using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
///
/// Holds inline index buffer state.
/// The inline index buffer data is sent to the GPU through the command buffer.
///
struct IbStreamer
{
private const int BufferCapacity = 256; // Must be a power of 2.
private BufferHandle _inlineIndexBuffer;
private int _inlineIndexBufferSize;
private int _inlineIndexCount;
private uint[] _buffer;
#pragma warning disable IDE0051 // Remove unused private member
private readonly int _bufferOffset;
#pragma warning restore IDE0051
///
/// Indicates if any index buffer data has been pushed.
///
public readonly bool HasInlineIndexData => _inlineIndexCount != 0;
///
/// Total numbers of indices that have been pushed.
///
public readonly int InlineIndexCount => _inlineIndexCount;
///
/// Gets the handle for the host buffer currently holding the inline index buffer data.
///
/// Host buffer handle
public readonly BufferHandle GetInlineIndexBuffer()
{
return _inlineIndexBuffer;
}
///
/// Gets the number of elements on the current inline index buffer,
/// while also resetting it to zero for the next draw.
///
/// Host renderer
/// Inline index buffer count
public int GetAndResetInlineIndexCount(IRenderer renderer)
{
UpdateRemaining(renderer);
int temp = _inlineIndexCount;
_inlineIndexCount = 0;
return temp;
}
///
/// Pushes four 8-bit index buffer elements.
///
/// Host renderer
/// Method call argument
public void VbElementU8(IRenderer renderer, int argument)
{
byte i0 = (byte)argument;
byte i1 = (byte)(argument >> 8);
byte i2 = (byte)(argument >> 16);
byte i3 = (byte)(argument >> 24);
int offset = _inlineIndexCount;
PushData(renderer, offset, i0);
PushData(renderer, offset + 1, i1);
PushData(renderer, offset + 2, i2);
PushData(renderer, offset + 3, i3);
_inlineIndexCount += 4;
}
///
/// Pushes two 16-bit index buffer elements.
///
/// Host renderer
/// Method call argument
public void VbElementU16(IRenderer renderer, int argument)
{
ushort i0 = (ushort)argument;
ushort i1 = (ushort)(argument >> 16);
int offset = _inlineIndexCount;
PushData(renderer, offset, i0);
PushData(renderer, offset + 1, i1);
_inlineIndexCount += 2;
}
///
/// Pushes one 32-bit index buffer element.
///
/// Host renderer
/// Method call argument
public void VbElementU32(IRenderer renderer, int argument)
{
uint i0 = (uint)argument;
int offset = _inlineIndexCount++;
PushData(renderer, offset, i0);
}
///
/// Pushes a 32-bit value to the index buffer.
///
/// Host renderer
/// Offset where the data should be written, in 32-bit words
/// Index value to be written
private void PushData(IRenderer renderer, int offset, uint value)
{
_buffer ??= new uint[BufferCapacity];
// We upload data in chunks.
// If we are at the start of a chunk, then the buffer might be full,
// in that case we need to submit any existing data before overwriting the buffer.
int subOffset = offset & (BufferCapacity - 1);
if (subOffset == 0 && offset != 0)
{
int baseOffset = (offset - BufferCapacity) * sizeof(uint);
BufferHandle buffer = GetInlineIndexBuffer(renderer, baseOffset, BufferCapacity * sizeof(uint));
renderer.SetBufferData(buffer, baseOffset, MemoryMarshal.Cast(_buffer));
}
_buffer[subOffset] = value;
}
///
/// Makes sure that any pending data is submitted to the GPU before the index buffer is used.
///
/// Host renderer
private void UpdateRemaining(IRenderer renderer)
{
int offset = _inlineIndexCount;
if (offset == 0)
{
return;
}
int count = offset & (BufferCapacity - 1);
if (count == 0)
{
count = BufferCapacity;
}
int baseOffset = (offset - count) * sizeof(uint);
int length = count * sizeof(uint);
BufferHandle buffer = GetInlineIndexBuffer(renderer, baseOffset, length);
renderer.SetBufferData(buffer, baseOffset, MemoryMarshal.Cast(_buffer)[..length]);
}
///
/// Gets the handle of a buffer large enough to hold the data that will be written to .
///
/// Host renderer
/// Offset where the data will be written
/// Number of bytes that will be written
/// Buffer handle
private BufferHandle GetInlineIndexBuffer(IRenderer renderer, int offset, int length)
{
// Calculate a reasonable size for the buffer that can fit all the data,
// and that also won't require frequent resizes if we need to push more data.
int size = BitUtils.AlignUp(offset + length + 0x10, 0x200);
if (_inlineIndexBuffer == BufferHandle.Null)
{
_inlineIndexBuffer = renderer.CreateBuffer(size, BufferAccess.Stream);
_inlineIndexBufferSize = size;
}
else if (_inlineIndexBufferSize < size)
{
BufferHandle oldBuffer = _inlineIndexBuffer;
int oldSize = _inlineIndexBufferSize;
_inlineIndexBuffer = renderer.CreateBuffer(size, BufferAccess.Stream);
_inlineIndexBufferSize = size;
renderer.Pipeline.CopyBuffer(oldBuffer, _inlineIndexBuffer, 0, 0, oldSize);
renderer.DeleteBuffer(oldBuffer);
}
return _inlineIndexBuffer;
}
}
}