Add XML documentation to Ryujinx.Graphics.Gpu.Memory

This commit is contained in:
gdkchan 2019-12-31 00:22:58 -03:00 committed by Thog
parent 80ff2eab29
commit e58b540c4e
11 changed files with 471 additions and 16 deletions

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@ -6,6 +6,9 @@ using System;
namespace Ryujinx.Graphics.Gpu.Memory
{
/// <summary>
/// Buffer manager.
/// </summary>
class BufferManager
{
private const int OverlapsBufferInitialCapacity = 10;
@ -56,6 +59,10 @@ namespace Ryujinx.Graphics.Gpu.Memory
private bool _rebind;
/// <summary>
/// Creates a new instance of the buffer manager.
/// </summary>
/// <param name="context">The GPU context that the buffer manager belongs to</param>
public BufferManager(GpuContext context)
{
_context = context;
@ -79,6 +86,12 @@ namespace Ryujinx.Graphics.Gpu.Memory
}
}
/// <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)
{
ulong address = TranslateAndCreateBuffer(gpuVa, size);
@ -90,6 +103,14 @@ namespace Ryujinx.Graphics.Gpu.Memory
_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)
{
ulong address = TranslateAndCreateBuffer(gpuVa, size);
@ -111,6 +132,13 @@ namespace Ryujinx.Graphics.Gpu.Memory
}
}
/// <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>
public void SetComputeStorageBuffer(int index, ulong gpuVa, ulong size)
{
size += gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1);
@ -122,6 +150,14 @@ namespace Ryujinx.Graphics.Gpu.Memory
_cpStorageBuffers.Bind(index, address, size);
}
/// <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>
public void SetGraphicsStorageBuffer(int stage, int index, ulong gpuVa, ulong size)
{
size += gpuVa & ((ulong)_context.Capabilities.StorageBufferOffsetAlignment - 1);
@ -139,6 +175,13 @@ namespace Ryujinx.Graphics.Gpu.Memory
_gpStorageBuffers[stage].Bind(index, address, size);
}
/// <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)
{
ulong address = TranslateAndCreateBuffer(gpuVa, size);
@ -146,6 +189,14 @@ namespace Ryujinx.Graphics.Gpu.Memory
_cpUniformBuffers.Bind(index, address, size);
}
/// <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)
{
ulong address = TranslateAndCreateBuffer(gpuVa, size);
@ -155,11 +206,22 @@ namespace Ryujinx.Graphics.Gpu.Memory
_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.
/// </summary>
/// <param name="mask">Buffer enable mask</param>
public void SetComputeStorageBufferEnableMask(uint mask)
{
_cpStorageBuffers.EnableMask = mask;
}
/// <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.
/// </summary>
/// <param name="stage">Index of the shader stage</param>
/// <param name="mask">Buffer enable mask</param>
public void SetGraphicsStorageBufferEnableMask(int stage, uint mask)
{
_gpStorageBuffers[stage].EnableMask = mask;
@ -167,11 +229,22 @@ namespace Ryujinx.Graphics.Gpu.Memory
_gpStorageBuffersDirty = true;
}
/// <summary>
/// Sets the enabled uniform buffers mask on the compute 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)
{
_cpUniformBuffers.EnableMask = 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;
@ -179,6 +252,13 @@ namespace Ryujinx.Graphics.Gpu.Memory
_gpUniformBuffersDirty = true;
}
/// <summary>
/// Performs address translation of the GPU virtual address, and creates a
/// new buffer, if needed, for the specified range.
/// </summary>
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
/// <param name="size">Size in bytes of the buffer</param>
/// <returns>CPU virtual address of the buffer, after address translation</returns>
private ulong TranslateAndCreateBuffer(ulong gpuVa, ulong size)
{
if (gpuVa == 0)
@ -210,6 +290,13 @@ namespace Ryujinx.Graphics.Gpu.Memory
return address;
}
/// <summary>
/// Creates a new buffer for the specified range, if needed.
/// If a buffer where this range can be fully contained already exists,
/// then the creation of a new buffer is not necessary.
/// </summary>
/// <param name="address">Address of the buffer in guest memory</param>
/// <param name="size">Size in bytes of the buffer</param>
private void CreateBuffer(ulong address, ulong size)
{
int overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps);
@ -266,6 +353,9 @@ namespace Ryujinx.Graphics.Gpu.Memory
ShrinkOverlapsBufferIfNeeded();
}
/// <summary>
/// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
/// </summary>
private void ShrinkOverlapsBufferIfNeeded()
{
if (_bufferOverlaps.Length > OverlapsBufferMaxCapacity)
@ -274,16 +364,31 @@ namespace Ryujinx.Graphics.Gpu.Memory
}
}
/// <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 a undefined value if the buffer is not currently bound</returns>
public ulong GetComputeUniformBufferAddress(int index)
{
return _cpUniformBuffers.Buffers[index].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 a undefined value if the buffer is not currently bound</returns>
public ulong GetGraphicsUniformBufferAddress(int stage, int index)
{
return _gpUniformBuffers[stage].Buffers[index].Address;
}
/// <summary>
/// Ensures that the compute engine bindings are visible to the host GPU.
/// This actually performs the binding using the host graphics API.
/// </summary>
public void CommitComputeBindings()
{
uint enableMask = _cpStorageBuffers.EnableMask;
@ -332,6 +437,10 @@ namespace Ryujinx.Graphics.Gpu.Memory
_rebind = true;
}
/// <summary>
/// Ensures that the graphics engine bindings are visible to the host GPU.
/// This actually performs the binding using the host graphics API.
/// </summary>
public void CommitBindings()
{
if (_indexBufferDirty || _rebind)
@ -414,16 +523,31 @@ namespace Ryujinx.Graphics.Gpu.Memory
_rebind = false;
}
/// <summary>
/// Bind respective buffer bindings on the host API.
/// </summary>
/// <param name="bindings">Bindings to bind</param>
/// <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);
}
/// <summary>
/// Updates data for the already bound buffer bindings.
/// </summary>
/// <param name="bindings">Bindings to update</param>
private void UpdateBuffers(BuffersPerStage[] bindings)
{
BindOrUpdateBuffers(bindings, bind: false);
}
/// <summary>
/// This binds buffer 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 buffers</param>
private void BindOrUpdateBuffers(BuffersPerStage[] bindings, bool bind, bool isStorage = false)
{
for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
@ -461,6 +585,13 @@ namespace Ryujinx.Graphics.Gpu.Memory
}
}
/// <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);
@ -475,6 +606,13 @@ namespace Ryujinx.Graphics.Gpu.Memory
}
}
/// <summary>
/// Copy a buffer data from a given address to another.
/// This does a GPU side copy.
/// </summary>
/// <param name="srcVa">GPU virtual address of the copy source</param>
/// <param name="dstVa">GPU virtual address of the copy destination</param>
/// <param name="size">Size in bytes of the copy</param>
public void CopyBuffer(GpuVa srcVa, GpuVa dstVa, ulong size)
{
ulong srcAddress = TranslateAndCreateBuffer(srcVa.Pack(), size);
@ -495,11 +633,24 @@ namespace Ryujinx.Graphics.Gpu.Memory
dstBuffer.Flush(dstAddress, size);
}
/// <summary>
/// Gets a buffer sub-range for a given memory range.
/// </summary>
/// <param name="address">Start address of the memory range</param>
/// <param name="size">Size in bytes of the memory range</param>
/// <returns>The buffer sub-range for the given range</returns>
private BufferRange GetBufferRange(ulong address, ulong size)
{
return GetBuffer(address, size).GetRange(address, size);
}
/// <summary>
/// Gets a buffer for a given memory range.
/// A buffer overlapping with the specified range is assumed to already exist on the cache.
/// </summary>
/// <param name="address">Start address of the memory range</param>
/// <param name="size">Size in bytes of the memory range</param>
/// <returns>The buffer where the range is fully contained</returns>
private Buffer GetBuffer(ulong address, ulong size)
{
Buffer buffer;
@ -518,6 +669,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
return buffer;
}
/// <summary>
/// Performs guest to host memory synchronization of a given memory range.
/// </summary>
/// <param name="address">Start address of the memory range</param>
/// <param name="size">Size in bytes of the memory range</param>
private void SynchronizeBufferRange(ulong address, ulong size)
{
if (size != 0)