Use explicit buffer and texture bindings on shaders (#1666)

* Use explicit buffer and texture bindings on shaders

* More XML docs and other nits
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gdkchan 2020-11-08 08:10:00 -03:00 committed by GitHub
parent 5561a3b95e
commit 8d168574eb
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20 changed files with 496 additions and 551 deletions

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@ -4,6 +4,8 @@ using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Shader;
using Ryujinx.Memory.Range;
using System;
using System.Collections.ObjectModel;
using System.Linq;
namespace Ryujinx.Graphics.Gpu.Memory
{
@ -12,6 +14,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// </summary>
class BufferManager
{
private const int StackToHeapThreshold = 16;
private const int OverlapsBufferInitialCapacity = 10;
private const int OverlapsBufferMaxCapacity = 10000;
@ -28,21 +32,61 @@ namespace Ryujinx.Graphics.Gpu.Memory
private VertexBuffer[] _vertexBuffers;
private BufferBounds[] _transformFeedbackBuffers;
/// <summary>
/// Holds shader stage buffer state and binding information.
/// </summary>
private class BuffersPerStage
{
public uint EnableMask { get; set; }
/// <summary>
/// Shader buffer binding information.
/// </summary>
public BufferDescriptor[] Bindings { get; }
/// <summary>
/// Buffer regions.
/// </summary>
public BufferBounds[] Buffers { 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];
}
public void Bind(int index, ulong address, ulong size)
/// <summary>
/// Sets the region of a buffer at a given slot.
/// </summary>
/// <param name="index">Buffer slot</param>
/// <param name="address">Region virtual address</param>
/// <param name="size">Region size in bytes</param>
public void SetBounds(int index, ulong address, ulong size)
{
Buffers[index].Address = address;
Buffers[index].Size = size;
Buffers[index] = new BufferBounds(address, size);
}
/// <summary>
/// Sets shader buffer binding information.
/// </summary>
/// <param name="descriptors">Buffer binding information</param>
public void SetBindings(ReadOnlyCollection<BufferDescriptor> descriptors)
{
if (descriptors == null)
{
Count = 0;
return;
}
descriptors.CopyTo(Bindings, 0);
Count = descriptors.Count;
}
}
@ -51,6 +95,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
private BuffersPerStage[] _gpStorageBuffers;
private BuffersPerStage[] _gpUniformBuffers;
private int _cpStorageBufferBindings;
private int _cpUniformBufferBindings;
private int _gpStorageBufferBindings;
private int _gpUniformBufferBindings;
private bool _gpStorageBuffersDirty;
private bool _gpUniformBuffersDirty;
@ -159,9 +208,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
{
ulong address = TranslateAndCreateBuffer(gpuVa, size);
_transformFeedbackBuffers[index].Address = address;
_transformFeedbackBuffers[index].Size = size;
_transformFeedbackBuffers[index] = new BufferBounds(address, size);
_transformFeedbackBuffersDirty = true;
}
@ -180,7 +227,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
ulong address = TranslateAndCreateBuffer(gpuVa, size);
_cpStorageBuffers.Bind(index, address, size);
_cpStorageBuffers.SetBounds(index, address, size);
}
/// <summary>
@ -205,7 +252,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
_gpStorageBuffersDirty = true;
}
_gpStorageBuffers[stage].Bind(index, address, size);
_gpStorageBuffers[stage].SetBounds(index, address, size);
}
/// <summary>
@ -219,7 +266,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
{
ulong address = TranslateAndCreateBuffer(gpuVa, size);
_cpUniformBuffers.Bind(index, address, size);
_cpUniformBuffers.SetBounds(index, address, size);
}
/// <summary>
@ -234,42 +281,69 @@ namespace Ryujinx.Graphics.Gpu.Memory
{
ulong address = TranslateAndCreateBuffer(gpuVa, size);
_gpUniformBuffers[stage].Bind(index, address, size);
_gpUniformBuffers[stage].SetBounds(index, address, size);
_gpUniformBuffersDirty = true;
}
/// <summary>
/// Sets the enabled storage buffers mask on the compute pipeline.
/// Each bit set on the mask indicates that the respective buffer index is enabled.
/// Sets the binding points for the storage buffers bound on the compute pipeline.
/// </summary>
/// <param name="mask">Buffer enable mask</param>
public void SetComputeStorageBufferEnableMask(uint mask)
/// <param name="descriptors">Buffer descriptors with the binding point values</param>
public void SetComputeStorageBufferBindings(ReadOnlyCollection<BufferDescriptor> descriptors)
{
_cpStorageBuffers.EnableMask = mask;
_cpStorageBuffers.SetBindings(descriptors);
_cpStorageBufferBindings = descriptors.Count != 0 ? descriptors.Max(x => x.Binding) + 1 : 0;
}
/// <summary>
/// Sets the enabled storage buffers mask on the graphics pipeline.
/// Each bit set on the mask indicates that the respective buffer index is enabled.
/// Sets the binding points for the storage buffers bound on the graphics pipeline.
/// </summary>
/// <param name="stage">Index of the shader stage</param>
/// <param name="mask">Buffer enable mask</param>
public void SetGraphicsStorageBufferEnableMask(int stage, uint mask)
/// <param name="descriptors">Buffer descriptors with the binding point values</param>
public void SetGraphicsStorageBufferBindings(int stage, ReadOnlyCollection<BufferDescriptor> descriptors)
{
_gpStorageBuffers[stage].EnableMask = mask;
_gpStorageBuffers[stage].SetBindings(descriptors);
_gpStorageBuffersDirty = true;
}
/// <summary>
/// Sets the enabled uniform buffers mask on the compute pipeline.
/// Sets the total number of storage buffer bindings used.
/// </summary>
/// <param name="count">Number of storage buffer bindings used</param>
public void SetGraphicsStorageBufferBindingsCount(int count)
{
_gpStorageBufferBindings = count;
}
/// <summary>
/// Sets the binding points for the uniform buffers bound on the compute pipeline.
/// </summary>
/// <param name="descriptors">Buffer descriptors with the binding point values</param>
public void SetComputeUniformBufferBindings(ReadOnlyCollection<BufferDescriptor> descriptors)
{
_cpUniformBuffers.SetBindings(descriptors);
_cpUniformBufferBindings = descriptors.Count != 0 ? descriptors.Max(x => x.Binding) + 1 : 0;
}
/// <summary>
/// Sets the enabled uniform buffers mask on the graphics pipeline.
/// Each bit set on the mask indicates that the respective buffer index is enabled.
/// </summary>
/// <param name="mask">Buffer enable mask</param>
public void SetComputeUniformBufferEnableMask(uint mask)
/// <param name="stage">Index of the shader stage</param>
/// <param name="descriptors">Buffer descriptors with the binding point values</param>
public void SetGraphicsUniformBufferBindings(int stage, ReadOnlyCollection<BufferDescriptor> descriptors)
{
_cpUniformBuffers.EnableMask = mask;
_gpUniformBuffers[stage].SetBindings(descriptors);
_gpUniformBuffersDirty = true;
}
/// <summary>
/// Sets the total number of uniform buffer bindings used.
/// </summary>
/// <param name="count">Number of uniform buffer bindings used</param>
public void SetGraphicsUniformBufferBindingsCount(int count)
{
_gpUniformBufferBindings = count;
}
/// <summary>
@ -291,19 +365,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
return mask;
}
/// <summary>
/// Sets the enabled uniform buffers mask on the graphics pipeline.
/// Each bit set on the mask indicates that the respective buffer index is enabled.
/// </summary>
/// <param name="stage">Index of the shader stage</param>
/// <param name="mask">Buffer enable mask</param>
public void SetGraphicsUniformBufferEnableMask(int stage, uint mask)
{
_gpUniformBuffers[stage].EnableMask = mask;
_gpUniformBuffersDirty = true;
}
/// <summary>
/// Gets a bit mask indicating which graphics uniform buffers are currently bound.
/// </summary>
@ -476,48 +537,42 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// </summary>
public void CommitComputeBindings()
{
uint enableMask = _cpStorageBuffers.EnableMask;
int sCount = _cpStorageBufferBindings;
for (int index = 0; (enableMask >> index) != 0; index++)
Span<BufferRange> sRanges = sCount < StackToHeapThreshold ? stackalloc BufferRange[sCount] : new BufferRange[sCount];
for (int index = 0; index < _cpStorageBuffers.Count; index++)
{
if ((enableMask & (1u << index)) == 0)
ref var bindingInfo = ref _cpStorageBuffers.Bindings[index];
BufferBounds bounds = _cpStorageBuffers.Buffers[bindingInfo.Slot];
if (bounds.Address != 0)
{
continue;
sRanges[bindingInfo.Binding] = GetBufferRange(bounds.Address, bounds.Size);
}
BufferBounds bounds = _cpStorageBuffers.Buffers[index];
if (bounds.Address == 0)
{
continue;
}
BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
_context.Renderer.Pipeline.SetStorageBuffer(index, ShaderStage.Compute, buffer);
}
enableMask = _cpUniformBuffers.EnableMask;
_context.Renderer.Pipeline.SetStorageBuffers(sRanges);
for (int index = 0; (enableMask >> index) != 0; index++)
int uCount = _cpUniformBufferBindings;
Span<BufferRange> uRanges = uCount < StackToHeapThreshold ? stackalloc BufferRange[uCount] : new BufferRange[uCount];
for (int index = 0; index < _cpUniformBuffers.Count; index++)
{
if ((enableMask & (1u << index)) == 0)
ref var bindingInfo = ref _cpUniformBuffers.Bindings[index];
BufferBounds bounds = _cpUniformBuffers.Buffers[bindingInfo.Slot];
if (bounds.Address != 0)
{
continue;
uRanges[bindingInfo.Binding] = GetBufferRange(bounds.Address, bounds.Size);
}
BufferBounds bounds = _cpUniformBuffers.Buffers[index];
if (bounds.Address == 0)
{
continue;
}
BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
_context.Renderer.Pipeline.SetUniformBuffer(index, ShaderStage.Compute, buffer);
}
_context.Renderer.Pipeline.SetUniformBuffers(uRanges);
// Force rebind after doing compute work.
_rebind = true;
}
@ -651,7 +706,35 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffers</param>
private void BindBuffers(BuffersPerStage[] bindings, bool isStorage)
{
BindOrUpdateBuffers(bindings, bind: true, isStorage);
int count = isStorage ? _gpStorageBufferBindings : _gpUniformBufferBindings;
Span<BufferRange> ranges = count < StackToHeapThreshold ? stackalloc BufferRange[count] : new BufferRange[count];
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.Address != 0)
{
ranges[bindingInfo.Binding] = GetBufferRange(bounds.Address, bounds.Size);
}
}
}
if (isStorage)
{
_context.Renderer.Pipeline.SetStorageBuffers(ranges);
}
else
{
_context.Renderer.Pipeline.SetUniformBuffers(ranges);
}
}
/// <summary>
@ -659,74 +742,27 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// </summary>
/// <param name="bindings">Bindings to update</param>
private void UpdateBuffers(BuffersPerStage[] bindings)
{
BindOrUpdateBuffers(bindings, bind: false);
}
/// <summary>
/// This binds buffers into the host API, or updates data for already bound buffers.
/// </summary>
/// <param name="bindings">Bindings to bind or update</param>
/// <param name="bind">True to bind, false to update</param>
/// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffer</param>
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;
ref var buffers = ref bindings[(int)stage - 1];
if (enableMask == 0)
for (int index = 0; index < buffers.Count; index++)
{
continue;
}
ref var binding = ref buffers.Bindings[index];
for (int index = 0; (enableMask >> index) != 0; index++)
{
if ((enableMask & (1u << index)) == 0)
{
continue;
}
BufferBounds bounds = bindings[(int)stage - 1].Buffers[index];
BufferBounds bounds = buffers.Buffers[binding.Slot];
if (bounds.Address == 0)
{
continue;
}
if (bind)
{
BindBuffer(index, stage, bounds, isStorage);
}
else
{
SynchronizeBufferRange(bounds.Address, bounds.Size);
}
SynchronizeBufferRange(bounds.Address, bounds.Size);
}
}
}
/// <summary>
/// Binds a buffer on the host API.
/// </summary>
/// <param name="index">Index to bind the buffer into</param>
/// <param name="stage">Shader stage to bind the buffer into</param>
/// <param name="bounds">Buffer address and size</param>
/// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffer</param>
private void BindBuffer(int index, ShaderStage stage, BufferBounds bounds, bool isStorage)
{
BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
if (isStorage)
{
_context.Renderer.Pipeline.SetStorageBuffer(index, stage, buffer);
}
else
{
_context.Renderer.Pipeline.SetUniformBuffer(index, stage, buffer);
}
}
/// <summary>
/// Sets the buffer storage of a buffer texture.
/// </summary>