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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5561a3b95e
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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;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Memory.Range;
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using System;
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using System.Collections.ObjectModel;
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using System.Linq;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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@ -12,6 +14,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// </summary>
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class BufferManager
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{
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private const int StackToHeapThreshold = 16;
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private const int OverlapsBufferInitialCapacity = 10;
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private const int OverlapsBufferMaxCapacity = 10000;
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@ -28,21 +32,61 @@ namespace Ryujinx.Graphics.Gpu.Memory
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private VertexBuffer[] _vertexBuffers;
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private BufferBounds[] _transformFeedbackBuffers;
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/// <summary>
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/// Holds shader stage buffer state and binding information.
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/// </summary>
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private class BuffersPerStage
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{
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public uint EnableMask { get; set; }
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/// <summary>
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/// Shader buffer binding information.
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/// </summary>
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public BufferDescriptor[] Bindings { get; }
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/// <summary>
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/// Buffer regions.
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/// </summary>
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public BufferBounds[] Buffers { get; }
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/// <summary>
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/// Total amount of buffers used on the shader.
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/// </summary>
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public int Count { get; private set; }
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/// <summary>
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/// Creates a new instance of the shader stage buffer information.
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/// </summary>
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/// <param name="count">Maximum amount of buffers that the shader stage can use</param>
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public BuffersPerStage(int count)
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{
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Bindings = new BufferDescriptor[count];
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Buffers = new BufferBounds[count];
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}
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public void Bind(int index, ulong address, ulong size)
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/// <summary>
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/// Sets the region of a buffer at a given slot.
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/// </summary>
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/// <param name="index">Buffer slot</param>
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/// <param name="address">Region virtual address</param>
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/// <param name="size">Region size in bytes</param>
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public void SetBounds(int index, ulong address, ulong size)
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{
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Buffers[index].Address = address;
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Buffers[index].Size = size;
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Buffers[index] = new BufferBounds(address, size);
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}
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/// <summary>
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/// Sets shader buffer binding information.
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/// </summary>
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/// <param name="descriptors">Buffer binding information</param>
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public void SetBindings(ReadOnlyCollection<BufferDescriptor> descriptors)
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{
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if (descriptors == null)
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{
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Count = 0;
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return;
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}
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descriptors.CopyTo(Bindings, 0);
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Count = descriptors.Count;
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}
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}
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@ -51,6 +95,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
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private BuffersPerStage[] _gpStorageBuffers;
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private BuffersPerStage[] _gpUniformBuffers;
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private int _cpStorageBufferBindings;
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private int _cpUniformBufferBindings;
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private int _gpStorageBufferBindings;
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private int _gpUniformBufferBindings;
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private bool _gpStorageBuffersDirty;
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private bool _gpUniformBuffersDirty;
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@ -159,9 +208,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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{
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ulong address = TranslateAndCreateBuffer(gpuVa, size);
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_transformFeedbackBuffers[index].Address = address;
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_transformFeedbackBuffers[index].Size = size;
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_transformFeedbackBuffers[index] = new BufferBounds(address, size);
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_transformFeedbackBuffersDirty = true;
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}
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@ -180,7 +227,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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ulong address = TranslateAndCreateBuffer(gpuVa, size);
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_cpStorageBuffers.Bind(index, address, size);
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_cpStorageBuffers.SetBounds(index, address, size);
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}
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/// <summary>
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@ -205,7 +252,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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_gpStorageBuffersDirty = true;
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}
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_gpStorageBuffers[stage].Bind(index, address, size);
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_gpStorageBuffers[stage].SetBounds(index, address, size);
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}
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/// <summary>
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@ -219,7 +266,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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{
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ulong address = TranslateAndCreateBuffer(gpuVa, size);
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_cpUniformBuffers.Bind(index, address, size);
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_cpUniformBuffers.SetBounds(index, address, size);
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}
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/// <summary>
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@ -234,42 +281,69 @@ namespace Ryujinx.Graphics.Gpu.Memory
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{
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ulong address = TranslateAndCreateBuffer(gpuVa, size);
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_gpUniformBuffers[stage].Bind(index, address, size);
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_gpUniformBuffers[stage].SetBounds(index, address, size);
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_gpUniformBuffersDirty = true;
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}
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/// <summary>
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/// Sets the enabled storage buffers mask on the compute pipeline.
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/// Each bit set on the mask indicates that the respective buffer index is enabled.
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/// Sets the binding points for the storage buffers bound on the compute pipeline.
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/// </summary>
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/// <param name="mask">Buffer enable mask</param>
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public void SetComputeStorageBufferEnableMask(uint mask)
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/// <param name="descriptors">Buffer descriptors with the binding point values</param>
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public void SetComputeStorageBufferBindings(ReadOnlyCollection<BufferDescriptor> descriptors)
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{
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_cpStorageBuffers.EnableMask = mask;
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_cpStorageBuffers.SetBindings(descriptors);
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_cpStorageBufferBindings = descriptors.Count != 0 ? descriptors.Max(x => x.Binding) + 1 : 0;
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}
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/// <summary>
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/// Sets the enabled storage buffers mask on the graphics pipeline.
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/// Each bit set on the mask indicates that the respective buffer index is enabled.
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/// Sets the binding points for the storage buffers bound on the graphics pipeline.
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/// </summary>
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/// <param name="stage">Index of the shader stage</param>
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/// <param name="mask">Buffer enable mask</param>
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public void SetGraphicsStorageBufferEnableMask(int stage, uint mask)
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/// <param name="descriptors">Buffer descriptors with the binding point values</param>
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public void SetGraphicsStorageBufferBindings(int stage, ReadOnlyCollection<BufferDescriptor> descriptors)
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{
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_gpStorageBuffers[stage].EnableMask = mask;
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_gpStorageBuffers[stage].SetBindings(descriptors);
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_gpStorageBuffersDirty = true;
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}
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/// <summary>
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/// Sets the enabled uniform buffers mask on the compute pipeline.
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/// Sets the total number of storage buffer bindings used.
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/// </summary>
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/// <param name="count">Number of storage buffer bindings used</param>
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public void SetGraphicsStorageBufferBindingsCount(int count)
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{
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_gpStorageBufferBindings = count;
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}
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/// <summary>
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/// Sets the binding points for the uniform buffers bound on the compute pipeline.
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/// </summary>
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/// <param name="descriptors">Buffer descriptors with the binding point values</param>
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public void SetComputeUniformBufferBindings(ReadOnlyCollection<BufferDescriptor> descriptors)
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{
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_cpUniformBuffers.SetBindings(descriptors);
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_cpUniformBufferBindings = descriptors.Count != 0 ? descriptors.Max(x => x.Binding) + 1 : 0;
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}
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/// <summary>
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/// Sets the enabled uniform buffers mask on the graphics pipeline.
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/// Each bit set on the mask indicates that the respective buffer index is enabled.
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/// </summary>
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/// <param name="mask">Buffer enable mask</param>
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public void SetComputeUniformBufferEnableMask(uint mask)
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/// <param name="stage">Index of the shader stage</param>
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/// <param name="descriptors">Buffer descriptors with the binding point values</param>
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public void SetGraphicsUniformBufferBindings(int stage, ReadOnlyCollection<BufferDescriptor> descriptors)
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{
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_cpUniformBuffers.EnableMask = mask;
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_gpUniformBuffers[stage].SetBindings(descriptors);
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_gpUniformBuffersDirty = true;
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}
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/// <summary>
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/// Sets the total number of uniform buffer bindings used.
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/// </summary>
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/// <param name="count">Number of uniform buffer bindings used</param>
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public void SetGraphicsUniformBufferBindingsCount(int count)
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{
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_gpUniformBufferBindings = count;
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}
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/// <summary>
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@ -291,19 +365,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
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return mask;
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}
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/// <summary>
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/// Sets the enabled uniform buffers mask on the graphics pipeline.
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/// Each bit set on the mask indicates that the respective buffer index is enabled.
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/// </summary>
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/// <param name="stage">Index of the shader stage</param>
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/// <param name="mask">Buffer enable mask</param>
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public void SetGraphicsUniformBufferEnableMask(int stage, uint mask)
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{
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_gpUniformBuffers[stage].EnableMask = mask;
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_gpUniformBuffersDirty = true;
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}
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/// <summary>
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/// Gets a bit mask indicating which graphics uniform buffers are currently bound.
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/// </summary>
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@ -476,48 +537,42 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// </summary>
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public void CommitComputeBindings()
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{
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uint enableMask = _cpStorageBuffers.EnableMask;
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int sCount = _cpStorageBufferBindings;
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for (int index = 0; (enableMask >> index) != 0; index++)
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Span<BufferRange> sRanges = sCount < StackToHeapThreshold ? stackalloc BufferRange[sCount] : new BufferRange[sCount];
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for (int index = 0; index < _cpStorageBuffers.Count; index++)
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{
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if ((enableMask & (1u << index)) == 0)
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ref var bindingInfo = ref _cpStorageBuffers.Bindings[index];
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BufferBounds bounds = _cpStorageBuffers.Buffers[bindingInfo.Slot];
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if (bounds.Address != 0)
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{
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continue;
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sRanges[bindingInfo.Binding] = GetBufferRange(bounds.Address, bounds.Size);
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}
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BufferBounds bounds = _cpStorageBuffers.Buffers[index];
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if (bounds.Address == 0)
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{
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continue;
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}
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BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
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_context.Renderer.Pipeline.SetStorageBuffer(index, ShaderStage.Compute, buffer);
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}
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enableMask = _cpUniformBuffers.EnableMask;
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_context.Renderer.Pipeline.SetStorageBuffers(sRanges);
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for (int index = 0; (enableMask >> index) != 0; index++)
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int uCount = _cpUniformBufferBindings;
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Span<BufferRange> uRanges = uCount < StackToHeapThreshold ? stackalloc BufferRange[uCount] : new BufferRange[uCount];
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for (int index = 0; index < _cpUniformBuffers.Count; index++)
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{
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if ((enableMask & (1u << index)) == 0)
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ref var bindingInfo = ref _cpUniformBuffers.Bindings[index];
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BufferBounds bounds = _cpUniformBuffers.Buffers[bindingInfo.Slot];
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if (bounds.Address != 0)
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{
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continue;
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uRanges[bindingInfo.Binding] = GetBufferRange(bounds.Address, bounds.Size);
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}
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BufferBounds bounds = _cpUniformBuffers.Buffers[index];
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if (bounds.Address == 0)
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{
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continue;
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}
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BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
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_context.Renderer.Pipeline.SetUniformBuffer(index, ShaderStage.Compute, buffer);
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}
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_context.Renderer.Pipeline.SetUniformBuffers(uRanges);
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// Force rebind after doing compute work.
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_rebind = true;
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}
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@ -651,7 +706,35 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffers</param>
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private void BindBuffers(BuffersPerStage[] bindings, bool isStorage)
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{
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BindOrUpdateBuffers(bindings, bind: true, isStorage);
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int count = isStorage ? _gpStorageBufferBindings : _gpUniformBufferBindings;
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Span<BufferRange> ranges = count < StackToHeapThreshold ? stackalloc BufferRange[count] : new BufferRange[count];
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for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
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{
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ref var buffers = ref bindings[(int)stage - 1];
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for (int index = 0; index < buffers.Count; index++)
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{
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ref var bindingInfo = ref buffers.Bindings[index];
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BufferBounds bounds = buffers.Buffers[bindingInfo.Slot];
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if (bounds.Address != 0)
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{
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ranges[bindingInfo.Binding] = GetBufferRange(bounds.Address, bounds.Size);
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}
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}
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}
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if (isStorage)
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{
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_context.Renderer.Pipeline.SetStorageBuffers(ranges);
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}
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else
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{
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_context.Renderer.Pipeline.SetUniformBuffers(ranges);
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}
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}
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/// <summary>
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@ -659,74 +742,27 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// </summary>
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/// <param name="bindings">Bindings to update</param>
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private void UpdateBuffers(BuffersPerStage[] bindings)
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{
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BindOrUpdateBuffers(bindings, bind: false);
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}
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/// <summary>
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/// This binds buffers into the host API, or updates data for already bound buffers.
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/// </summary>
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/// <param name="bindings">Bindings to bind or update</param>
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/// <param name="bind">True to bind, false to update</param>
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/// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffer</param>
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private void BindOrUpdateBuffers(BuffersPerStage[] bindings, bool bind, bool isStorage = false)
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{
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for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
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{
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uint enableMask = bindings[(int)stage - 1].EnableMask;
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ref var buffers = ref bindings[(int)stage - 1];
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if (enableMask == 0)
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for (int index = 0; index < buffers.Count; index++)
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{
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continue;
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}
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ref var binding = ref buffers.Bindings[index];
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for (int index = 0; (enableMask >> index) != 0; index++)
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{
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if ((enableMask & (1u << index)) == 0)
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{
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continue;
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}
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BufferBounds bounds = bindings[(int)stage - 1].Buffers[index];
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BufferBounds bounds = buffers.Buffers[binding.Slot];
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if (bounds.Address == 0)
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{
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continue;
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}
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if (bind)
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{
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BindBuffer(index, stage, bounds, isStorage);
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}
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else
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{
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SynchronizeBufferRange(bounds.Address, bounds.Size);
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}
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SynchronizeBufferRange(bounds.Address, bounds.Size);
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}
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}
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}
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/// <summary>
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/// Binds a buffer on the host API.
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/// </summary>
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/// <param name="index">Index to bind the buffer into</param>
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/// <param name="stage">Shader stage to bind the buffer into</param>
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/// <param name="bounds">Buffer address and size</param>
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/// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffer</param>
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private void BindBuffer(int index, ShaderStage stage, BufferBounds bounds, bool isStorage)
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{
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BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
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if (isStorage)
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{
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_context.Renderer.Pipeline.SetStorageBuffer(index, stage, buffer);
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}
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else
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{
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_context.Renderer.Pipeline.SetUniformBuffer(index, stage, buffer);
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}
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}
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/// <summary>
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/// Sets the buffer storage of a buffer texture.
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/// </summary>
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