sets the buffer storage of a buffer texture array element. This will be bound when the buffer manager commits bindings.
+ /// </summary>
+ /// <param name="array">Texture array where the element will be inserted</param>
+ /// <param name="texture">Buffer texture</param>
+ /// <param name="range">Physical ranges of memory where the buffer texture data is located</param>
+ /// <param name="bindingInfo">Binding info for the buffer texture</param>
+ /// <param name="index">Index of the binding on the array</param>
+ /// <param name="format">Format of the buffer texture</param>
+ public void SetBufferTextureStorage(
+ ITextureArray array,
+ ITexture texture,
+ MultiRange range,
+ TextureBindingInfo bindingInfo,
+ int index,
+ Format format)
+ {
+ _channel.MemoryManager.Physical.BufferCache.CreateBuffer(range);
+
+ _bufferTextureArrays.Add(new BufferTextureArrayBinding<ITextureArray>(array, texture, range, bindingInfo, index, format));
+ }
+
+ /// <summary>
+ /// Sets the buffer storage of a buffer image array element. This will be bound when the buffer manager commits bindings.
+ /// </summary>
+ /// <param name="array">Image array where the element will be inserted</param>
+ /// <param name="texture">Buffer texture</param>
+ /// <param name="range">Physical ranges of memory where the buffer texture data is located</param>
+ /// <param name="bindingInfo">Binding info for the buffer texture</param>
+ /// <param name="index">Index of the binding on the array</param>
+ /// <param name="format">Format of the buffer texture</param>
+ public void SetBufferTextureStorage(
+ IImageArray array,
+ ITexture texture,
+ MultiRange range,
+ TextureBindingInfo bindingInfo,
+ int index,
+ Format format)
+ {
+ _channel.MemoryManager.Physical.BufferCache.CreateBuffer(range);
+
+ _bufferImageArrays.Add(new BufferTextureArrayBinding<IImageArray>(array, texture, range, bindingInfo, index, format));
+ }
+
+ /// <summary>
/// Force all bound textures and images to be rebound the next time CommitBindings is called.
/// </summary>
public void Rebind()