diff options
author | TSR Berry <20988865+TSRBerry@users.noreply.github.com> | 2023-04-08 01:22:00 +0200 |
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committer | Mary <thog@protonmail.com> | 2023-04-27 23:51:14 +0200 |
commit | cee712105850ac3385cd0091a923438167433f9f (patch) | |
tree | 4a5274b21d8b7f938c0d0ce18736d3f2993b11b1 /src/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs | |
parent | cd124bda587ef09668a971fa1cac1c3f0cfc9f21 (diff) |
Move solution and projects to src
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs')
-rw-r--r-- | src/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs | 754 |
1 files changed, 754 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs b/src/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs new file mode 100644 index 00000000..e20e1bb6 --- /dev/null +++ b/src/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs @@ -0,0 +1,754 @@ +using Ryujinx.Common; +using Ryujinx.Graphics.GAL; +using Ryujinx.Graphics.Gpu.Image; +using Ryujinx.Graphics.Gpu.Shader; +using Ryujinx.Graphics.Shader; +using System; +using System.Collections.Generic; +using System.Runtime.CompilerServices; + +namespace Ryujinx.Graphics.Gpu.Memory +{ + /// <summary> + /// Buffer manager. + /// </summary> + class BufferManager + { + private readonly GpuContext _context; + private readonly GpuChannel _channel; + + private int _unalignedStorageBuffers; + public bool HasUnalignedStorageBuffers => _unalignedStorageBuffers > 0; + + private IndexBuffer _indexBuffer; + private readonly VertexBuffer[] _vertexBuffers; + private readonly BufferBounds[] _transformFeedbackBuffers; + private readonly List<BufferTextureBinding> _bufferTextures; + private readonly BufferAssignment[] _ranges; + + /// <summary> + /// Holds shader stage buffer state and binding information. + /// </summary> + private class BuffersPerStage + { + /// <summary> + /// Shader buffer binding information. + /// </summary> + public BufferDescriptor[] Bindings { get; private set; } + + /// <summary> + /// Buffer regions. + /// </summary> + public BufferBounds[] Buffers { get; } + + /// <summary> + /// Flag indicating if this binding is unaligned. + /// </summary> + public bool[] Unaligned { get; } + + /// <summary> + /// Total amount of buffers used on the shader. + /// </summary> + public int Count { get; private set; } + + /// <summary> + /// Creates a new instance of the shader stage buffer information. + /// </summary> + /// <param name="count">Maximum amount of buffers that the shader stage can use</param> + public BuffersPerStage(int count) + { + Bindings = new BufferDescriptor[count]; + Buffers = new BufferBounds[count]; + Unaligned = new bool[count]; + } + + /// <summary> + /// Sets the region of a buffer at a given slot. + /// </summary> + /// <param name="index">Buffer slot</param> + /// <param name="address">Region virtual address</param> + /// <param name="size">Region size in bytes</param> + /// <param name="flags">Buffer usage flags</param> + public void SetBounds(int index, ulong address, ulong size, BufferUsageFlags flags = BufferUsageFlags.None) + { + Buffers[index] = new BufferBounds(address, size, flags); + } + + /// <summary> + /// Sets shader buffer binding information. + /// </summary> + /// <param name="descriptors">Buffer binding information</param> + public void SetBindings(BufferDescriptor[] descriptors) + { + if (descriptors == null) + { + Count = 0; + return; + } + + if ((Count = descriptors.Length) != 0) + { + Bindings = descriptors; + } + } + } + + private readonly BuffersPerStage _cpStorageBuffers; + private readonly BuffersPerStage _cpUniformBuffers; + private readonly BuffersPerStage[] _gpStorageBuffers; + private readonly BuffersPerStage[] _gpUniformBuffers; + + private bool _gpStorageBuffersDirty; + private bool _gpUniformBuffersDirty; + + private bool _indexBufferDirty; + private bool _vertexBuffersDirty; + private uint _vertexBuffersEnableMask; + private bool _transformFeedbackBuffersDirty; + + private bool _rebind; + + /// <summary> + /// Creates a new instance of the buffer manager. + /// </summary> + /// <param name="context">GPU context that the buffer manager belongs to</param> + /// <param name="channel">GPU channel that the buffer manager belongs to</param> + public BufferManager(GpuContext context, GpuChannel channel) + { + _context = context; + _channel = channel; + + _vertexBuffers = new VertexBuffer[Constants.TotalVertexBuffers]; + + _transformFeedbackBuffers = new BufferBounds[Constants.TotalTransformFeedbackBuffers]; + + _cpStorageBuffers = new BuffersPerStage(Constants.TotalCpStorageBuffers); + _cpUniformBuffers = new BuffersPerStage(Constants.TotalCpUniformBuffers); + + _gpStorageBuffers = new BuffersPerStage[Constants.ShaderStages]; + _gpUniformBuffers = new BuffersPerStage[Constants.ShaderStages]; + + for (int index = 0; index < Constants.ShaderStages; index++) + { + _gpStorageBuffers[index] = new BuffersPerStage(Constants.TotalGpStorageBuffers); + _gpUniformBuffers[index] = new BuffersPerStage(Constants.TotalGpUniformBuffers); + } + + _bufferTextures = new List<BufferTextureBinding>(); + + _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> + /// <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 = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, gpuVa, size); + + _indexBuffer.Address = address; + _indexBuffer.Size = size; + _indexBuffer.Type = type; + + _indexBufferDirty = true; + } + + /// <summary> + /// Sets a new index buffer that overrides the one set on the call to <see cref="CommitGraphicsBindings"/>. + /// </summary> + /// <param name="buffer">Buffer to be used as index buffer</param> + /// <param name="type">Type of each index buffer element</param> + public void SetIndexBuffer(BufferRange buffer, IndexType type) + { + _context.Renderer.Pipeline.SetIndexBuffer(buffer, type); + + _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 = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, gpuVa, size); + + _vertexBuffers[index].Address = address; + _vertexBuffers[index].Size = size; + _vertexBuffers[index].Stride = stride; + _vertexBuffers[index].Divisor = divisor; + + _vertexBuffersDirty = true; + + if (address != 0) + { + _vertexBuffersEnableMask |= 1u << index; + } + else + { + _vertexBuffersEnableMask &= ~(1u << index); + } + } + + /// <summary> + /// Sets a transform feedback buffer on the graphics pipeline. + /// The output from the vertex transformation stages are written into the feedback buffer. + /// </summary> + /// <param name="index">Index of the transform feedback buffer</param> + /// <param name="gpuVa">Start GPU virtual address of the buffer</param> + /// <param name="size">Size in bytes of the transform feedback buffer</param> + public void SetTransformFeedbackBuffer(int index, ulong gpuVa, ulong size) + { + ulong address = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, gpuVa, size); + + _transformFeedbackBuffers[index] = new BufferBounds(address, size); + _transformFeedbackBuffersDirty = true; + } + + /// <summary> + /// Records the alignment of a storage buffer. + /// Unaligned storage buffers disable some optimizations on the shader. + /// </summary> + /// <param name="buffers">The binding list to modify</param> + /// <param name="index">Index of the storage buffer</param> + /// <param name="gpuVa">Start GPU virtual address of the buffer</param> + private void RecordStorageAlignment(BuffersPerStage buffers, int index, ulong gpuVa) + { + bool unaligned = (gpuVa & (Constants.StorageAlignment - 1)) != 0; + + if (unaligned || HasUnalignedStorageBuffers) + { + // Check if the alignment changed for this binding. + + ref bool currentUnaligned = ref buffers.Unaligned[index]; + + if (currentUnaligned != unaligned) + { + currentUnaligned = unaligned; + _unalignedStorageBuffers += unaligned ? 1 : -1; + } + } + } + + /// <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> + /// <param name="flags">Buffer usage flags</param> + public void SetComputeStorageBuffer(int index, ulong gpuVa, ulong size, BufferUsageFlags flags) + { + size += gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1); + + RecordStorageAlignment(_cpStorageBuffers, index, gpuVa); + + gpuVa = BitUtils.AlignDown<ulong>(gpuVa, (ulong)_context.Capabilities.StorageBufferOffsetAlignment); + + ulong address = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, gpuVa, size); + + _cpStorageBuffers.SetBounds(index, address, size, flags); + } + + /// <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> + /// <param name="flags">Buffer usage flags</param> + public void SetGraphicsStorageBuffer(int stage, int index, ulong gpuVa, ulong size, BufferUsageFlags flags) + { + size += gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1); + + BuffersPerStage buffers = _gpStorageBuffers[stage]; + + RecordStorageAlignment(buffers, index, gpuVa); + + gpuVa = BitUtils.AlignDown<ulong>(gpuVa, (ulong)_context.Capabilities.StorageBufferOffsetAlignment); + + ulong address = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, gpuVa, size); + + if (buffers.Buffers[index].Address != address || + buffers.Buffers[index].Size != size) + { + _gpStorageBuffersDirty = true; + } + + buffers.SetBounds(index, address, size, flags); + } + + /// <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 = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, gpuVa, size); + + _cpUniformBuffers.SetBounds(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 = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, gpuVa, size); + + _gpUniformBuffers[stage].SetBounds(index, address, size); + _gpUniformBuffersDirty = true; + } + + /// <summary> + /// Sets the binding points for the storage buffers bound on the compute pipeline. + /// </summary> + /// <param name="bindings">Bindings for the active shader</param> + public void SetComputeBufferBindings(CachedShaderBindings bindings) + { + _cpStorageBuffers.SetBindings(bindings.StorageBufferBindings[0]); + _cpUniformBuffers.SetBindings(bindings.ConstantBufferBindings[0]); + } + + /// <summary> + /// Sets the binding points for the storage buffers bound on the graphics pipeline. + /// </summary> + /// <param name="bindings">Bindings for the active shader</param> + public void SetGraphicsBufferBindings(CachedShaderBindings bindings) + { + for (int i = 0; i < Constants.ShaderStages; i++) + { + _gpStorageBuffers[i].SetBindings(bindings.StorageBufferBindings[i]); + _gpUniformBuffers[i].SetBindings(bindings.ConstantBufferBindings[i]); + } + + _gpStorageBuffersDirty = true; + _gpUniformBuffersDirty = true; + } + + /// <summary> + /// Gets a bit mask indicating which compute uniform buffers are currently bound. + /// </summary> + /// <returns>Mask where each bit set indicates a bound constant buffer</returns> + public uint GetComputeUniformBufferUseMask() + { + uint mask = 0; + + for (int i = 0; i < _cpUniformBuffers.Buffers.Length; i++) + { + if (_cpUniformBuffers.Buffers[i].Address != 0) + { + mask |= 1u << i; + } + } + + return mask; + } + + /// <summary> + /// Gets a bit mask indicating which graphics uniform buffers are currently bound. + /// </summary> + /// <param name="stage">Index of the shader stage</param> + /// <returns>Mask where each bit set indicates a bound constant buffer</returns> + public uint GetGraphicsUniformBufferUseMask(int stage) + { + uint mask = 0; + + for (int i = 0; i < _gpUniformBuffers[stage].Buffers.Length; i++) + { + if (_gpUniformBuffers[stage].Buffers[i].Address != 0) + { + mask |= 1u << i; + } + } + + return mask; + } + + /// <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 an 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 an undefined value if the buffer is not currently bound</returns> + public ulong GetGraphicsUniformBufferAddress(int stage, int index) + { + return _gpUniformBuffers[stage].Buffers[index].Address; + } + + /// <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> + /// <param name="stage">Index of the shader stage, if the uniform is for the 3D engine</param> + /// <param name="index">Index of the uniform buffer binding</param> + /// <returns>The uniform buffer bounds, or an undefined value if the buffer is not currently bound</returns> + public ref BufferBounds GetUniformBufferBounds(bool isCompute, int stage, int index) + { + if (isCompute) + { + return ref _cpUniformBuffers.Buffers[index]; + } + else + { + return ref _gpUniformBuffers[stage].Buffers[index]; + } + } + + /// <summary> + /// Ensures that the compute engine bindings are visible to the host GPU. + /// Note: this actually performs the binding using the host graphics API. + /// </summary> + public void CommitComputeBindings() + { + var bufferCache = _channel.MemoryManager.Physical.BufferCache; + + BindBuffers(bufferCache, _cpStorageBuffers, isStorage: true); + BindBuffers(bufferCache, _cpUniformBuffers, isStorage: false); + + CommitBufferTextureBindings(); + + // Force rebind after doing compute work. + Rebind(); + } + + /// <summary> + /// Commit any queued buffer texture bindings. + /// </summary> + private void CommitBufferTextureBindings() + { + 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.Address, binding.Size, isStore); + binding.Texture.SetStorage(range); + + // The texture must be rebound to use the new storage if it was updated. + + if (binding.IsImage) + { + _context.Renderer.Pipeline.SetImage(binding.BindingInfo.Binding, binding.Texture, binding.Format); + } + else + { + _context.Renderer.Pipeline.SetTextureAndSampler(binding.Stage, binding.BindingInfo.Binding, binding.Texture, null); + } + } + + _bufferTextures.Clear(); + } + } + + /// <summary> + /// 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 CommitGraphicsBindings() + { + var bufferCache = _channel.MemoryManager.Physical.BufferCache; + + if (_indexBufferDirty || _rebind) + { + _indexBufferDirty = false; + + if (_indexBuffer.Address != 0) + { + BufferRange buffer = bufferCache.GetBufferRange(_indexBuffer.Address, _indexBuffer.Size); + + _context.Renderer.Pipeline.SetIndexBuffer(buffer, _indexBuffer.Type); + } + } + else if (_indexBuffer.Address != 0) + { + bufferCache.SynchronizeBufferRange(_indexBuffer.Address, _indexBuffer.Size); + } + + uint vbEnableMask = _vertexBuffersEnableMask; + + if (_vertexBuffersDirty || _rebind) + { + _vertexBuffersDirty = false; + + Span<VertexBufferDescriptor> vertexBuffers = stackalloc VertexBufferDescriptor[Constants.TotalVertexBuffers]; + + for (int index = 0; (vbEnableMask >> index) != 0; index++) + { + VertexBuffer vb = _vertexBuffers[index]; + + if (vb.Address == 0) + { + continue; + } + + BufferRange buffer = bufferCache.GetBufferRange(vb.Address, vb.Size); + + vertexBuffers[index] = new VertexBufferDescriptor(buffer, vb.Stride, vb.Divisor); + } + + _context.Renderer.Pipeline.SetVertexBuffers(vertexBuffers); + } + else + { + for (int index = 0; (vbEnableMask >> index) != 0; index++) + { + VertexBuffer vb = _vertexBuffers[index]; + + if (vb.Address == 0) + { + continue; + } + + bufferCache.SynchronizeBufferRange(vb.Address, vb.Size); + } + } + + if (_transformFeedbackBuffersDirty || _rebind) + { + _transformFeedbackBuffersDirty = false; + + Span<BufferRange> tfbs = stackalloc BufferRange[Constants.TotalTransformFeedbackBuffers]; + + for (int index = 0; index < Constants.TotalTransformFeedbackBuffers; index++) + { + BufferBounds tfb = _transformFeedbackBuffers[index]; + + if (tfb.Address == 0) + { + tfbs[index] = BufferRange.Empty; + continue; + } + + tfbs[index] = bufferCache.GetBufferRange(tfb.Address, tfb.Size, write: true); + } + + _context.Renderer.Pipeline.SetTransformFeedbackBuffers(tfbs); + } + else + { + for (int index = 0; index < Constants.TotalTransformFeedbackBuffers; index++) + { + BufferBounds tfb = _transformFeedbackBuffers[index]; + + if (tfb.Address == 0) + { + continue; + } + + bufferCache.SynchronizeBufferRange(tfb.Address, tfb.Size); + } + } + + if (_gpStorageBuffersDirty || _rebind) + { + _gpStorageBuffersDirty = false; + + BindBuffers(bufferCache, _gpStorageBuffers, isStorage: true); + } + else + { + UpdateBuffers(_gpStorageBuffers); + } + + if (_gpUniformBuffersDirty || _rebind) + { + _gpUniformBuffersDirty = false; + + BindBuffers(bufferCache, _gpUniformBuffers, isStorage: false); + } + else + { + UpdateBuffers(_gpUniformBuffers); + } + + CommitBufferTextureBindings(); + + _rebind = false; + } + + /// <summary> + /// Bind respective buffer bindings on the host API. + /// </summary> + /// <param name="bufferCache">Buffer cache holding the buffers for the specified ranges</param> + /// <param name="bindings">Buffer memory ranges to bind</param> + /// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffer</param> + [MethodImpl(MethodImplOptions.AggressiveInlining)] + private void BindBuffers(BufferCache bufferCache, BuffersPerStage[] bindings, bool isStorage) + { + int rangesCount = 0; + + Span<BufferAssignment> ranges = _ranges; + + for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++) + { + ref var buffers = ref bindings[(int)stage - 1]; + + for (int index = 0; index < buffers.Count; index++) + { + ref var bindingInfo = ref buffers.Bindings[index]; + + BufferBounds bounds = buffers.Buffers[bindingInfo.Slot]; + + if (bounds.Address != 0) + { + var isWrite = bounds.Flags.HasFlag(BufferUsageFlags.Write); + var range = isStorage + ? bufferCache.GetBufferRangeTillEnd(bounds.Address, bounds.Size, isWrite) + : bufferCache.GetBufferRange(bounds.Address, bounds.Size); + + ranges[rangesCount++] = new BufferAssignment(bindingInfo.Binding, range); + } + } + } + + if (rangesCount != 0) + { + SetHostBuffers(ranges, rangesCount, isStorage); + } + } + + /// <summary> + /// Bind respective buffer bindings on the host API. + /// </summary> + /// <param name="bufferCache">Buffer cache holding the buffers for the specified ranges</param> + /// <param name="buffers">Buffer memory ranges to bind</param> + /// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffer</param> + [MethodImpl(MethodImplOptions.AggressiveInlining)] + private void BindBuffers(BufferCache bufferCache, BuffersPerStage buffers, bool isStorage) + { + int rangesCount = 0; + + Span<BufferAssignment> ranges = _ranges; + + for (int index = 0; index < buffers.Count; index++) + { + ref var bindingInfo = ref buffers.Bindings[index]; + + BufferBounds bounds = buffers.Buffers[bindingInfo.Slot]; + + if (bounds.Address != 0) + { + var isWrite = bounds.Flags.HasFlag(BufferUsageFlags.Write); + var range = isStorage + ? bufferCache.GetBufferRangeTillEnd(bounds.Address, bounds.Size, isWrite) + : bufferCache.GetBufferRange(bounds.Address, bounds.Size); + + ranges[rangesCount++] = new BufferAssignment(bindingInfo.Binding, range); + } + } + + if (rangesCount != 0) + { + SetHostBuffers(ranges, rangesCount, isStorage); + } + } + + /// <summary> + /// Bind respective buffer bindings on the host API. + /// </summary> + /// <param name="ranges">Host buffers to bind, with their offsets and sizes</param> + /// <param name="first">First binding point</param> + /// <param name="count">Number of bindings</param> + /// <param name="isStorage">Indicates if the buffers are storage or uniform buffers</param> + [MethodImpl(MethodImplOptions.AggressiveInlining)] + private void SetHostBuffers(ReadOnlySpan<BufferAssignment> ranges, int count, bool isStorage) + { + if (isStorage) + { + _context.Renderer.Pipeline.SetStorageBuffers(ranges.Slice(0, count)); + } + else + { + _context.Renderer.Pipeline.SetUniformBuffers(ranges.Slice(0, count)); + } + } + + /// <summary> + /// Updates data for the already bound buffer bindings. + /// </summary> + /// <param name="bindings">Bindings to update</param> + private void UpdateBuffers(BuffersPerStage[] bindings) + { + for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++) + { + ref var buffers = ref bindings[(int)stage - 1]; + + for (int index = 0; index < buffers.Count; index++) + { + ref var binding = ref buffers.Bindings[index]; + + BufferBounds bounds = buffers.Buffers[binding.Slot]; + + if (bounds.Address == 0) + { + continue; + } + + _channel.MemoryManager.Physical.BufferCache.SynchronizeBufferRange(bounds.Address, bounds.Size); + } + } + } + + /// <summary> + /// Sets the buffer storage of a buffer texture. This will be bound when the buffer manager commits bindings. + /// </summary> + /// <param name="stage">Shader stage accessing the texture</param> + /// <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="bindingInfo">Binding info for the buffer texture</param> + /// <param name="format">Format of the buffer texture</param> + /// <param name="isImage">Whether the binding is for an image or a sampler</param> + public void SetBufferTextureStorage( + ShaderStage stage, + ITexture texture, + ulong address, + ulong size, + TextureBindingInfo bindingInfo, + Format format, + bool isImage) + { + _channel.MemoryManager.Physical.BufferCache.CreateBuffer(address, size); + + _bufferTextures.Add(new BufferTextureBinding(stage, texture, address, size, bindingInfo, format, isImage)); + } + + /// <summary> + /// Force all bound textures and images to be rebound the next time CommitBindings is called. + /// </summary> + public void Rebind() + { + _rebind = true; + } + } +} |