diff options
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs')
| -rw-r--r-- | src/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs | 106 |
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() |
