using Ryujinx.Common; using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Gpu.Image; using Ryujinx.Graphics.Gpu.Shader; using Ryujinx.Graphics.Shader; using Ryujinx.Memory.Range; using System; using System.Collections.Generic; using System.Runtime.CompilerServices; namespace Ryujinx.Graphics.Gpu.Memory { /// /// Buffer manager. /// class BufferManager { private readonly GpuContext _context; private readonly GpuChannel _channel; private int _unalignedStorageBuffers; public bool HasUnalignedStorageBuffers => _unalignedStorageBuffers > 0; public bool HasTransformFeedbackOutputs { get; set; } private IndexBuffer _indexBuffer; private readonly VertexBuffer[] _vertexBuffers; private readonly BufferBounds[] _transformFeedbackBuffers; private readonly List _bufferTextures; private readonly List> _bufferTextureArrays; private readonly List> _bufferImageArrays; private readonly BufferAssignment[] _ranges; /// /// Holds shader stage buffer state and binding information. /// private class BuffersPerStage { /// /// Shader buffer binding information. /// public BufferDescriptor[] Bindings { get; private set; } /// /// Buffer regions. /// public BufferBounds[] Buffers { get; } /// /// Flag indicating if this binding is unaligned. /// public bool[] Unaligned { get; } /// /// Total amount of buffers used on the shader. /// public int Count { get; private set; } /// /// Creates a new instance of the shader stage buffer information. /// /// Maximum amount of buffers that the shader stage can use public BuffersPerStage(int count) { Bindings = new BufferDescriptor[count]; Buffers = new BufferBounds[count]; Unaligned = new bool[count]; Buffers.AsSpan().Fill(new BufferBounds(new MultiRange(MemoryManager.PteUnmapped, 0UL))); } /// /// Sets the region of a buffer at a given slot. /// /// Buffer slot /// Physical memory regions where the buffer is mapped /// Buffer usage flags public void SetBounds(int index, MultiRange range, BufferUsageFlags flags = BufferUsageFlags.None) { Buffers[index] = new BufferBounds(range, flags); } /// /// Sets shader buffer binding information. /// /// Buffer binding information 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; /// /// Creates a new instance of the buffer manager. /// /// GPU context that the buffer manager belongs to /// GPU channel that the buffer manager belongs to public BufferManager(GpuContext context, GpuChannel channel) { _context = context; _channel = channel; _indexBuffer.Range = new MultiRange(MemoryManager.PteUnmapped, 0UL); _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(); _bufferTextureArrays = new List>(); _bufferImageArrays = new List>(); _ranges = new BufferAssignment[Constants.TotalGpUniformBuffers * Constants.ShaderStages]; } /// /// Sets the memory range with the index buffer data, to be used for subsequent draw calls. /// /// Start GPU virtual address of the index buffer /// Size, in bytes, of the index buffer /// Type of each index buffer element public void SetIndexBuffer(ulong gpuVa, ulong size, IndexType type) { MultiRange range = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, gpuVa, size, BufferStage.IndexBuffer); _indexBuffer.Range = range; _indexBuffer.Type = type; _indexBufferDirty = true; } /// /// Sets a new index buffer that overrides the one set on the call to . /// /// Buffer to be used as index buffer /// Type of each index buffer element public void SetIndexBuffer(BufferRange buffer, IndexType type) { _context.Renderer.Pipeline.SetIndexBuffer(buffer, type); _indexBufferDirty = true; } /// /// Sets the memory range with vertex buffer data, to be used for subsequent draw calls. /// /// Index of the vertex buffer (up to 16) /// GPU virtual address of the buffer /// Size in bytes of the buffer /// Stride of the buffer, defined as the number of bytes of each vertex /// Vertex divisor of the buffer, for instanced draws public void SetVertexBuffer(int index, ulong gpuVa, ulong size, int stride, int divisor) { MultiRange range = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, gpuVa, size, BufferStage.VertexBuffer); _vertexBuffers[index].Range = range; _vertexBuffers[index].Stride = stride; _vertexBuffers[index].Divisor = divisor; _vertexBuffersDirty = true; if (!range.IsUnmapped) { _vertexBuffersEnableMask |= 1u << index; } else { _vertexBuffersEnableMask &= ~(1u << index); } } /// /// Sets a transform feedback buffer on the graphics pipeline. /// The output from the vertex transformation stages are written into the feedback buffer. /// /// Index of the transform feedback buffer /// Start GPU virtual address of the buffer /// Size in bytes of the transform feedback buffer public void SetTransformFeedbackBuffer(int index, ulong gpuVa, ulong size) { MultiRange range = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateMultiBuffers(_channel.MemoryManager, gpuVa, size, BufferStage.TransformFeedback); _transformFeedbackBuffers[index] = new BufferBounds(range); _transformFeedbackBuffersDirty = true; } /// /// Records the alignment of a storage buffer. /// Unaligned storage buffers disable some optimizations on the shader. /// /// The binding list to modify /// Index of the storage buffer /// Start GPU virtual address of the buffer private void RecordStorageAlignment(BuffersPerStage buffers, int index, ulong gpuVa) { bool unaligned = (gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 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; } } } /// /// Sets a storage buffer on the compute pipeline. /// Storage buffers can be read and written to on shaders. /// /// Index of the storage buffer /// Start GPU virtual address of the buffer /// Size in bytes of the storage buffer /// Buffer usage flags 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(gpuVa, (ulong)_context.Capabilities.StorageBufferOffsetAlignment); MultiRange range = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateMultiBuffers(_channel.MemoryManager, gpuVa, size, BufferStageUtils.ComputeStorage(flags)); _cpStorageBuffers.SetBounds(index, range, flags); } /// /// Sets a storage buffer on the graphics pipeline. /// Storage buffers can be read and written to on shaders. /// /// Index of the shader stage /// Index of the storage buffer /// Start GPU virtual address of the buffer /// Size in bytes of the storage buffer /// Buffer usage flags 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(gpuVa, (ulong)_context.Capabilities.StorageBufferOffsetAlignment); MultiRange range = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateMultiBuffers(_channel.MemoryManager, gpuVa, size, BufferStageUtils.GraphicsStorage(stage, flags)); if (!buffers.Buffers[index].Range.Equals(range)) { _gpStorageBuffersDirty = true; } buffers.SetBounds(index, range, flags); } /// /// Sets a uniform buffer on the compute pipeline. /// Uniform buffers are read-only from shaders, and have a small capacity. /// /// Index of the uniform buffer /// Start GPU virtual address of the buffer /// Size in bytes of the storage buffer public void SetComputeUniformBuffer(int index, ulong gpuVa, ulong size) { MultiRange range = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, gpuVa, size, BufferStage.Compute); _cpUniformBuffers.SetBounds(index, range); } /// /// Sets a uniform buffer on the graphics pipeline. /// Uniform buffers are read-only from shaders, and have a small capacity. /// /// Index of the shader stage /// Index of the uniform buffer /// Start GPU virtual address of the buffer /// Size in bytes of the storage buffer public void SetGraphicsUniformBuffer(int stage, int index, ulong gpuVa, ulong size) { MultiRange range = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, gpuVa, size, BufferStageUtils.FromShaderStage(stage)); _gpUniformBuffers[stage].SetBounds(index, range); _gpUniformBuffersDirty = true; } /// /// Sets the number of vertices per instance on a instanced draw. Used for transform feedback emulation. /// /// Vertex count per instance public void SetInstancedDrawVertexCount(int vertexCount) { if (!_context.Capabilities.SupportsTransformFeedback && HasTransformFeedbackOutputs) { _context.SupportBufferUpdater.SetTfeVertexCount(vertexCount); _context.SupportBufferUpdater.Commit(); } } /// /// Forces transform feedback and storage buffers to be updated on the next draw. /// public void ForceTransformFeedbackAndStorageBuffersDirty() { _transformFeedbackBuffersDirty = true; _gpStorageBuffersDirty = true; } /// /// Sets the binding points for the storage buffers bound on the compute pipeline. /// /// Bindings for the active shader public void SetComputeBufferBindings(CachedShaderBindings bindings) { _cpStorageBuffers.SetBindings(bindings.StorageBufferBindings[0]); _cpUniformBuffers.SetBindings(bindings.ConstantBufferBindings[0]); } /// /// Sets the binding points for the storage buffers bound on the graphics pipeline. /// /// Bindings for the active shader 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; } /// /// Gets a bit mask indicating which compute uniform buffers are currently bound. /// /// Mask where each bit set indicates a bound constant buffer public uint GetComputeUniformBufferUseMask() { uint mask = 0; for (int i = 0; i < _cpUniformBuffers.Buffers.Length; i++) { if (!_cpUniformBuffers.Buffers[i].IsUnmapped) { mask |= 1u << i; } } return mask; } /// /// Gets a bit mask indicating which graphics uniform buffers are currently bound. /// /// Index of the shader stage /// Mask where each bit set indicates a bound constant buffer public uint GetGraphicsUniformBufferUseMask(int stage) { uint mask = 0; for (int i = 0; i < _gpUniformBuffers[stage].Buffers.Length; i++) { if (!_gpUniformBuffers[stage].Buffers[i].IsUnmapped) { mask |= 1u << i; } } return mask; } /// /// Gets the address of the compute uniform buffer currently bound at the given index. /// /// Index of the uniform buffer binding /// The uniform buffer address, or an undefined value if the buffer is not currently bound public ulong GetComputeUniformBufferAddress(int index) { return _cpUniformBuffers.Buffers[index].Range.GetSubRange(0).Address; } /// /// Gets the size of the compute uniform buffer currently bound at the given index. /// /// Index of the uniform buffer binding /// The uniform buffer size, or an undefined value if the buffer is not currently bound public int GetComputeUniformBufferSize(int index) { return (int)_cpUniformBuffers.Buffers[index].Range.GetSubRange(0).Size; } /// /// Gets the address of the graphics uniform buffer currently bound at the given index. /// /// Index of the shader stage /// Index of the uniform buffer binding /// The uniform buffer address, or an undefined value if the buffer is not currently bound public ulong GetGraphicsUniformBufferAddress(int stage, int index) { return _gpUniformBuffers[stage].Buffers[index].Range.GetSubRange(0).Address; } /// /// Gets the size of the graphics uniform buffer currently bound at the given index. /// /// Index of the shader stage /// Index of the uniform buffer binding /// The uniform buffer size, or an undefined value if the buffer is not currently bound public int GetGraphicsUniformBufferSize(int stage, int index) { return (int)_gpUniformBuffers[stage].Buffers[index].Range.GetSubRange(0).Size; } /// /// Gets the bounds of the uniform buffer currently bound at the given index. /// /// Indicates whenever the uniform is requested by the 3D or compute engine /// Index of the shader stage, if the uniform is for the 3D engine /// Index of the uniform buffer binding /// The uniform buffer bounds, or an undefined value if the buffer is not currently bound public ref BufferBounds GetUniformBufferBounds(bool isCompute, int stage, int index) { if (isCompute) { return ref _cpUniformBuffers.Buffers[index]; } else { return ref _gpUniformBuffers[stage].Buffers[index]; } } /// /// Ensures that the compute engine bindings are visible to the host GPU. /// Note: this actually performs the binding using the host graphics API. /// public void CommitComputeBindings() { var bufferCache = _channel.MemoryManager.Physical.BufferCache; BindBuffers(bufferCache, _cpStorageBuffers, isStorage: true); BindBuffers(bufferCache, _cpUniformBuffers, isStorage: false); CommitBufferTextureBindings(bufferCache); // Force rebind after doing compute work. Rebind(); _context.SupportBufferUpdater.Commit(); } /// /// Commit any queued buffer texture bindings. /// /// Buffer cache private void CommitBufferTextureBindings(BufferCache bufferCache) { if (_bufferTextures.Count > 0) { foreach (var binding in _bufferTextures) { var isStore = binding.BindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore); var range = bufferCache.GetBufferRange(binding.Range, BufferStageUtils.TextureBuffer(binding.Stage, binding.BindingInfo.Flags), 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.Stage, binding.BindingInfo.Binding, binding.Texture); } else { _context.Renderer.Pipeline.SetTextureAndSampler(binding.Stage, binding.BindingInfo.Binding, binding.Texture, null); } } _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, BufferStage.None); 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, BufferStage.None, isStore); binding.Texture.SetStorage(range); textureArray[0] = binding.Texture; binding.Array.SetImages(binding.Index, textureArray); } _bufferTextureArrays.Clear(); _bufferImageArrays.Clear(); } } /// /// Ensures that the graphics engine bindings are visible to the host GPU. /// Note: this actually performs the binding using the host graphics API. /// /// True if the index buffer is in use public void CommitGraphicsBindings(bool indexed) { var bufferCache = _channel.MemoryManager.Physical.BufferCache; if (indexed) { if (_indexBufferDirty || _rebind) { _indexBufferDirty = false; if (!_indexBuffer.Range.IsUnmapped) { BufferRange buffer = bufferCache.GetBufferRange(_indexBuffer.Range, BufferStage.IndexBuffer); _context.Renderer.Pipeline.SetIndexBuffer(buffer, _indexBuffer.Type); } } else if (!_indexBuffer.Range.IsUnmapped) { bufferCache.SynchronizeBufferRange(_indexBuffer.Range); } } else if (_rebind) { _indexBufferDirty = true; } uint vbEnableMask = _vertexBuffersEnableMask; if (_vertexBuffersDirty || _rebind) { _vertexBuffersDirty = false; Span vertexBuffers = stackalloc VertexBufferDescriptor[Constants.TotalVertexBuffers]; for (int index = 0; (vbEnableMask >> index) != 0; index++) { VertexBuffer vb = _vertexBuffers[index]; if (vb.Range.IsUnmapped) { continue; } BufferRange buffer = bufferCache.GetBufferRange(vb.Range, BufferStage.VertexBuffer); 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.Range.IsUnmapped) { continue; } bufferCache.SynchronizeBufferRange(vb.Range); } } if (_transformFeedbackBuffersDirty || _rebind) { _transformFeedbackBuffersDirty = false; if (_context.Capabilities.SupportsTransformFeedback) { Span tfbs = stackalloc BufferRange[Constants.TotalTransformFeedbackBuffers]; for (int index = 0; index < Constants.TotalTransformFeedbackBuffers; index++) { BufferBounds tfb = _transformFeedbackBuffers[index]; if (tfb.IsUnmapped) { tfbs[index] = BufferRange.Empty; continue; } tfbs[index] = bufferCache.GetBufferRange(tfb.Range, BufferStage.TransformFeedback, write: true); } _context.Renderer.Pipeline.SetTransformFeedbackBuffers(tfbs); } else if (HasTransformFeedbackOutputs) { Span buffers = stackalloc BufferAssignment[Constants.TotalTransformFeedbackBuffers]; int alignment = _context.Capabilities.StorageBufferOffsetAlignment; for (int index = 0; index < Constants.TotalTransformFeedbackBuffers; index++) { BufferBounds tfb = _transformFeedbackBuffers[index]; if (tfb.IsUnmapped) { buffers[index] = new BufferAssignment(index, BufferRange.Empty); } else { MultiRange range = tfb.Range; ulong address0 = range.GetSubRange(0).Address; ulong address = BitUtils.AlignDown(address0, (ulong)alignment); if (range.Count == 1) { range = new MultiRange(address, range.GetSubRange(0).Size + (address0 - address)); } else { MemoryRange[] subRanges = new MemoryRange[range.Count]; subRanges[0] = new MemoryRange(address, range.GetSubRange(0).Size + (address0 - address)); for (int i = 1; i < range.Count; i++) { subRanges[i] = range.GetSubRange(i); } range = new MultiRange(subRanges); } int tfeOffset = ((int)address0 & (alignment - 1)) / 4; _context.SupportBufferUpdater.SetTfeOffset(index, tfeOffset); buffers[index] = new BufferAssignment(index, bufferCache.GetBufferRange(range, BufferStage.TransformFeedback, write: true)); } } _context.Renderer.Pipeline.SetStorageBuffers(buffers); } } else { for (int index = 0; index < Constants.TotalTransformFeedbackBuffers; index++) { BufferBounds tfb = _transformFeedbackBuffers[index]; if (tfb.IsUnmapped) { continue; } bufferCache.SynchronizeBufferRange(tfb.Range); } } 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(bufferCache); _rebind = false; _context.SupportBufferUpdater.Commit(); } /// /// Bind respective buffer bindings on the host API. /// /// Buffer cache holding the buffers for the specified ranges /// Buffer memory ranges to bind /// True to bind as storage buffer, false to bind as uniform buffer [MethodImpl(MethodImplOptions.AggressiveInlining)] private void BindBuffers(BufferCache bufferCache, BuffersPerStage[] bindings, bool isStorage) { int rangesCount = 0; Span ranges = _ranges; for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++) { ref var buffers = ref bindings[(int)stage - 1]; BufferStage bufferStage = BufferStageUtils.FromShaderStage(stage); for (int index = 0; index < buffers.Count; index++) { ref var bindingInfo = ref buffers.Bindings[index]; BufferBounds bounds = buffers.Buffers[bindingInfo.Slot]; if (!bounds.IsUnmapped) { var isWrite = bounds.Flags.HasFlag(BufferUsageFlags.Write); var range = isStorage ? bufferCache.GetBufferRangeAligned(bounds.Range, bufferStage | BufferStageUtils.FromUsage(bounds.Flags), isWrite) : bufferCache.GetBufferRange(bounds.Range, bufferStage); ranges[rangesCount++] = new BufferAssignment(bindingInfo.Binding, range); } } } if (rangesCount != 0) { SetHostBuffers(ranges, rangesCount, isStorage); } } /// /// Bind respective buffer bindings on the host API. /// /// Buffer cache holding the buffers for the specified ranges /// Buffer memory ranges to bind /// True to bind as storage buffer, false to bind as uniform buffer [MethodImpl(MethodImplOptions.AggressiveInlining)] private void BindBuffers(BufferCache bufferCache, BuffersPerStage buffers, bool isStorage) { int rangesCount = 0; Span 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.IsUnmapped) { var isWrite = bounds.Flags.HasFlag(BufferUsageFlags.Write); var range = isStorage ? bufferCache.GetBufferRangeAligned(bounds.Range, BufferStageUtils.ComputeStorage(bounds.Flags), isWrite) : bufferCache.GetBufferRange(bounds.Range, BufferStage.Compute); ranges[rangesCount++] = new BufferAssignment(bindingInfo.Binding, range); } } if (rangesCount != 0) { SetHostBuffers(ranges, rangesCount, isStorage); } } /// /// Bind respective buffer bindings on the host API. /// /// Host buffers to bind, with their offsets and sizes /// First binding point /// Number of bindings /// Indicates if the buffers are storage or uniform buffers [MethodImpl(MethodImplOptions.AggressiveInlining)] private void SetHostBuffers(ReadOnlySpan ranges, int count, bool isStorage) { if (isStorage) { _context.Renderer.Pipeline.SetStorageBuffers(ranges[..count]); } else { _context.Renderer.Pipeline.SetUniformBuffers(ranges[..count]); } } /// /// Updates data for the already bound buffer bindings. /// /// Bindings to update 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.IsUnmapped) { continue; } _channel.MemoryManager.Physical.BufferCache.SynchronizeBufferRange(bounds.Range); } } } /// /// Sets the buffer storage of a buffer texture. This will be bound when the buffer manager commits bindings. /// /// Shader stage accessing the texture /// Buffer texture /// Physical ranges of memory where the buffer texture data is located /// Binding info for the buffer texture /// Format of the buffer texture /// Whether the binding is for an image or a sampler public void SetBufferTextureStorage( ShaderStage stage, ITexture texture, MultiRange range, TextureBindingInfo bindingInfo, bool isImage) { _channel.MemoryManager.Physical.BufferCache.CreateBuffer(range, BufferStageUtils.TextureBuffer(stage, bindingInfo.Flags)); _bufferTextures.Add(new BufferTextureBinding(stage, texture, range, bindingInfo, isImage)); } /// /// Sets the buffer storage of a buffer texture array element. This will be bound when the buffer manager commits bindings. /// /// Shader stage accessing the texture /// Texture array where the element will be inserted /// Buffer texture /// Physical ranges of memory where the buffer texture data is located /// Binding info for the buffer texture /// Index of the binding on the array /// Format of the buffer texture public void SetBufferTextureStorage( ShaderStage stage, ITextureArray array, ITexture texture, MultiRange range, TextureBindingInfo bindingInfo, int index) { _channel.MemoryManager.Physical.BufferCache.CreateBuffer(range, BufferStageUtils.TextureBuffer(stage, bindingInfo.Flags)); _bufferTextureArrays.Add(new BufferTextureArrayBinding(array, texture, range, bindingInfo, index)); } /// /// Sets the buffer storage of a buffer image array element. This will be bound when the buffer manager commits bindings. /// /// Shader stage accessing the texture /// Image array where the element will be inserted /// Buffer texture /// Physical ranges of memory where the buffer texture data is located /// Binding info for the buffer texture /// Index of the binding on the array /// Format of the buffer texture public void SetBufferTextureStorage( ShaderStage stage, IImageArray array, ITexture texture, MultiRange range, TextureBindingInfo bindingInfo, int index) { _channel.MemoryManager.Physical.BufferCache.CreateBuffer(range, BufferStageUtils.TextureBuffer(stage, bindingInfo.Flags)); _bufferImageArrays.Add(new BufferTextureArrayBinding(array, texture, range, bindingInfo, index)); } /// /// Force all bound textures and images to be rebound the next time CommitBindings is called. /// public void Rebind() { _rebind = true; } } }