Add XML documentation to Ryujinx.Graphics.Gpu.Image
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24 changed files with 1133 additions and 61 deletions
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@ -6,6 +6,9 @@ using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Texture bindings manager.
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/// </summary>
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class TextureBindingsManager
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{
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private GpuContext _context;
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@ -37,6 +40,12 @@ namespace Ryujinx.Graphics.Gpu.Image
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private bool _rebind;
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/// <summary>
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/// Constructs a new instance of the texture bindings manager.
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/// </summary>
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/// <param name="context">The GPU context that the texture bindings manager belongs to</param>
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/// <param name="texturePoolCache">Texture pools cache used to get texture pools from</param>
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/// <param name="isCompute">True if the bindings manager is used for the compute engine</param>
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public TextureBindingsManager(GpuContext context, TexturePoolCache texturePoolCache, bool isCompute)
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{
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_context = context;
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@ -52,6 +61,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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_imageState = new TextureStatePerStage[stages][];
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}
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/// <summary>
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/// Binds textures for a given shader stage.
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/// </summary>
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/// <param name="stage">Shader stage number, or 0 for compute shaders</param>
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/// <param name="bindings">Texture bindings</param>
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public void SetTextures(int stage, TextureBindingInfo[] bindings)
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{
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_textureBindings[stage] = bindings;
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@ -59,6 +73,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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_textureState[stage] = new TextureStatePerStage[bindings.Length];
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}
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/// <summary>
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/// Binds images for a given shader stage.
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/// </summary>
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/// <param name="stage">Shader stage number, or 0 for compute shaders</param>
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/// <param name="bindings">Image bindings</param>
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public void SetImages(int stage, TextureBindingInfo[] bindings)
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{
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_imageBindings[stage] = bindings;
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@ -66,11 +85,22 @@ namespace Ryujinx.Graphics.Gpu.Image
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_imageState[stage] = new TextureStatePerStage[bindings.Length];
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}
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/// <summary>
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/// Sets the textures constant buffer index.
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/// The constant buffer specified holds the texture handles.
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/// </summary>
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/// <param name="index">Constant buffer index</param>
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public void SetTextureBufferIndex(int index)
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{
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_textureBufferIndex = index;
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}
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/// <summary>
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/// Sets the current texture sampler pool to be used.
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/// </summary>
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/// <param name="gpuVa">Start GPU virtual address of the pool</param>
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/// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
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/// <param name="samplerIndex">Type of the sampler pool indexing used for bound samplers</param>
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public void SetSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
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{
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ulong address = _context.MemoryManager.Translate(gpuVa);
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@ -90,6 +120,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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_samplerIndex = samplerIndex;
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}
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/// <summary>
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/// Sets the current texture pool to be used.
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/// </summary>
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/// <param name="gpuVa">Start GPU virtual address of the pool</param>
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/// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
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public void SetTexturePool(ulong gpuVa, int maximumId)
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{
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ulong address = _context.MemoryManager.Translate(gpuVa);
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@ -98,6 +133,10 @@ namespace Ryujinx.Graphics.Gpu.Image
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_texturePoolMaximumId = maximumId;
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}
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/// <summary>
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/// Ensures that the bindings are visible to the host GPU.
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/// This actually performs the binding using the host graphics API.
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/// </summary>
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public void CommitBindings()
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{
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TexturePool texturePool = _texturePoolCache.FindOrCreate(
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@ -123,6 +162,13 @@ namespace Ryujinx.Graphics.Gpu.Image
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_rebind = false;
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}
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/// <summary>
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/// Ensures that the texture bindings are visible to the host GPU.
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/// This actually performs the binding using the host graphics API.
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/// </summary>
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/// <param name="pool">The current texture pool</param>
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/// <param name="stage">The shader stage using the textures to be bound</param>
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/// <param name="stageIndex">The stage number of the specified shader stage</param>
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private void CommitTextureBindings(TexturePool pool, ShaderStage stage, int stageIndex)
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{
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if (_textureBindings[stageIndex] == null)
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@ -194,6 +240,13 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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}
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/// <summary>
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/// Ensures that the image bindings are visible to the host GPU.
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/// This actually performs the binding using the host graphics API.
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/// </summary>
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/// <param name="pool">The current texture pool</param>
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/// <param name="stage">The shader stage using the textures to be bound</param>
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/// <param name="stageIndex">The stage number of the specified shader stage</param>
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private void CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex)
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{
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if (_imageBindings[stageIndex] == null)
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@ -222,6 +275,13 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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}
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/// <summary>
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/// Gets the texture descriptor for a given texture handle.
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/// </summary>
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/// <param name="state">The current GPU state</param>
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/// <param name="stageIndex">The stage number where the texture is bound</param>
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/// <param name="handle">The texture handle</param>
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/// <returns>The texture descriptor for the specified texture</returns>
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public TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int handle)
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{
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int packedId = ReadPackedId(stageIndex, handle);
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@ -237,7 +297,14 @@ namespace Ryujinx.Graphics.Gpu.Image
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return texturePool.GetDescriptor(textureId);
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}
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private int ReadPackedId(int stage, int wordOffset)
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/// <summary>
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/// Reads a packed texture and sampler ID (basically, the real texture handle)
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/// from the texture constant buffer.
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/// </summary>
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/// <param name="stageIndex">The number of the shader stage where the texture is bound</param>
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/// <param name="wordOffset">A word offset of the handle on the buffer (the "fake" shader handle)</param>
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/// <returns>The packed texture and sampler ID (the real texture handle)</returns>
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private int ReadPackedId(int stageIndex, int wordOffset)
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{
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ulong address;
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@ -249,7 +316,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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else
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{
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address = bufferManager.GetGraphicsUniformBufferAddress(stage, _textureBufferIndex);
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address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, _textureBufferIndex);
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}
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address += (uint)wordOffset * 4;
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@ -257,16 +324,31 @@ namespace Ryujinx.Graphics.Gpu.Image
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return BitConverter.ToInt32(_context.PhysicalMemory.Read(address, 4));
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}
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/// <summary>
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/// Unpacks the texture ID from the real texture handle.
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/// </summary>
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/// <param name="packedId">The real texture handle</param>
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/// <returns>The texture ID</returns>
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private static int UnpackTextureId(int packedId)
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{
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return (packedId >> 0) & 0xfffff;
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}
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/// <summary>
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/// Unpacks the sampler ID from the real texture handle.
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/// </summary>
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/// <param name="packedId">The real texture handle</param>
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/// <returns>The sampler ID</returns>
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private static int UnpackSamplerId(int packedId)
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{
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return (packedId >> 20) & 0xfff;
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}
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/// <summary>
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/// Invalidates a range of memory on all GPU resource pools (both texture and sampler pools).
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/// </summary>
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/// <param name="address">Start address of the range to invalidate</param>
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/// <param name="size">Size of the range to invalidate</param>
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public void InvalidatePoolRange(ulong address, ulong size)
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{
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_samplerPool?.InvalidateRange(address, size);
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_texturePoolCache.InvalidateRange(address, size);
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}
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/// <summary>
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/// Force all bound textures and images to be rebound the next time CommitBindings is called.
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/// </summary>
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public void Rebind()
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{
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_rebind = true;
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