aboutsummaryrefslogtreecommitdiff
path: root/src/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs
blob: 1f02b9d7f12161464795698d0f0f82d1cad886cc (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
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
{
    /// <summary>
    /// Buffer manager.
    /// </summary>
    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<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];

                Buffers.AsSpan().Fill(new BufferBounds(new MultiRange(MemoryManager.PteUnmapped, 0UL)));
            }

            /// <summary>
            /// Sets the region of a buffer at a given slot.
            /// </summary>
            /// <param name="index">Buffer slot</param>
            /// <param name="range">Physical memory regions where the buffer is mapped</param>
            /// <param name="flags">Buffer usage flags</param>
            public void SetBounds(int index, MultiRange range, BufferUsageFlags flags = BufferUsageFlags.None)
            {
                Buffers[index] = new BufferBounds(range, 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;

            _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<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)
        {
            MultiRange range = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, gpuVa, size);

            _indexBuffer.Range = range;
            _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)
        {
            MultiRange range = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, gpuVa, size);

            _vertexBuffers[index].Range = range;
            _vertexBuffers[index].Stride = stride;
            _vertexBuffers[index].Divisor = divisor;

            _vertexBuffersDirty = true;

            if (!range.IsUnmapped)
            {
                _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)
        {
            MultiRange range = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateMultiBuffers(_channel.MemoryManager, gpuVa, size);

            _transformFeedbackBuffers[index] = new BufferBounds(range);
            _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 & ((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;
                }
            }
        }

        /// <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);

            MultiRange range = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateMultiBuffers(_channel.MemoryManager, gpuVa, size);

            _cpStorageBuffers.SetBounds(index, range, 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);

            MultiRange range = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateMultiBuffers(_channel.MemoryManager, gpuVa, size);

            if (!buffers.Buffers[index].Range.Equals(range))
            {
                _gpStorageBuffersDirty = true;
            }

            buffers.SetBounds(index, range, 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)
        {
            MultiRange range = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, gpuVa, size);

            _cpUniformBuffers.SetBounds(index, range);
        }

        /// <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)
        {
            MultiRange range = _channel.MemoryManager.Physical.BufferCache.TranslateAndCreateBuffer(_channel.MemoryManager, gpuVa, size);

            _gpUniformBuffers[stage].SetBounds(index, range);
            _gpUniformBuffersDirty = true;
        }

        /// <summary>
        /// Sets the number of vertices per instance on a instanced draw. Used for transform feedback emulation.
        /// </summary>
        /// <param name="vertexCount">Vertex count per instance</param>
        public void SetInstancedDrawVertexCount(int vertexCount)
        {
            if (!_context.Capabilities.SupportsTransformFeedback && HasTransformFeedbackOutputs)
            {
                _context.SupportBufferUpdater.SetTfeVertexCount(vertexCount);
                _context.SupportBufferUpdater.Commit();
            }
        }

        /// <summary>
        /// Forces transform feedback and storage buffers to be updated on the next draw.
        /// </summary>
        public void ForceTransformFeedbackAndStorageBuffersDirty()
        {
            _transformFeedbackBuffersDirty = true;
            _gpStorageBuffersDirty = 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].IsUnmapped)
                {
                    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].IsUnmapped)
                {
                    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].Range.GetSubRange(0).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].Range.GetSubRange(0).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();

            _context.SupportBufferUpdater.Commit();
        }

        /// <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.Range, 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, 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>
        /// <param name="indexed">True if the index buffer is in use</param>
        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);

                        _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<VertexBufferDescriptor> 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);

                    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<BufferRange> 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, write: true);
                    }

                    _context.Renderer.Pipeline.SetTransformFeedbackBuffers(tfbs);
                }
                else if (HasTransformFeedbackOutputs)
                {
                    Span<BufferAssignment> 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, 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();

            _rebind = false;

            _context.SupportBufferUpdater.Commit();
        }

        /// <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.IsUnmapped)
                    {
                        var isWrite = bounds.Flags.HasFlag(BufferUsageFlags.Write);
                        var range = isStorage
                            ? bufferCache.GetBufferRangeAligned(bounds.Range, isWrite)
                            : bufferCache.GetBufferRange(bounds.Range);

                        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.IsUnmapped)
                {
                    var isWrite = bounds.Flags.HasFlag(BufferUsageFlags.Write);
                    var range = isStorage
                        ? bufferCache.GetBufferRangeAligned(bounds.Range, isWrite)
                        : bufferCache.GetBufferRange(bounds.Range);

                    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[..count]);
            }
            else
            {
                _context.Renderer.Pipeline.SetUniformBuffers(ranges[..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.IsUnmapped)
                    {
                        continue;
                    }

                    _channel.MemoryManager.Physical.BufferCache.SynchronizeBufferRange(bounds.Range);
                }
            }
        }

        /// <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="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="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,
            MultiRange range,
            TextureBindingInfo bindingInfo,
            Format format,
            bool isImage)
        {
            _channel.MemoryManager.Physical.BufferCache.CreateBuffer(range);

            _bufferTextures.Add(new BufferTextureBinding(stage, texture, range, 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;
        }
    }
}