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-rw-r--r--Ryujinx.Graphics.Gpu/Memory/BufferManager.cs530
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diff --git a/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs b/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs
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+using Ryujinx.Graphics.GAL;
+using Ryujinx.Graphics.GAL.InputAssembler;
+using Ryujinx.Graphics.Gpu.State;
+using Ryujinx.Graphics.Shader;
+using System;
+using System.Runtime.InteropServices;
+
+namespace Ryujinx.Graphics.Gpu.Memory
+{
+ class BufferManager
+ {
+ private const ulong BufferAlignmentSize = 0x1000;
+ private const ulong BufferAlignmentMask = BufferAlignmentSize - 1;
+
+ private GpuContext _context;
+
+ private RangeList<Buffer> _buffers;
+
+ private IndexBuffer _indexBuffer;
+
+ private VertexBuffer[] _vertexBuffers;
+
+ private class BuffersPerStage
+ {
+ public uint EnableMask { get; set; }
+
+ public BufferBounds[] Buffers { get; }
+
+ public BuffersPerStage(int count)
+ {
+ Buffers = new BufferBounds[count];
+ }
+
+ public void Bind(int index, ulong address, ulong size)
+ {
+ Buffers[index].Address = address;
+ Buffers[index].Size = size;
+ }
+ }
+
+ private BuffersPerStage _cpStorageBuffers;
+ private BuffersPerStage _cpUniformBuffers;
+ private BuffersPerStage[] _gpStorageBuffers;
+ private BuffersPerStage[] _gpUniformBuffers;
+
+ private bool _gpStorageBuffersDirty;
+ private bool _gpUniformBuffersDirty;
+
+ private bool _indexBufferDirty;
+ private bool _vertexBuffersDirty;
+
+ private bool _rebind;
+
+ public BufferManager(GpuContext context)
+ {
+ _context = context;
+
+ _buffers = new RangeList<Buffer>();
+
+ _vertexBuffers = new VertexBuffer[Constants.TotalVertexBuffers];
+
+ _cpStorageBuffers = new BuffersPerStage(Constants.TotalCpStorageBuffers);
+ _cpUniformBuffers = new BuffersPerStage(Constants.TotalCpUniformBuffers);
+
+ _gpStorageBuffers = new BuffersPerStage[Constants.TotalShaderStages];
+ _gpUniformBuffers = new BuffersPerStage[Constants.TotalShaderStages];
+
+ for (int index = 0; index < Constants.TotalShaderStages; index++)
+ {
+ _gpStorageBuffers[index] = new BuffersPerStage(Constants.TotalGpStorageBuffers);
+ _gpUniformBuffers[index] = new BuffersPerStage(Constants.TotalGpUniformBuffers);
+ }
+ }
+
+ public void SetIndexBuffer(ulong gpuVa, ulong size, IndexType type)
+ {
+ ulong address = TranslateAndCreateBuffer(gpuVa, size);
+
+ _indexBuffer.Address = address;
+ _indexBuffer.Size = size;
+ _indexBuffer.Type = type;
+
+ _indexBufferDirty = true;
+ }
+
+ public void SetVertexBuffer(int index, ulong gpuVa, ulong size, int stride, int divisor)
+ {
+ ulong address = TranslateAndCreateBuffer(gpuVa, size);
+
+ _vertexBuffers[index].Address = address;
+ _vertexBuffers[index].Size = size;
+ _vertexBuffers[index].Stride = stride;
+ _vertexBuffers[index].Divisor = divisor;
+
+ _vertexBuffersDirty = true;
+ }
+
+ public void SetComputeStorageBuffer(int index, ulong gpuVa, ulong size)
+ {
+ // TODO: Improve
+ size += gpuVa & 0x3fUL;
+
+ gpuVa &= ~0x3fUL;
+
+ ulong address = TranslateAndCreateBuffer(gpuVa, size);
+
+ _cpStorageBuffers.Bind(index, address, size);
+ }
+
+ public void SetGraphicsStorageBuffer(int stage, int index, ulong gpuVa, ulong size)
+ {
+ // TODO: Improve
+ size += gpuVa & 0x3fUL;
+
+ gpuVa &= ~0x3fUL;
+
+ ulong address = TranslateAndCreateBuffer(gpuVa, size);
+
+ _gpStorageBuffers[stage].Bind(index, address, size);
+
+ _gpStorageBuffersDirty = true;
+ }
+
+ public void SetComputeUniformBuffer(int index, ulong gpuVa, ulong size)
+ {
+ ulong address = TranslateAndCreateBuffer(gpuVa, size);
+
+ _cpUniformBuffers.Bind(index, address, size);
+ }
+
+ public void SetGraphicsUniformBuffer(int stage, int index, ulong gpuVa, ulong size)
+ {
+ ulong address = TranslateAndCreateBuffer(gpuVa, size);
+
+ _gpUniformBuffers[stage].Bind(index, address, size);
+
+ _gpUniformBuffersDirty = true;
+ }
+
+ public void SetComputeStorageBufferEnableMask(uint mask)
+ {
+ _cpStorageBuffers.EnableMask = mask;
+ }
+
+ public void SetGraphicsStorageBufferEnableMask(int stage, uint mask)
+ {
+ _gpStorageBuffers[stage].EnableMask = mask;
+
+ _gpStorageBuffersDirty = true;
+ }
+
+ public void SetComputeUniformBufferEnableMask(uint mask)
+ {
+ _cpUniformBuffers.EnableMask = mask;
+ }
+
+ public void SetGraphicsUniformBufferEnableMask(int stage, uint mask)
+ {
+ _gpUniformBuffers[stage].EnableMask = mask;
+
+ _gpUniformBuffersDirty = true;
+ }
+
+ private ulong TranslateAndCreateBuffer(ulong gpuVa, ulong size)
+ {
+ if (gpuVa == 0)
+ {
+ return 0;
+ }
+
+ ulong address = _context.MemoryManager.Translate(gpuVa);
+
+ if (address == MemoryManager.BadAddress)
+ {
+ return 0;
+ }
+
+ ulong endAddress = address + size;
+
+ ulong alignedAddress = address & ~BufferAlignmentMask;
+
+ ulong alignedEndAddress = (endAddress + BufferAlignmentMask) & ~BufferAlignmentMask;
+
+ // The buffer must have the size of at least one page.
+ if (alignedEndAddress == alignedAddress)
+ {
+ alignedEndAddress += BufferAlignmentSize;
+ }
+
+ CreateBuffer(alignedAddress, alignedEndAddress - alignedAddress);
+
+ return address;
+ }
+
+ private void CreateBuffer(ulong address, ulong size)
+ {
+ Buffer[] overlaps = _buffers.FindOverlaps(address, size);
+
+ if (overlaps.Length != 0)
+ {
+ // The buffer already exists. We can just return the existing buffer
+ // if the buffer we need is fully contained inside the overlapping buffer.
+ // Otherwise, we must delete the overlapping buffers and create a bigger buffer
+ // that fits all the data we need. We also need to copy the contents from the
+ // old buffer(s) to the new buffer.
+ ulong endAddress = address + size;
+
+ if (overlaps[0].Address > address || overlaps[0].EndAddress < endAddress)
+ {
+ foreach (Buffer buffer in overlaps)
+ {
+ address = Math.Min(address, buffer.Address);
+ endAddress = Math.Max(endAddress, buffer.EndAddress);
+
+ buffer.SynchronizeMemory(buffer.Address, buffer.Size);
+
+ _buffers.Remove(buffer);
+ }
+
+ Buffer newBuffer = new Buffer(_context, address, endAddress - address);
+
+ _buffers.Add(newBuffer);
+
+ foreach (Buffer buffer in overlaps)
+ {
+ int dstOffset = (int)(buffer.Address - newBuffer.Address);
+
+ buffer.CopyTo(newBuffer, dstOffset);
+
+ buffer.Dispose();
+ }
+
+ _rebind = true;
+ }
+ }
+ else
+ {
+ // No overlap, just create a new buffer.
+ Buffer buffer = new Buffer(_context, address, size);
+
+ _buffers.Add(buffer);
+ }
+ }
+
+ public ulong GetComputeUniformBufferAddress(int index)
+ {
+ return _cpUniformBuffers.Buffers[index].Address;
+ }
+
+ public ulong GetGraphicsUniformBufferAddress(int stage, int index)
+ {
+ return _gpUniformBuffers[stage].Buffers[index].Address;
+ }
+
+ public void CommitComputeBindings()
+ {
+ uint enableMask = _cpStorageBuffers.EnableMask;
+
+ for (int index = 0; (enableMask >> index) != 0; index++)
+ {
+ if ((enableMask & (1u << index)) == 0)
+ {
+ continue;
+ }
+
+ BufferBounds bounds = _cpStorageBuffers.Buffers[index];
+
+ if (bounds.Address == 0)
+ {
+ continue;
+ }
+
+ BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
+
+ _context.Renderer.ComputePipeline.SetStorageBuffer(index, buffer);
+ }
+
+ enableMask = _cpUniformBuffers.EnableMask;
+
+ for (int index = 0; (enableMask >> index) != 0; index++)
+ {
+ if ((enableMask & (1u << index)) == 0)
+ {
+ continue;
+ }
+
+ BufferBounds bounds = _cpUniformBuffers.Buffers[index];
+
+ if (bounds.Address == 0)
+ {
+ continue;
+ }
+
+ BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
+
+ _context.Renderer.ComputePipeline.SetUniformBuffer(index, buffer);
+
+ if (index == 0)
+ {
+ // TODO: Improve
+ Span<byte> data = _context.PhysicalMemory.Read(bounds.Address + 0x310, 0x100);
+
+ Span<int> words = MemoryMarshal.Cast<byte, int>(data);
+
+ for (int offset = 0; offset < 0x40; offset += 4)
+ {
+ words[offset] &= 0x3f;
+ }
+
+ buffer = GetBufferRange(bounds.Address + 0x310, 0x100);
+
+ buffer.Buffer.SetData(buffer.Offset, data);
+ }
+ }
+ }
+
+ public void CommitBindings()
+ {
+ if (_indexBufferDirty || _rebind)
+ {
+ _indexBufferDirty = false;
+
+ if (_indexBuffer.Address != 0)
+ {
+ BufferRange buffer = GetBufferRange(_indexBuffer.Address, _indexBuffer.Size);
+
+ _context.Renderer.GraphicsPipeline.BindIndexBuffer(buffer, _indexBuffer.Type);
+ }
+ }
+ else if (_indexBuffer.Address != 0)
+ {
+ SynchronizeBufferRange(_indexBuffer.Address, _indexBuffer.Size);
+ }
+
+ if (_vertexBuffersDirty || _rebind)
+ {
+ _vertexBuffersDirty = false;
+
+ VertexBufferDescriptor[] vertexBuffers = new VertexBufferDescriptor[Constants.TotalVertexBuffers];
+
+ for (int index = 0; index < Constants.TotalVertexBuffers; index++)
+ {
+ VertexBuffer vb = _vertexBuffers[index];
+
+ if (vb.Address == 0)
+ {
+ continue;
+ }
+
+ BufferRange buffer = GetBufferRange(vb.Address, vb.Size);
+
+ vertexBuffers[index] = new VertexBufferDescriptor(buffer, vb.Stride, vb.Divisor);
+ }
+
+ _context.Renderer.GraphicsPipeline.BindVertexBuffers(vertexBuffers);
+ }
+ else
+ {
+ for (int index = 0; index < Constants.TotalVertexBuffers; index++)
+ {
+ VertexBuffer vb = _vertexBuffers[index];
+
+ if (vb.Address == 0)
+ {
+ continue;
+ }
+
+ SynchronizeBufferRange(vb.Address, vb.Size);
+ }
+ }
+
+ if (_gpStorageBuffersDirty || _rebind)
+ {
+ _gpStorageBuffersDirty = false;
+
+ BindBuffers(_gpStorageBuffers, isStorage: true);
+ }
+ else
+ {
+ UpdateBuffers(_gpStorageBuffers);
+ }
+
+ if (_gpUniformBuffersDirty || _rebind)
+ {
+ _gpUniformBuffersDirty = false;
+
+ BindBuffers(_gpUniformBuffers, isStorage: false);
+ }
+ else
+ {
+ UpdateBuffers(_gpUniformBuffers);
+ }
+
+ _rebind = false;
+ }
+
+ private void BindBuffers(BuffersPerStage[] bindings, bool isStorage)
+ {
+ BindOrUpdateBuffers(bindings, bind: true, isStorage);
+ }
+
+ private void UpdateBuffers(BuffersPerStage[] bindings)
+ {
+ BindOrUpdateBuffers(bindings, bind: false);
+ }
+
+ private void BindOrUpdateBuffers(BuffersPerStage[] bindings, bool bind, bool isStorage = false)
+ {
+ for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
+ {
+ uint enableMask = bindings[(int)stage - 1].EnableMask;
+
+ if (enableMask == 0)
+ {
+ continue;
+ }
+
+ for (int index = 0; (enableMask >> index) != 0; index++)
+ {
+ if ((enableMask & (1u << index)) == 0)
+ {
+ continue;
+ }
+
+ BufferBounds bounds = bindings[(int)stage - 1].Buffers[index];
+
+ if (bounds.Address == 0)
+ {
+ continue;
+ }
+
+ if (bind)
+ {
+ BindBuffer(index, stage, bounds, isStorage);
+ }
+ else
+ {
+ SynchronizeBufferRange(bounds.Address, bounds.Size);
+ }
+ }
+ }
+ }
+
+ private void BindBuffer(int index, ShaderStage stage, BufferBounds bounds, bool isStorage)
+ {
+ BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
+
+ BufferRange[] buffers = new BufferRange[] { buffer };
+
+ if (isStorage)
+ {
+ _context.Renderer.GraphicsPipeline.BindStorageBuffers(index, stage, buffers);
+ }
+ else
+ {
+ _context.Renderer.GraphicsPipeline.BindUniformBuffers(index, stage, buffers);
+ }
+
+ if (!isStorage && index == 0)
+ {
+ // TODO: Improve
+ Span<byte> data = _context.PhysicalMemory.Read(bounds.Address + 0x110, 0x100);
+
+ Span<int> words = MemoryMarshal.Cast<byte, int>(data);
+
+ for (int offset = 0; offset < 0x40; offset += 4)
+ {
+ words[offset] &= 0x3f;
+ }
+
+ buffer = GetBufferRange(bounds.Address + 0x110, 0x100);
+
+ buffer.Buffer.SetData(buffer.Offset, data);
+ }
+ }
+
+ public void CopyBuffer(GpuVa srcVa, GpuVa dstVa, ulong size)
+ {
+ ulong srcAddress = TranslateAndCreateBuffer(srcVa.Pack(), size);
+ ulong dstAddress = TranslateAndCreateBuffer(dstVa.Pack(), size);
+
+ BufferRange srcBuffer = GetBufferRange(srcAddress, size);
+ BufferRange dstBuffer = GetBufferRange(dstAddress, size);
+
+ srcBuffer.Buffer.CopyTo(
+ dstBuffer.Buffer,
+ srcBuffer.Offset,
+ dstBuffer.Offset,
+ (int)size);
+ }
+
+ private BufferRange GetBufferRange(ulong address, ulong size)
+ {
+ Buffer buffer;
+
+ if (size != 0)
+ {
+ buffer = _buffers.FindFirstOverlap(address, size);
+
+ buffer.SynchronizeMemory(address, size);
+ }
+ else
+ {
+ buffer = _buffers.FindFirstOverlap(address, 1);
+ }
+
+ return buffer.GetRange(address, size);
+ }
+
+ private void SynchronizeBufferRange(ulong address, ulong size)
+ {
+ if (size != 0)
+ {
+ Buffer buffer = _buffers.FindFirstOverlap(address, size);
+
+ buffer.SynchronizeMemory(address, size);
+ }
+ }
+
+ public void InvalidateRange(ulong address, ulong size)
+ {
+ Buffer[] overlappingBuffers = _buffers.FindOverlaps(address, size);
+
+ foreach (Buffer buffer in overlappingBuffers)
+ {
+ buffer.Invalidate();
+ }
+ }
+ }
+} \ No newline at end of file