Initial support for GPU channels (#2372)

* Ground work for separate GPU channels

* Rename TextureManager to TextureCache

* Decouple texture bindings management from the texture cache

* Rename BufferManager to BufferCache

* Decouple buffer bindings management from the buffer cache

* More comments and proper disposal

* PR feedback

* Force host state update on channel switch

* Typo

* PR feedback

* Missing using
This commit is contained in:
gdkchan 2021-06-23 20:51:41 -03:00 committed by GitHub
parent 12a7a2ead8
commit a10b2c5ff2
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24 changed files with 1745 additions and 1456 deletions

View file

@ -40,7 +40,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
ulong gpuVa = (uint)qmd.ConstantBufferAddrLower(index) | (ulong)qmd.ConstantBufferAddrUpper(index) << 32;
ulong size = (ulong)qmd.ConstantBufferSize(index);
BufferManager.SetComputeUniformBuffer(index, gpuVa, size);
state.Channel.BufferManager.SetComputeUniformBuffer(index, gpuVa, size);
}
ShaderBundle cs = ShaderCache.GetComputeShader(
@ -57,9 +57,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
var samplerPool = state.Get<PoolState>(MethodOffset.SamplerPoolState);
var texturePool = state.Get<PoolState>(MethodOffset.TexturePoolState);
TextureManager.SetComputeSamplerPool(samplerPool.Address.Pack(), samplerPool.MaximumId, qmd.SamplerIndex);
TextureManager.SetComputeTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
TextureManager.SetComputeTextureBufferIndex(state.Get<int>(MethodOffset.TextureBufferIndex));
state.Channel.TextureManager.SetComputeSamplerPool(samplerPool.Address.Pack(), samplerPool.MaximumId, qmd.SamplerIndex);
state.Channel.TextureManager.SetComputeTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
state.Channel.TextureManager.SetComputeTextureBufferIndex(state.Get<int>(MethodOffset.TextureBufferIndex));
ShaderProgramInfo info = cs.Shaders[0].Info;
@ -76,7 +76,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
continue;
}
ulong cbDescAddress = BufferManager.GetComputeUniformBufferAddress(0);
ulong cbDescAddress = state.Channel.BufferManager.GetComputeUniformBufferAddress(0);
int cbDescOffset = 0x260 + (cb.Slot - 8) * 0x10;
@ -84,14 +84,14 @@ namespace Ryujinx.Graphics.Gpu.Engine
SbDescriptor cbDescriptor = _context.PhysicalMemory.Read<SbDescriptor>(cbDescAddress);
BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size);
state.Channel.BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size);
}
for (int index = 0; index < info.SBuffers.Count; index++)
{
BufferDescriptor sb = info.SBuffers[index];
ulong sbDescAddress = BufferManager.GetComputeUniformBufferAddress(0);
ulong sbDescAddress = state.Channel.BufferManager.GetComputeUniformBufferAddress(0);
int sbDescOffset = 0x310 + sb.Slot * 0x10;
@ -99,11 +99,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
SbDescriptor sbDescriptor = _context.PhysicalMemory.Read<SbDescriptor>(sbDescAddress);
BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags);
state.Channel.BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags);
}
BufferManager.SetComputeStorageBufferBindings(info.SBuffers);
BufferManager.SetComputeUniformBufferBindings(info.CBuffers);
state.Channel.BufferManager.SetComputeStorageBufferBindings(info.SBuffers);
state.Channel.BufferManager.SetComputeUniformBufferBindings(info.CBuffers);
var textureBindings = new TextureBindingInfo[info.Textures.Count];
@ -121,7 +121,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
descriptor.Flags);
}
TextureManager.SetComputeTextures(textureBindings);
state.Channel.TextureManager.SetComputeTextures(textureBindings);
var imageBindings = new TextureBindingInfo[info.Images.Count];
@ -141,10 +141,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
descriptor.Flags);
}
TextureManager.SetComputeImages(imageBindings);
state.Channel.TextureManager.SetComputeImages(imageBindings);
TextureManager.CommitComputeBindings();
BufferManager.CommitComputeBindings();
state.Channel.TextureManager.CommitComputeBindings();
state.Channel.BufferManager.CommitComputeBindings();
_context.Renderer.Pipeline.DispatchCompute(
qmd.CtaRasterWidth,

View file

@ -25,6 +25,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
/// </summary>
private struct CommandBuffer
{
/// <summary>
/// Processor used to process the command buffer. Contains channel state.
/// </summary>
public GPFifoProcessor Processor;
/// <summary>
/// The type of the command buffer.
/// </summary>
@ -60,11 +65,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
private readonly ConcurrentQueue<CommandBuffer> _commandBufferQueue;
private CommandBuffer _currentCommandBuffer;
private GPFifoProcessor _prevChannelProcessor;
private readonly bool _ibEnable;
private readonly GpuContext _context;
private readonly AutoResetEvent _event;
private readonly GPFifoProcessor _processor;
private bool _interrupt;
@ -78,8 +83,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
_ibEnable = true;
_context = context;
_event = new AutoResetEvent(false);
_processor = new GPFifoProcessor(context);
}
/// <summary>
@ -94,11 +97,13 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
/// Push a GPFIFO entry in the form of a prefetched command buffer.
/// It is intended to be used by nvservices to handle special cases.
/// </summary>
/// <param name="processor">Processor used to process <paramref name="commandBuffer"/></param>
/// <param name="commandBuffer">The command buffer containing the prefetched commands</param>
public void PushHostCommandBuffer(int[] commandBuffer)
internal void PushHostCommandBuffer(GPFifoProcessor processor, int[] commandBuffer)
{
_commandBufferQueue.Enqueue(new CommandBuffer
{
Processor = processor,
Type = CommandBufferType.Prefetch,
Words = commandBuffer,
EntryAddress = ulong.MaxValue,
@ -109,9 +114,10 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
/// <summary>
/// Create a CommandBuffer from a GPFIFO entry.
/// </summary>
/// <param name="processor">Processor used to process the command buffer pointed to by <paramref name="entry"/></param>
/// <param name="entry">The GPFIFO entry</param>
/// <returns>A new CommandBuffer based on the GPFIFO entry</returns>
private CommandBuffer CreateCommandBuffer(GPEntry entry)
private static CommandBuffer CreateCommandBuffer(GPFifoProcessor processor, GPEntry entry)
{
CommandBufferType type = CommandBufferType.Prefetch;
@ -124,6 +130,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
return new CommandBuffer
{
Processor = processor,
Type = type,
Words = null,
EntryAddress = startAddress,
@ -134,8 +141,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
/// <summary>
/// Pushes GPFIFO entries.
/// </summary>
/// <param name="processor">Processor used to process the command buffers pointed to by <paramref name="entries"/></param>
/// <param name="entries">GPFIFO entries</param>
public void PushEntries(ReadOnlySpan<ulong> entries)
internal void PushEntries(GPFifoProcessor processor, ReadOnlySpan<ulong> entries)
{
bool beforeBarrier = true;
@ -143,7 +151,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
{
ulong entry = entries[index];
CommandBuffer commandBuffer = CreateCommandBuffer(Unsafe.As<ulong, GPEntry>(ref entry));
CommandBuffer commandBuffer = CreateCommandBuffer(processor, Unsafe.As<ulong, GPEntry>(ref entry));
if (beforeBarrier && commandBuffer.Type == CommandBufferType.Prefetch)
{
@ -173,12 +181,24 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
/// </summary>
public void DispatchCalls()
{
// Use this opportunity to also dispose any pending channels that were closed.
_context.DisposePendingChannels();
// Process command buffers.
while (_ibEnable && !_interrupt && _commandBufferQueue.TryDequeue(out CommandBuffer entry))
{
_currentCommandBuffer = entry;
_currentCommandBuffer.Fetch(_context);
_processor.Process(_currentCommandBuffer.Words);
// If we are changing the current channel,
// we need to force all the host state to be updated.
if (_prevChannelProcessor != entry.Processor)
{
_prevChannelProcessor = entry.Processor;
entry.Processor.ForceAllDirty();
}
entry.Processor.Process(_currentCommandBuffer.Words);
}
_interrupt = false;

View file

@ -35,7 +35,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
/// Creates a new instance of the GPU General Purpose FIFO command processor.
/// </summary>
/// <param name="context">GPU context</param>
public GPFifoProcessor(GpuContext context)
/// <param name="channel">Channel that the GPFIFO processor belongs to</param>
public GPFifoProcessor(GpuContext context, GpuChannel channel)
{
_context = context;
@ -44,7 +45,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
for (int index = 0; index < _subChannels.Length; index++)
{
_subChannels[index] = new GpuState();
_subChannels[index] = new GpuState(channel);
_context.Methods.RegisterCallbacks(_subChannels[index]);
}
@ -186,5 +187,17 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
_subChannels[i].ShadowRamControl = control;
}
}
/// <summary>
/// Forces a full host state update by marking all state as modified,
/// and also requests all GPU resources in use to be rebound.
/// </summary>
public void ForceAllDirty()
{
for (int index = 0; index < _subChannels.Length; index++)
{
_subChannels[index].ForceAllDirty();
}
}
}
}

View file

@ -35,7 +35,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
UpdateRenderTargetState(state, useControl: false, singleUse: index);
TextureManager.UpdateRenderTargets();
state.Channel.TextureManager.UpdateRenderTargets();
bool clearDepth = (argument & 1) != 0;
bool clearStencil = (argument & 2) != 0;

View file

@ -112,7 +112,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
if (completeSource && completeDest)
{
Image.Texture target = TextureManager.FindTexture(dst, cbp, swizzle, dstLinear);
Image.Texture target = TextureCache.FindTexture(dst, cbp, swizzle, dstLinear);
if (target != null)
{
ReadOnlySpan<byte> data;
@ -209,13 +209,13 @@ namespace Ryujinx.Graphics.Gpu.Engine
swizzle.UnpackComponentSize() == 4)
{
// Fast path for clears when remap is enabled.
BufferManager.ClearBuffer(cbp.DstAddress, (uint)size * 4, state.Get<uint>(MethodOffset.CopyBufferConstA));
BufferCache.ClearBuffer(cbp.DstAddress, (uint)size * 4, state.Get<uint>(MethodOffset.CopyBufferConstA));
}
else
{
// TODO: Implement remap functionality.
// Buffer to buffer copy.
BufferManager.CopyBuffer(cbp.SrcAddress, cbp.DstAddress, (uint)size);
BufferCache.CopyBuffer(cbp.SrcAddress, cbp.DstAddress, (uint)size);
}
}
}

View file

@ -80,7 +80,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
srcX1 = 0;
}
Texture srcTexture = TextureManager.FindOrCreateTexture(srcCopyTexture, offset, srcCopyTextureFormat, true, srcHint);
Texture srcTexture = TextureCache.FindOrCreateTexture(srcCopyTexture, offset, srcCopyTextureFormat, true, srcHint);
if (srcTexture == null)
{
@ -101,7 +101,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
dstCopyTextureFormat = dstCopyTexture.Format.Convert();
}
Texture dstTexture = TextureManager.FindOrCreateTexture(dstCopyTexture, 0, dstCopyTextureFormat, srcTexture.ScaleMode == TextureScaleMode.Scaled, dstHint);
Texture dstTexture = TextureCache.FindOrCreateTexture(dstCopyTexture, 0, dstCopyTextureFormat, srcTexture.ScaleMode == TextureScaleMode.Scaled, dstHint);
if (dstTexture == null)
{

View file

@ -109,7 +109,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
BufferRange br = new BufferRange(_ibStreamer.GetInlineIndexBuffer(), 0, inlineIndexCount * 4);
_context.Methods.BufferManager.SetIndexBuffer(br, IndexType.UInt);
state.Channel.BufferManager.SetIndexBuffer(br, IndexType.UInt);
_context.Renderer.Pipeline.DrawIndexed(
inlineIndexCount,

View file

@ -74,11 +74,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
ulong address = uniformBuffer.Address.Pack();
BufferManager.SetGraphicsUniformBuffer((int)type, index, address, (uint)uniformBuffer.Size);
state.Channel.BufferManager.SetGraphicsUniformBuffer((int)type, index, address, (uint)uniformBuffer.Size);
}
else
{
BufferManager.SetGraphicsUniformBuffer((int)type, index, 0, 0);
state.Channel.BufferManager.SetGraphicsUniformBuffer((int)type, index, 0, 0);
}
}
}

View file

@ -20,7 +20,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
{
if (_ubFollowUpAddress != 0)
{
BufferManager.ForceDirty(_ubFollowUpAddress - _ubByteCount, _ubByteCount);
BufferCache.ForceDirty(_ubFollowUpAddress - _ubByteCount, _ubByteCount);
_ubFollowUpAddress = 0;
}

View file

@ -30,12 +30,12 @@ namespace Ryujinx.Graphics.Gpu.Engine
/// <summary>
/// GPU buffer manager.
/// </summary>
public BufferManager BufferManager { get; }
public BufferCache BufferCache { get; }
/// <summary>
/// GPU texture manager.
/// </summary>
public TextureManager TextureManager { get; }
public TextureCache TextureCache { get; }
private bool _isAnyVbInstanced;
private bool _vsUsesInstanceId;
@ -57,12 +57,12 @@ namespace Ryujinx.Graphics.Gpu.Engine
_currentProgramInfo = new ShaderProgramInfo[Constants.ShaderStages];
BufferManager = new BufferManager(context);
TextureManager = new TextureManager(context);
BufferCache = new BufferCache(context);
TextureCache = new TextureCache(context);
context.MemoryManager.MemoryUnmapped += _counterCache.MemoryUnmappedHandler;
context.MemoryManager.MemoryUnmapped += TextureManager.MemoryUnmappedHandler;
context.MemoryManager.MemoryUnmapped += BufferManager.MemoryUnmappedHandler;
context.MemoryManager.MemoryUnmapped += TextureCache.MemoryUnmappedHandler;
context.MemoryManager.MemoryUnmapped += BufferCache.MemoryUnmappedHandler;
}
/// <summary>
@ -280,7 +280,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
UpdateLogicOpState(state);
}
CommitBindings();
CommitBindings(state);
if (tfEnable && !_prevTfEnable)
{
@ -303,18 +303,20 @@ namespace Ryujinx.Graphics.Gpu.Engine
/// Ensures that the bindings are visible to the host GPU.
/// Note: this actually performs the binding using the host graphics API.
/// </summary>
private void CommitBindings()
/// <param name="state">Current GPU state</param>
private void CommitBindings(GpuState state)
{
UpdateStorageBuffers();
UpdateStorageBuffers(state);
TextureManager.CommitGraphicsBindings();
BufferManager.CommitGraphicsBindings();
state.Channel.TextureManager.CommitGraphicsBindings();
state.Channel.BufferManager.CommitGraphicsBindings();
}
/// <summary>
/// Updates storage buffer bindings.
/// </summary>
private void UpdateStorageBuffers()
/// <param name="state">Current GPU state</param>
private void UpdateStorageBuffers(GpuState state)
{
for (int stage = 0; stage < _currentProgramInfo.Length; stage++)
{
@ -329,7 +331,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
{
BufferDescriptor sb = info.SBuffers[index];
ulong sbDescAddress = BufferManager.GetGraphicsUniformBufferAddress(stage, 0);
ulong sbDescAddress = state.Channel.BufferManager.GetGraphicsUniformBufferAddress(stage, 0);
int sbDescOffset = 0x110 + stage * 0x100 + sb.Slot * 0x10;
@ -337,7 +339,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
SbDescriptor sbDescriptor = _context.PhysicalMemory.Read<SbDescriptor>(sbDescAddress);
BufferManager.SetGraphicsStorageBuffer(stage, sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags);
state.Channel.BufferManager.SetGraphicsStorageBuffer(stage, sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags);
}
}
}
@ -372,14 +374,14 @@ namespace Ryujinx.Graphics.Gpu.Engine
if (index >= count || !IsRtEnabled(colorState))
{
changedScale |= TextureManager.SetRenderTargetColor(index, null);
changedScale |= state.Channel.TextureManager.SetRenderTargetColor(index, null);
continue;
}
Texture color = TextureManager.FindOrCreateTexture(colorState, samplesInX, samplesInY, sizeHint);
Texture color = TextureCache.FindOrCreateTexture(colorState, samplesInX, samplesInY, sizeHint);
changedScale |= TextureManager.SetRenderTargetColor(index, color);
changedScale |= state.Channel.TextureManager.SetRenderTargetColor(index, color);
}
bool dsEnable = state.Get<Boolean32>(MethodOffset.RtDepthStencilEnable);
@ -391,15 +393,15 @@ namespace Ryujinx.Graphics.Gpu.Engine
var dsState = state.Get<RtDepthStencilState>(MethodOffset.RtDepthStencilState);
var dsSize = state.Get<Size3D>(MethodOffset.RtDepthStencilSize);
depthStencil = TextureManager.FindOrCreateTexture(dsState, dsSize, samplesInX, samplesInY, sizeHint);
depthStencil = TextureCache.FindOrCreateTexture(dsState, dsSize, samplesInX, samplesInY, sizeHint);
}
changedScale |= TextureManager.SetRenderTargetDepthStencil(depthStencil);
changedScale |= state.Channel.TextureManager.SetRenderTargetDepthStencil(depthStencil);
if (changedScale)
{
TextureManager.UpdateRenderTargetScale(singleUse);
_context.Renderer.Pipeline.SetRenderTargetScale(TextureManager.RenderTargetScale);
state.Channel.TextureManager.UpdateRenderTargetScale(singleUse);
_context.Renderer.Pipeline.SetRenderTargetScale(state.Channel.TextureManager.RenderTargetScale);
UpdateViewportTransform(state);
UpdateScissorState(state);
@ -436,7 +438,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
int width = scissor.X2 - x;
int height = scissor.Y2 - y;
float scale = TextureManager.RenderTargetScale;
float scale = state.Channel.TextureManager.RenderTargetScale;
if (scale != 1f)
{
x = (int)(x * scale);
@ -545,7 +547,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
float width = scaleX * 2;
float height = scaleY * 2;
float scale = TextureManager.RenderTargetScale;
float scale = state.Channel.TextureManager.RenderTargetScale;
if (scale != 1f)
{
x *= scale;
@ -670,7 +672,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
? texturePool.MaximumId
: samplerPool.MaximumId;
TextureManager.SetGraphicsSamplerPool(samplerPool.Address.Pack(), maximumId, samplerIndex);
state.Channel.TextureManager.SetGraphicsSamplerPool(samplerPool.Address.Pack(), maximumId, samplerIndex);
}
/// <summary>
@ -681,9 +683,8 @@ namespace Ryujinx.Graphics.Gpu.Engine
{
var texturePool = state.Get<PoolState>(MethodOffset.TexturePoolState);
TextureManager.SetGraphicsTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
TextureManager.SetGraphicsTextureBufferIndex(state.Get<int>(MethodOffset.TextureBufferIndex));
state.Channel.TextureManager.SetGraphicsTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
state.Channel.TextureManager.SetGraphicsTextureBufferIndex(state.Get<int>(MethodOffset.TextureBufferIndex));
}
/// <summary>
@ -771,7 +772,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
case IndexType.UInt: size *= 4; break;
}
BufferManager.SetIndexBuffer(gpuVa, size, indexBuffer.Type);
state.Channel.BufferManager.SetIndexBuffer(gpuVa, size, indexBuffer.Type);
// The index buffer affects the vertex buffer size calculation, we
// need to ensure that they are updated.
@ -792,7 +793,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
if (!vertexBuffer.UnpackEnable())
{
BufferManager.SetVertexBuffer(index, 0, 0, 0, 0);
state.Channel.BufferManager.SetVertexBuffer(index, 0, 0, 0, 0);
continue;
}
@ -828,7 +829,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
size = (ulong)((firstInstance + drawState.First + drawState.Count) * stride);
}
BufferManager.SetVertexBuffer(index, address, size, stride, divisor);
state.Channel.BufferManager.SetVertexBuffer(index, address, size, stride, divisor);
}
}
@ -1017,10 +1018,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
if (info == null)
{
TextureManager.SetGraphicsTextures(stage, Array.Empty<TextureBindingInfo>());
TextureManager.SetGraphicsImages(stage, Array.Empty<TextureBindingInfo>());
BufferManager.SetGraphicsStorageBufferBindings(stage, null);
BufferManager.SetGraphicsUniformBufferBindings(stage, null);
state.Channel.TextureManager.SetGraphicsTextures(stage, Array.Empty<TextureBindingInfo>());
state.Channel.TextureManager.SetGraphicsImages(stage, Array.Empty<TextureBindingInfo>());
state.Channel.BufferManager.SetGraphicsStorageBufferBindings(stage, null);
state.Channel.BufferManager.SetGraphicsUniformBufferBindings(stage, null);
continue;
}
@ -1040,7 +1041,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
descriptor.Flags);
}
TextureManager.SetGraphicsTextures(stage, textureBindings);
state.Channel.TextureManager.SetGraphicsTextures(stage, textureBindings);
var imageBindings = new TextureBindingInfo[info.Images.Count];
@ -1060,10 +1061,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
descriptor.Flags);
}
TextureManager.SetGraphicsImages(stage, imageBindings);
state.Channel.TextureManager.SetGraphicsImages(stage, imageBindings);
BufferManager.SetGraphicsStorageBufferBindings(stage, info.SBuffers);
BufferManager.SetGraphicsUniformBufferBindings(stage, info.CBuffers);
state.Channel.BufferManager.SetGraphicsStorageBufferBindings(stage, info.SBuffers);
state.Channel.BufferManager.SetGraphicsUniformBufferBindings(stage, info.CBuffers);
if (info.SBuffers.Count != 0)
{
@ -1076,8 +1077,8 @@ namespace Ryujinx.Graphics.Gpu.Engine
}
}
BufferManager.SetGraphicsStorageBufferBindingsCount(storageBufferBindingsCount);
BufferManager.SetGraphicsUniformBufferBindingsCount(uniformBufferBindingsCount);
state.Channel.BufferManager.SetGraphicsStorageBufferBindingsCount(storageBufferBindingsCount);
state.Channel.BufferManager.SetGraphicsUniformBufferBindingsCount(uniformBufferBindingsCount);
_context.Renderer.Pipeline.SetProgram(gs.HostProgram);
}
@ -1094,12 +1095,12 @@ namespace Ryujinx.Graphics.Gpu.Engine
if (!tfb.Enable)
{
BufferManager.SetTransformFeedbackBuffer(index, 0, 0);
state.Channel.BufferManager.SetTransformFeedbackBuffer(index, 0, 0);
continue;
}
BufferManager.SetTransformFeedbackBuffer(index, tfb.Address.Pack(), (uint)tfb.Size);
state.Channel.BufferManager.SetTransformFeedbackBuffer(index, tfb.Address.Pack(), (uint)tfb.Size);
}
}

View file

@ -0,0 +1,78 @@
using Ryujinx.Graphics.Gpu.Engine.GPFifo;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.Memory;
using System;
namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// Represents a GPU channel.
/// </summary>
public class GpuChannel : IDisposable
{
private readonly GpuContext _context;
private readonly GPFifoDevice _device;
private readonly GPFifoProcessor _processor;
/// <summary>
/// Channel buffer bindings manager.
/// </summary>
internal BufferManager BufferManager { get; }
/// <summary>
/// Channel texture bindings manager.
/// </summary>
internal TextureManager TextureManager { get; }
/// <summary>
/// Creates a new instance of a GPU channel.
/// </summary>
/// <param name="context">GPU context that the channel belongs to</param>
internal GpuChannel(GpuContext context)
{
_context = context;
_device = context.GPFifo;
_processor = new GPFifoProcessor(context, this);
BufferManager = new BufferManager(context);
TextureManager = new TextureManager(context, this);
}
/// <summary>
/// Push a GPFIFO entry in the form of a prefetched command buffer.
/// It is intended to be used by nvservices to handle special cases.
/// </summary>
/// <param name="commandBuffer">The command buffer containing the prefetched commands</param>
public void PushHostCommandBuffer(int[] commandBuffer)
{
_device.PushHostCommandBuffer(_processor, commandBuffer);
}
/// <summary>
/// Pushes GPFIFO entries.
/// </summary>
/// <param name="entries">GPFIFO entries</param>
public void PushEntries(ReadOnlySpan<ulong> entries)
{
_device.PushEntries(_processor, entries);
}
/// <summary>
/// Disposes the GPU channel.
/// It's an error to use the GPU channel after disposal.
/// </summary>
public void Dispose()
{
_context.DisposedChannels.Enqueue(this);
}
/// <summary>
/// Performs disposal of the host GPU resources used by this channel, that are not shared.
/// This must only be called from the render thread.
/// </summary>
internal void Destroy()
{
BufferManager.Dispose();
TextureManager.Dispose();
}
}
}

View file

@ -72,6 +72,11 @@ namespace Ryujinx.Graphics.Gpu
/// </summary>
internal List<Action> SyncActions { get; }
/// <summary>
/// Queue with closed channels for deferred disposal from the render thread.
/// </summary>
internal Queue<GpuChannel> DisposedChannels { get; }
private readonly Lazy<Capabilities> _caps;
/// <summary>
@ -111,6 +116,13 @@ namespace Ryujinx.Graphics.Gpu
HostInitalized = new ManualResetEvent(false);
SyncActions = new List<Action>();
DisposedChannels = new Queue<GpuChannel>();
}
public GpuChannel CreateChannel()
{
return new GpuChannel(this);
}
/// <summary>
@ -173,6 +185,18 @@ namespace Ryujinx.Graphics.Gpu
}
}
/// <summary>
/// Performs deferred disposal of closed channels.
/// This must only be called from the render thread.
/// </summary>
internal void DisposePendingChannels()
{
while (DisposedChannels.TryDequeue(out GpuChannel channel))
{
channel.Destroy();
}
}
/// <summary>
/// Disposes all GPU resources currently cached.
/// It's an error to push any GPU commands after disposal.
@ -181,9 +205,10 @@ namespace Ryujinx.Graphics.Gpu
/// </summary>
public void Dispose()
{
DisposePendingChannels();
Methods.ShaderCache.Dispose();
Methods.BufferManager.Dispose();
Methods.TextureManager.Dispose();
Methods.BufferCache.Dispose();
Methods.TextureCache.Dispose();
Renderer.Dispose();
GPFifo.Dispose();
HostInitalized.Dispose();

View file

@ -218,7 +218,7 @@ namespace Ryujinx.Graphics.Gpu.Image
{
Debug.Assert(!isView);
TextureCreateInfo createInfo = TextureManager.GetCreateInfo(Info, _context.Capabilities, ScaleFactor);
TextureCreateInfo createInfo = TextureCache.GetCreateInfo(Info, _context.Capabilities, ScaleFactor);
HostTexture = _context.Renderer.CreateTexture(createInfo, ScaleFactor);
SynchronizeMemory(); // Load the data.
@ -242,7 +242,7 @@ namespace Ryujinx.Graphics.Gpu.Image
ScaleFactor = GraphicsConfig.ResScale;
}
TextureCreateInfo createInfo = TextureManager.GetCreateInfo(Info, _context.Capabilities, ScaleFactor);
TextureCreateInfo createInfo = TextureCache.GetCreateInfo(Info, _context.Capabilities, ScaleFactor);
HostTexture = _context.Renderer.CreateTexture(createInfo, ScaleFactor);
}
}
@ -284,7 +284,7 @@ namespace Ryujinx.Graphics.Gpu.Image
ScaleFactor,
ScaleMode);
TextureCreateInfo createInfo = TextureManager.GetCreateInfo(info, _context.Capabilities, ScaleFactor);
TextureCreateInfo createInfo = TextureCache.GetCreateInfo(info, _context.Capabilities, ScaleFactor);
texture.HostTexture = HostTexture.CreateView(createInfo, firstLayer, firstLevel);
_viewStorage.AddView(texture);
@ -453,7 +453,7 @@ namespace Ryujinx.Graphics.Gpu.Image
Info.SwizzleB,
Info.SwizzleA));
TextureCreateInfo createInfo = TextureManager.GetCreateInfo(Info, _context.Capabilities, ScaleFactor);
TextureCreateInfo createInfo = TextureCache.GetCreateInfo(Info, _context.Capabilities, ScaleFactor);
if (_viewStorage != this)
{
@ -511,7 +511,7 @@ namespace Ryujinx.Graphics.Gpu.Image
{
if (storage == null)
{
TextureCreateInfo createInfo = TextureManager.GetCreateInfo(Info, _context.Capabilities, scale);
TextureCreateInfo createInfo = TextureCache.GetCreateInfo(Info, _context.Capabilities, scale);
storage = _context.Renderer.CreateTexture(createInfo, scale);
}
@ -558,7 +558,7 @@ namespace Ryujinx.Graphics.Gpu.Image
Logger.Debug?.Print(LogClass.Gpu, $" Recreating view {Info.Width}x{Info.Height} {Info.FormatInfo.Format.ToString()}.");
view.ScaleFactor = scale;
TextureCreateInfo viewCreateInfo = TextureManager.GetCreateInfo(view.Info, _context.Capabilities, scale);
TextureCreateInfo viewCreateInfo = TextureCache.GetCreateInfo(view.Info, _context.Capabilities, scale);
ITexture newView = HostTexture.CreateView(viewCreateInfo, view.FirstLayer - FirstLayer, view.FirstLevel - FirstLevel);
view.ReplaceStorage(newView);
@ -1134,7 +1134,7 @@ namespace Ryujinx.Graphics.Gpu.Image
foreach (Texture view in viewCopy)
{
TextureCreateInfo createInfo = TextureManager.GetCreateInfo(view.Info, _context.Capabilities, ScaleFactor);
TextureCreateInfo createInfo = TextureCache.GetCreateInfo(view.Info, _context.Capabilities, ScaleFactor);
ITexture newView = parent.HostTexture.CreateView(createInfo, view.FirstLayer + firstLayer, view.FirstLevel + firstLevel);
@ -1280,7 +1280,7 @@ namespace Ryujinx.Graphics.Gpu.Image
_viewStorage.RemoveView(this);
}
_context.Methods.TextureManager.RemoveTextureFromCache(this);
_context.Methods.TextureCache.RemoveTextureFromCache(this);
}
Debug.Assert(newRefCount >= 0);

View file

@ -16,9 +16,9 @@ namespace Ryujinx.Graphics.Gpu.Image
private const int SlotHigh = 16;
private const int SlotMask = (1 << SlotHigh) - 1;
private GpuContext _context;
private readonly GpuContext _context;
private bool _isCompute;
private readonly bool _isCompute;
private SamplerPool _samplerPool;
@ -27,10 +27,11 @@ namespace Ryujinx.Graphics.Gpu.Image
private ulong _texturePoolAddress;
private int _texturePoolMaximumId;
private TexturePoolCache _texturePoolCache;
private readonly GpuChannel _channel;
private readonly TexturePoolCache _texturePoolCache;
private TextureBindingInfo[][] _textureBindings;
private TextureBindingInfo[][] _imageBindings;
private readonly TextureBindingInfo[][] _textureBindings;
private readonly TextureBindingInfo[][] _imageBindings;
private struct TextureStatePerStage
{
@ -38,26 +39,28 @@ namespace Ryujinx.Graphics.Gpu.Image
public ISampler Sampler;
}
private TextureStatePerStage[][] _textureState;
private TextureStatePerStage[][] _imageState;
private readonly TextureStatePerStage[][] _textureState;
private readonly TextureStatePerStage[][] _imageState;
private int _textureBufferIndex;
private bool _rebind;
private float[] _scales;
private readonly float[] _scales;
private bool _scaleChanged;
/// <summary>
/// Constructs a new instance of the texture bindings manager.
/// </summary>
/// <param name="context">The GPU context that the texture bindings manager belongs to</param>
/// <param name="texturePoolCache">Texture pools cache used to get texture pools from</param>
/// <param name="channel">The GPU channel that the texture bindings manager belongs to</param>
/// <param name="poolCache">Texture pools cache used to get texture pools from</param>
/// <param name="isCompute">True if the bindings manager is used for the compute engine</param>
public TextureBindingsManager(GpuContext context, TexturePoolCache texturePoolCache, bool isCompute)
public TextureBindingsManager(GpuContext context, GpuChannel channel, TexturePoolCache poolCache, bool isCompute)
{
_context = context;
_texturePoolCache = texturePoolCache;
_channel = channel;
_texturePoolCache = poolCache;
_isCompute = isCompute;
int stages = isCompute ? 1 : Constants.ShaderStages;
@ -174,11 +177,9 @@ namespace Ryujinx.Graphics.Gpu.Image
float scale = texture.ScaleFactor;
TextureManager manager = _context.Methods.TextureManager;
if (scale != 1)
{
Texture activeTarget = manager.GetAnyRenderTarget();
Texture activeTarget = _channel.TextureManager.GetAnyRenderTarget();
if (activeTarget != null && activeTarget.Info.Width / (float)texture.Info.Width == activeTarget.Info.Height / (float)texture.Info.Height)
{
@ -319,7 +320,7 @@ namespace Ryujinx.Graphics.Gpu.Image
// Ensure that the buffer texture is using the correct buffer as storage.
// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
// to ensure we're not using a old buffer that was already deleted.
_context.Methods.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, bindingInfo.Format, false);
_channel.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, bindingInfo.Format, false);
}
Sampler sampler = _samplerPool.Get(samplerId);
@ -392,7 +393,7 @@ namespace Ryujinx.Graphics.Gpu.Image
format = texture.Format;
}
_context.Methods.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, format, true);
_channel.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, format, true);
}
else if (isStore)
{
@ -454,10 +455,10 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <returns>The packed texture and sampler ID (the real texture handle)</returns>
private int ReadPackedId(int stageIndex, int wordOffset, int textureBufferIndex, int samplerBufferIndex)
{
var bufferManager = _context.Methods.BufferManager;
var bufferManager = _context.Methods.BufferCache;
ulong textureBufferAddress = _isCompute
? bufferManager.GetComputeUniformBufferAddress(textureBufferIndex)
: bufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
? _channel.BufferManager.GetComputeUniformBufferAddress(textureBufferIndex)
: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
int handle = _context.PhysicalMemory.Read<int>(textureBufferAddress + (ulong)(wordOffset & HandleMask) * 4);
@ -470,8 +471,8 @@ namespace Ryujinx.Graphics.Gpu.Image
if (wordOffset >> HandleHigh != 0)
{
ulong samplerBufferAddress = _isCompute
? bufferManager.GetComputeUniformBufferAddress(samplerBufferIndex)
: bufferManager.GetGraphicsUniformBufferAddress(stageIndex, samplerBufferIndex);
? _channel.BufferManager.GetComputeUniformBufferAddress(samplerBufferIndex)
: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, samplerBufferIndex);
handle |= _context.PhysicalMemory.Read<int>(samplerBufferAddress + (ulong)((wordOffset >> HandleHigh) - 1) * 4);
}
@ -513,6 +514,7 @@ namespace Ryujinx.Graphics.Gpu.Image
public void Dispose()
{
_samplerPool?.Dispose();
_texturePoolCache.Dispose();
}
}
}

View file

@ -0,0 +1,967 @@
using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Texture;
using Ryujinx.Memory.Range;
using System;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Texture cache.
/// </summary>
class TextureCache : IDisposable
{
private struct OverlapInfo
{
public TextureViewCompatibility Compatibility { get; }
public int FirstLayer { get; }
public int FirstLevel { get; }
public OverlapInfo(TextureViewCompatibility compatibility, int firstLayer, int firstLevel)
{
Compatibility = compatibility;
FirstLayer = firstLayer;
FirstLevel = firstLevel;
}
}
private const int OverlapsBufferInitialCapacity = 10;
private const int OverlapsBufferMaxCapacity = 10000;
private readonly GpuContext _context;
private readonly MultiRangeList<Texture> _textures;
private Texture[] _textureOverlaps;
private OverlapInfo[] _overlapInfo;
private readonly AutoDeleteCache _cache;
/// <summary>
/// Constructs a new instance of the texture manager.
/// </summary>
/// <param name="context">The GPU context that the texture manager belongs to</param>
public TextureCache(GpuContext context)
{
_context = context;
_textures = new MultiRangeList<Texture>();
_textureOverlaps = new Texture[OverlapsBufferInitialCapacity];
_overlapInfo = new OverlapInfo[OverlapsBufferInitialCapacity];
_cache = new AutoDeleteCache();
}
/// <summary>
/// Handles removal of textures written to a memory region being unmapped.
/// </summary>
/// <param name="sender">Sender object</param>
/// <param name="e">Event arguments</param>
public void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
{
Texture[] overlaps = new Texture[10];
int overlapCount;
lock (_textures)
{
overlapCount = _textures.FindOverlaps(_context.MemoryManager.Translate(e.Address), e.Size, ref overlaps);
}
for (int i = 0; i < overlapCount; i++)
{
overlaps[i].Unmapped();
}
}
/// <summary>
/// Determines if a given texture is eligible for upscaling from its info.
/// </summary>
/// <param name="info">The texture info to check</param>
/// <returns>True if eligible</returns>
private static bool IsUpscaleCompatible(TextureInfo info)
{
return (info.Target == Target.Texture2D || info.Target == Target.Texture2DArray) && !info.FormatInfo.IsCompressed && UpscaleSafeMode(info);
}
/// <summary>
/// Determines if a given texture is "safe" for upscaling from its info.
/// Note that this is different from being compatible - this elilinates targets that would have detrimental effects when scaled.
/// </summary>
/// <param name="info">The texture info to check</param>
/// <returns>True if safe</returns>
private static bool UpscaleSafeMode(TextureInfo info)
{
// While upscaling works for all targets defined by IsUpscaleCompatible, we additionally blacklist targets here that
// may have undesirable results (upscaling blur textures) or simply waste GPU resources (upscaling texture atlas).
if (info.Levels > 3)
{
// Textures with more than 3 levels are likely to be game textures, rather than render textures.
// Small textures with full mips are likely to be removed by the next check.
return false;
}
if (info.Width < 8 || info.Height < 8)
{
// Discount textures with small dimensions.
return false;
}
if (!(info.FormatInfo.Format.IsDepthOrStencil() || info.FormatInfo.Components == 1))
{
// Discount square textures that aren't depth-stencil like. (excludes game textures, cubemap faces, most 3D texture LUT, texture atlas)
// Detect if the texture is possibly square. Widths may be aligned, so to remove the uncertainty we align both the width and height.
int widthAlignment = (info.IsLinear ? Constants.StrideAlignment : Constants.GobAlignment) / info.FormatInfo.BytesPerPixel;
bool possiblySquare = BitUtils.AlignUp(info.Width, widthAlignment) == BitUtils.AlignUp(info.Height, widthAlignment);
if (possiblySquare)
{
return false;
}
}
int aspect = (int)Math.Round((info.Width / (float)info.Height) * 9);
if (aspect == 16 && info.Height < 360)
{
// Targets that are roughly 16:9 can only be rescaled if they're equal to or above 360p. (excludes blur and bloom textures)
return false;
}
return true;
}
/// <summary>
/// Tries to find an existing texture, or create a new one if not found.
/// </summary>
/// <param name="copyTexture">Copy texture to find or create</param>
/// <param name="offset">Offset to be added to the physical texture address</param>
/// <param name="formatInfo">Format information of the copy texture</param>
/// <param name="preferScaling">Indicates if the texture should be scaled from the start</param>
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
/// <returns>The texture</returns>
public Texture FindOrCreateTexture(CopyTexture copyTexture, ulong offset, FormatInfo formatInfo, bool preferScaling = true, Size? sizeHint = null)
{
int gobBlocksInY = copyTexture.MemoryLayout.UnpackGobBlocksInY();
int gobBlocksInZ = copyTexture.MemoryLayout.UnpackGobBlocksInZ();
int width;
if (copyTexture.LinearLayout)
{
width = copyTexture.Stride / formatInfo.BytesPerPixel;
}
else
{
width = copyTexture.Width;
}
TextureInfo info = new TextureInfo(
copyTexture.Address.Pack() + offset,
width,
copyTexture.Height,
copyTexture.Depth,
1,
1,
1,
copyTexture.Stride,
copyTexture.LinearLayout,
gobBlocksInY,
gobBlocksInZ,
1,
Target.Texture2D,
formatInfo);
TextureSearchFlags flags = TextureSearchFlags.ForCopy;
if (preferScaling)
{
flags |= TextureSearchFlags.WithUpscale;
}
Texture texture = FindOrCreateTexture(flags, info, 0, sizeHint);
texture?.SynchronizeMemory();
return texture;
}
/// <summary>
/// Tries to find an existing texture, or create a new one if not found.
/// </summary>
/// <param name="colorState">Color buffer texture to find or create</param>
/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
/// <returns>The texture</returns>
public Texture FindOrCreateTexture(RtColorState colorState, int samplesInX, int samplesInY, Size sizeHint)
{
bool isLinear = colorState.MemoryLayout.UnpackIsLinear();
int gobBlocksInY = colorState.MemoryLayout.UnpackGobBlocksInY();
int gobBlocksInZ = colorState.MemoryLayout.UnpackGobBlocksInZ();
Target target;
if (colorState.MemoryLayout.UnpackIsTarget3D())
{
target = Target.Texture3D;
}
else if ((samplesInX | samplesInY) != 1)
{
target = colorState.Depth > 1
? Target.Texture2DMultisampleArray
: Target.Texture2DMultisample;
}
else
{
target = colorState.Depth > 1
? Target.Texture2DArray
: Target.Texture2D;
}
FormatInfo formatInfo = colorState.Format.Convert();
int width, stride;
// For linear textures, the width value is actually the stride.
// We can easily get the width by dividing the stride by the bpp,
// since the stride is the total number of bytes occupied by a
// line. The stride should also meet alignment constraints however,
// so the width we get here is the aligned width.
if (isLinear)
{
width = colorState.WidthOrStride / formatInfo.BytesPerPixel;
stride = colorState.WidthOrStride;
}
else
{
width = colorState.WidthOrStride;
stride = 0;
}
TextureInfo info = new TextureInfo(
colorState.Address.Pack(),
width,
colorState.Height,
colorState.Depth,
1,
samplesInX,
samplesInY,
stride,
isLinear,
gobBlocksInY,
gobBlocksInZ,
1,
target,
formatInfo);
int layerSize = !isLinear ? colorState.LayerSize * 4 : 0;
Texture texture = FindOrCreateTexture(TextureSearchFlags.WithUpscale, info, layerSize, sizeHint);
texture?.SynchronizeMemory();
return texture;
}
/// <summary>
/// Tries to find an existing texture, or create a new one if not found.
/// </summary>
/// <param name="dsState">Depth-stencil buffer texture to find or create</param>
/// <param name="size">Size of the depth-stencil texture</param>
/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
/// <returns>The texture</returns>
public Texture FindOrCreateTexture(RtDepthStencilState dsState, Size3D size, int samplesInX, int samplesInY, Size sizeHint)
{
int gobBlocksInY = dsState.MemoryLayout.UnpackGobBlocksInY();
int gobBlocksInZ = dsState.MemoryLayout.UnpackGobBlocksInZ();
Target target = (samplesInX | samplesInY) != 1
? Target.Texture2DMultisample
: Target.Texture2D;
FormatInfo formatInfo = dsState.Format.Convert();
TextureInfo info = new TextureInfo(
dsState.Address.Pack(),
size.Width,
size.Height,
size.Depth,
1,
samplesInX,
samplesInY,
0,
false,
gobBlocksInY,
gobBlocksInZ,
1,
target,
formatInfo);
Texture texture = FindOrCreateTexture(TextureSearchFlags.WithUpscale, info, dsState.LayerSize * 4, sizeHint);
texture?.SynchronizeMemory();
return texture;
}
/// <summary>
/// Tries to find an existing texture, or create a new one if not found.
/// </summary>
/// <param name="flags">The texture search flags, defines texture comparison rules</param>
/// <param name="info">Texture information of the texture to be found or created</param>
/// <param name="layerSize">Size in bytes of a single texture layer</param>
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
/// <param name="range">Optional ranges of physical memory where the texture data is located</param>
/// <returns>The texture</returns>
public Texture FindOrCreateTexture(TextureSearchFlags flags, TextureInfo info, int layerSize = 0, Size? sizeHint = null, MultiRange? range = null)
{
bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0;
bool isScalable = IsUpscaleCompatible(info);
TextureScaleMode scaleMode = TextureScaleMode.Blacklisted;
if (isScalable)
{
scaleMode = (flags & TextureSearchFlags.WithUpscale) != 0 ? TextureScaleMode.Scaled : TextureScaleMode.Eligible;
}
ulong address;
if (range != null)
{
address = range.Value.GetSubRange(0).Address;
}
else
{
address = _context.MemoryManager.Translate(info.GpuAddress);
if (address == MemoryManager.PteUnmapped)
{
return null;
}
}
int sameAddressOverlapsCount;
lock (_textures)
{
// Try to find a perfect texture match, with the same address and parameters.
sameAddressOverlapsCount = _textures.FindOverlaps(address, ref _textureOverlaps);
}
Texture texture = null;
TextureMatchQuality bestQuality = TextureMatchQuality.NoMatch;
for (int index = 0; index < sameAddressOverlapsCount; index++)
{
Texture overlap = _textureOverlaps[index];
TextureMatchQuality matchQuality = overlap.IsExactMatch(info, flags);
if (matchQuality != TextureMatchQuality.NoMatch)
{
// If the parameters match, we need to make sure the texture is mapped to the same memory regions.
// If a range of memory was supplied, just check if the ranges match.
if (range != null && !overlap.Range.Equals(range.Value))
{
continue;
}
// If no range was supplied, we can check if the GPU virtual address match. If they do,
// we know the textures are located at the same memory region.
// If they don't, it may still be mapped to the same physical region, so we
// do a more expensive check to tell if they are mapped into the same physical regions.
// If the GPU VA for the texture has ever been unmapped, then the range must be checked regardless.
if ((overlap.Info.GpuAddress != info.GpuAddress || overlap.ChangedMapping) &&
!_context.MemoryManager.CompareRange(overlap.Range, info.GpuAddress))
{
continue;
}
}
if (matchQuality == TextureMatchQuality.Perfect)
{
texture = overlap;
break;
}
else if (matchQuality > bestQuality)
{
texture = overlap;
bestQuality = matchQuality;
}
}
if (texture != null)
{
if (!isSamplerTexture)
{
// If not a sampler texture, it is managed by the auto delete
// cache, ensure that it is on the "top" of the list to avoid
// deletion.
_cache.Lift(texture);
}
ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint);
texture.SynchronizeMemory();
return texture;
}
// Calculate texture sizes, used to find all overlapping textures.
SizeInfo sizeInfo = info.CalculateSizeInfo(layerSize);
ulong size = (ulong)sizeInfo.TotalSize;
if (range == null)
{
range = _context.MemoryManager.GetPhysicalRegions(info.GpuAddress, size);
}
// Find view compatible matches.
int overlapsCount;
lock (_textures)
{
overlapsCount = _textures.FindOverlaps(range.Value, ref _textureOverlaps);
}
if (_overlapInfo.Length != _textureOverlaps.Length)
{
Array.Resize(ref _overlapInfo, _textureOverlaps.Length);
}
// =============== Find Texture View of Existing Texture ===============
int fullyCompatible = 0;
// Evaluate compatibility of overlaps
for (int index = 0; index < overlapsCount; index++)
{
Texture overlap = _textureOverlaps[index];
TextureViewCompatibility overlapCompatibility = overlap.IsViewCompatible(info, range.Value, sizeInfo.LayerSize, out int firstLayer, out int firstLevel);
if (overlapCompatibility == TextureViewCompatibility.Full)
{
if (overlap.IsView)
{
overlapCompatibility = TextureViewCompatibility.CopyOnly;
}
else
{
fullyCompatible++;
}
}
_overlapInfo[index] = new OverlapInfo(overlapCompatibility, firstLayer, firstLevel);
}
// Search through the overlaps to find a compatible view and establish any copy dependencies.
for (int index = 0; index < overlapsCount; index++)
{
Texture overlap = _textureOverlaps[index];
OverlapInfo oInfo = _overlapInfo[index];
if (oInfo.Compatibility == TextureViewCompatibility.Full)
{
TextureInfo adjInfo = AdjustSizes(overlap, info, oInfo.FirstLevel);
if (!isSamplerTexture)
{
info = adjInfo;
}
texture = overlap.CreateView(adjInfo, sizeInfo, range.Value, oInfo.FirstLayer, oInfo.FirstLevel);
ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint);
texture.SynchronizeMemory();
break;
}
else if (oInfo.Compatibility == TextureViewCompatibility.CopyOnly && fullyCompatible == 0)
{
// Only copy compatible. If there's another choice for a FULLY compatible texture, choose that instead.
texture = new Texture(_context, info, sizeInfo, range.Value, scaleMode);
texture.InitializeGroup(true, true);
texture.InitializeData(false, false);
overlap.SynchronizeMemory();
overlap.CreateCopyDependency(texture, oInfo.FirstLayer, oInfo.FirstLevel, true);
break;
}
}
if (texture != null)
{
// This texture could be a view of multiple parent textures with different storages, even if it is a view.
// When a texture is created, make sure all possible dependencies to other textures are created as copies.
// (even if it could be fulfilled without a copy)
for (int index = 0; index < overlapsCount; index++)
{
Texture overlap = _textureOverlaps[index];
OverlapInfo oInfo = _overlapInfo[index];
if (oInfo.Compatibility != TextureViewCompatibility.Incompatible && overlap.Group != texture.Group)
{
overlap.SynchronizeMemory();
overlap.CreateCopyDependency(texture, oInfo.FirstLayer, oInfo.FirstLevel, true);
}
}
texture.SynchronizeMemory();
}
// =============== Create a New Texture ===============
// No match, create a new texture.
if (texture == null)
{
texture = new Texture(_context, info, sizeInfo, range.Value, scaleMode);
// Step 1: Find textures that are view compatible with the new texture.
// Any textures that are incompatible will contain garbage data, so they should be removed where possible.
int viewCompatible = 0;
fullyCompatible = 0;
bool setData = isSamplerTexture || overlapsCount == 0 || flags.HasFlag(TextureSearchFlags.ForCopy);
bool hasLayerViews = false;
bool hasMipViews = false;
for (int index = 0; index < overlapsCount; index++)
{
Texture overlap = _textureOverlaps[index];
bool overlapInCache = overlap.CacheNode != null;
TextureViewCompatibility compatibility = texture.IsViewCompatible(overlap.Info, overlap.Range, overlap.LayerSize, out int firstLayer, out int firstLevel);
if (overlap.IsView && compatibility == TextureViewCompatibility.Full)
{
compatibility = TextureViewCompatibility.CopyOnly;
}
if (compatibility != TextureViewCompatibility.Incompatible)
{
if (compatibility == TextureViewCompatibility.Full)
{
if (viewCompatible == fullyCompatible)
{
_overlapInfo[viewCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel);
_textureOverlaps[viewCompatible++] = overlap;
}
else
{
// Swap overlaps so that the fully compatible views have priority.
_overlapInfo[viewCompatible] = _overlapInfo[fullyCompatible];
_textureOverlaps[viewCompatible++] = _textureOverlaps[fullyCompatible];
_overlapInfo[fullyCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel);
_textureOverlaps[fullyCompatible] = overlap;
}
fullyCompatible++;
}
else
{
_overlapInfo[viewCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel);
_textureOverlaps[viewCompatible++] = overlap;
}
hasLayerViews |= overlap.Info.GetSlices() < texture.Info.GetSlices();
hasMipViews |= overlap.Info.Levels < texture.Info.Levels;
}
else if (overlapInCache || !setData)
{
if (info.GobBlocksInZ > 1 && info.GobBlocksInZ == overlap.Info.GobBlocksInZ)
{
// Allow overlapping slices of 3D textures. Could be improved in future by making sure the textures don't overlap.
continue;
}
// The overlap texture is going to contain garbage data after we draw, or is generally incompatible.
// If the texture cannot be entirely contained in the new address space, and one of its view children is compatible with us,
// it must be flushed before removal, so that the data is not lost.
// If the texture was modified since its last use, then that data is probably meant to go into this texture.
// If the data has been modified by the CPU, then it also shouldn't be flushed.
bool modified = overlap.ConsumeModified();
bool flush = overlapInCache && !modified && !texture.Range.Contains(overlap.Range) && overlap.HasViewCompatibleChild(texture);
setData |= modified || flush;
if (overlapInCache)
{
_cache.Remove(overlap, flush);
}
}
}
texture.InitializeGroup(hasLayerViews, hasMipViews);
// We need to synchronize before copying the old view data to the texture,
// otherwise the copied data would be overwritten by a future synchronization.
texture.InitializeData(false, setData);
for (int index = 0; index < viewCompatible; index++)
{
Texture overlap = _textureOverlaps[index];
OverlapInfo oInfo = _overlapInfo[index];
if (overlap.Group == texture.Group)
{
// If the texture group is equal, then this texture (or its parent) is already a view.
continue;
}
TextureInfo overlapInfo = AdjustSizes(texture, overlap.Info, oInfo.FirstLevel);
if (texture.ScaleFactor != overlap.ScaleFactor)
{
// A bit tricky, our new texture may need to contain an existing texture that is upscaled, but isn't itself.
// In that case, we prefer the higher scale only if our format is render-target-like, otherwise we scale the view down before copy.
texture.PropagateScale(overlap);
}
if (oInfo.Compatibility != TextureViewCompatibility.Full)
{
// Copy only compatibility, or target texture is already a view.
overlap.SynchronizeMemory();
texture.CreateCopyDependency(overlap, oInfo.FirstLayer, oInfo.FirstLevel, false);
}
else
{
TextureCreateInfo createInfo = GetCreateInfo(overlapInfo, _context.Capabilities, overlap.ScaleFactor);
ITexture newView = texture.HostTexture.CreateView(createInfo, oInfo.FirstLayer, oInfo.FirstLevel);
overlap.SynchronizeMemory();
overlap.HostTexture.CopyTo(newView, 0, 0);
overlap.ReplaceView(texture, overlapInfo, newView, oInfo.FirstLayer, oInfo.FirstLevel);
}
}
texture.SynchronizeMemory();
}
// Sampler textures are managed by the texture pool, all other textures
// are managed by the auto delete cache.
if (!isSamplerTexture)
{
_cache.Add(texture);
}
lock (_textures)
{
_textures.Add(texture);
}
ShrinkOverlapsBufferIfNeeded();
return texture;
}
/// <summary>
/// Changes a texture's size to match the desired size for samplers,
/// or increases a texture's size to fit the region indicated by a size hint.
/// </summary>
/// <param name="info">The desired texture info</param>
/// <param name="texture">The texture to resize</param>
/// <param name="isSamplerTexture">True if the texture will be used for a sampler, false otherwise</param>
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
private void ChangeSizeIfNeeded(TextureInfo info, Texture texture, bool isSamplerTexture, Size? sizeHint)
{
if (isSamplerTexture)
{
// If this is used for sampling, the size must match,
// otherwise the shader would sample garbage data.
// To fix that, we create a new texture with the correct
// size, and copy the data from the old one to the new one.
if (!TextureCompatibility.SizeMatches(texture.Info, info))
{
texture.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
}
}
else if (sizeHint != null)
{
// A size hint indicates that data will be used within that range, at least.
// If the texture is smaller than the size hint, it must be enlarged to meet it.
// The maximum size is provided by the requested info, which generally has an aligned size.
int width = Math.Max(texture.Info.Width, Math.Min(sizeHint.Value.Width, info.Width));
int height = Math.Max(texture.Info.Height, Math.Min(sizeHint.Value.Height, info.Height));
if (texture.Info.Width != width || texture.Info.Height != height)
{
texture.ChangeSize(width, height, info.DepthOrLayers);
}
}
}
/// <summary>
/// Tries to find an existing texture matching the given buffer copy destination. If none is found, returns null.
/// </summary>
/// <param name="tex">The texture information</param>
/// <param name="cbp">The copy buffer parameters</param>
/// <param name="swizzle">The copy buffer swizzle</param>
/// <param name="linear">True if the texture has a linear layout, false otherwise</param>
/// <returns>A matching texture, or null if there is no match</returns>
public Texture FindTexture(CopyBufferTexture tex, CopyBufferParams cbp, CopyBufferSwizzle swizzle, bool linear)
{
ulong address = _context.MemoryManager.Translate(cbp.DstAddress.Pack());
if (address == MemoryManager.PteUnmapped)
{
return null;
}
int bpp = swizzle.UnpackDstComponentsCount() * swizzle.UnpackComponentSize();
int addressMatches = _textures.FindOverlaps(address, ref _textureOverlaps);
for (int i = 0; i < addressMatches; i++)
{
Texture texture = _textureOverlaps[i];
FormatInfo format = texture.Info.FormatInfo;
if (texture.Info.DepthOrLayers > 1)
{
continue;
}
bool match;
if (linear)
{
// Size is not available for linear textures. Use the stride and end of the copy region instead.
match = texture.Info.IsLinear && texture.Info.Stride == cbp.DstStride && tex.RegionY + cbp.YCount <= texture.Info.Height;
}
else
{
// Bpp may be a mismatch between the target texture and the param.
// Due to the way linear strided and block layouts work, widths can be multiplied by Bpp for comparison.
// Note: tex.Width is the aligned texture size. Prefer param.XCount, as the destination should be a texture with that exact size.
bool sizeMatch = cbp.XCount * bpp == texture.Info.Width * format.BytesPerPixel && tex.Height == texture.Info.Height;
bool formatMatch = !texture.Info.IsLinear &&
texture.Info.GobBlocksInY == tex.MemoryLayout.UnpackGobBlocksInY() &&
texture.Info.GobBlocksInZ == tex.MemoryLayout.UnpackGobBlocksInZ();
match = sizeMatch && formatMatch;
}
if (match)
{
return texture;
}
}
return null;
}
/// <summary>
/// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
/// </summary>
private void ShrinkOverlapsBufferIfNeeded()
{
if (_textureOverlaps.Length > OverlapsBufferMaxCapacity)
{
Array.Resize(ref _textureOverlaps, OverlapsBufferMaxCapacity);
}
}
/// <summary>
/// Adjusts the size of the texture information for a given mipmap level,
/// based on the size of a parent texture.
/// </summary>
/// <param name="parent">The parent texture</param>
/// <param name="info">The texture information to be adjusted</param>
/// <param name="firstLevel">The first level of the texture view</param>
/// <returns>The adjusted texture information with the new size</returns>
private static TextureInfo AdjustSizes(Texture parent, TextureInfo info, int firstLevel)
{
// When the texture is used as view of another texture, we must
// ensure that the sizes are valid, otherwise data uploads would fail
// (and the size wouldn't match the real size used on the host API).
// Given a parent texture from where the view is created, we have the
// following rules:
// - The view size must be equal to the parent size, divided by (2 ^ l),
// where l is the first mipmap level of the view. The division result must
// be rounded down, and the result must be clamped to 1.
// - If the parent format is compressed, and the view format isn't, the
// view size is calculated as above, but the width and height of the
// view must be also divided by the compressed format block width and height.
// - If the parent format is not compressed, and the view is, the view
// size is calculated as described on the first point, but the width and height
// of the view must be also multiplied by the block width and height.
int width = Math.Max(1, parent.Info.Width >> firstLevel);
int height = Math.Max(1, parent.Info.Height >> firstLevel);
if (parent.Info.FormatInfo.IsCompressed && !info.FormatInfo.IsCompressed)
{
width = BitUtils.DivRoundUp(width, parent.Info.FormatInfo.BlockWidth);
height = BitUtils.DivRoundUp(height, parent.Info.FormatInfo.BlockHeight);
}
else if (!parent.Info.FormatInfo.IsCompressed && info.FormatInfo.IsCompressed)
{
width *= info.FormatInfo.BlockWidth;
height *= info.FormatInfo.BlockHeight;
}
int depthOrLayers;
if (info.Target == Target.Texture3D)
{
depthOrLayers = Math.Max(1, parent.Info.DepthOrLayers >> firstLevel);
}
else
{
depthOrLayers = info.DepthOrLayers;
}
return new TextureInfo(
info.GpuAddress,
width,
height,
depthOrLayers,
info.Levels,
info.SamplesInX,
info.SamplesInY,
info.Stride,
info.IsLinear,
info.GobBlocksInY,
info.GobBlocksInZ,
info.GobBlocksInTileX,
info.Target,
info.FormatInfo,
info.DepthStencilMode,
info.SwizzleR,
info.SwizzleG,
info.SwizzleB,
info.SwizzleA);
}
/// <summary>
/// Gets a texture creation information from texture information.
/// This can be used to create new host textures.
/// </summary>
/// <param name="info">Texture information</param>
/// <param name="caps">GPU capabilities</param>
/// <param name="scale">Texture scale factor, to be applied to the texture size</param>
/// <returns>The texture creation information</returns>
public static TextureCreateInfo GetCreateInfo(TextureInfo info, Capabilities caps, float scale)
{
FormatInfo formatInfo = TextureCompatibility.ToHostCompatibleFormat(info, caps);
if (info.Target == Target.TextureBuffer)
{
// We assume that the host does not support signed normalized format
// (as is the case with OpenGL), so we just use a unsigned format.
// The shader will need the appropriate conversion code to compensate.
switch (formatInfo.Format)
{
case Format.R8Snorm:
formatInfo = new FormatInfo(Format.R8Sint, 1, 1, 1, 1);
break;
case Format.R16Snorm:
formatInfo = new FormatInfo(Format.R16Sint, 1, 1, 2, 1);
break;
case Format.R8G8Snorm:
formatInfo = new FormatInfo(Format.R8G8Sint, 1, 1, 2, 2);
break;
case Format.R16G16Snorm:
formatInfo = new FormatInfo(Format.R16G16Sint, 1, 1, 4, 2);
break;
case Format.R8G8B8A8Snorm:
formatInfo = new FormatInfo(Format.R8G8B8A8Sint, 1, 1, 4, 4);
break;
case Format.R16G16B16A16Snorm:
formatInfo = new FormatInfo(Format.R16G16B16A16Sint, 1, 1, 8, 4);
break;
}
}
int width = info.Width / info.SamplesInX;
int height = info.Height / info.SamplesInY;
int depth = info.GetDepth() * info.GetLayers();
if (scale != 1f)
{
width = (int)MathF.Ceiling(width * scale);
height = (int)MathF.Ceiling(height * scale);
}
return new TextureCreateInfo(
width,
height,
depth,
info.Levels,
info.Samples,
formatInfo.BlockWidth,
formatInfo.BlockHeight,
formatInfo.BytesPerPixel,
formatInfo.Format,
info.DepthStencilMode,
info.Target,
info.SwizzleR,
info.SwizzleG,
info.SwizzleB,
info.SwizzleA);
}
/// <summary>
/// Removes a texture from the cache.
/// </summary>
/// <remarks>
/// This only removes the texture from the internal list, not from the auto-deletion cache.
/// It may still have live references after the removal.
/// </remarks>
/// <param name="texture">The texture to be removed</param>
public void RemoveTextureFromCache(Texture texture)
{
lock (_textures)
{
_textures.Remove(texture);
}
}
/// <summary>
/// Disposes all textures and samplers in the cache.
/// It's an error to use the texture cache after disposal.
/// </summary>
public void Dispose()
{
lock (_textures)
{
foreach (Texture texture in _textures)
{
texture.Dispose();
}
}
}
}
}

File diff suppressed because it is too large Load diff

View file

@ -57,7 +57,7 @@ namespace Ryujinx.Graphics.Gpu.Image
ProcessDereferenceQueue();
texture = Context.Methods.TextureManager.FindOrCreateTexture(TextureSearchFlags.ForSampler, info, layerSize);
texture = Context.Methods.TextureCache.FindOrCreateTexture(TextureSearchFlags.ForSampler, info, layerSize);
// If this happens, then the texture address is invalid, we can't add it to the cache.
if (texture == null)

View file

@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Image
@ -7,7 +8,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// This can keep multiple texture pools, and return the current one as needed.
/// It is useful for applications that uses multiple texture pools.
/// </summary>
class TexturePoolCache
class TexturePoolCache : IDisposable
{
private const int MaxCapacity = 4;
@ -72,5 +73,19 @@ namespace Ryujinx.Graphics.Gpu.Image
return pool;
}
/// <summary>
/// Disposes the texture pool cache.
/// It's an error to use the texture pool cache after disposal.
/// </summary>
public void Dispose()
{
foreach (TexturePool pool in _pools)
{
pool.Dispose();
}
_pools.Clear();
}
}
}

View file

@ -0,0 +1,390 @@
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Memory.Range;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Ryujinx.Graphics.Gpu.Memory
{
/// <summary>
/// Buffer cache.
/// </summary>
class BufferCache : IDisposable
{
private const int OverlapsBufferInitialCapacity = 10;
private const int OverlapsBufferMaxCapacity = 10000;
private const ulong BufferAlignmentSize = 0x1000;
private const ulong BufferAlignmentMask = BufferAlignmentSize - 1;
private GpuContext _context;
private readonly RangeList<Buffer> _buffers;
private Buffer[] _bufferOverlaps;
private readonly Dictionary<ulong, BufferCacheEntry> _dirtyCache;
public event Action NotifyBuffersModified;
/// <summary>
/// Creates a new instance of the buffer manager.
/// </summary>
/// <param name="context">The GPU context that the buffer manager belongs to</param>
public BufferCache(GpuContext context)
{
_context = context;
_buffers = new RangeList<Buffer>();
_bufferOverlaps = new Buffer[OverlapsBufferInitialCapacity];
_dirtyCache = new Dictionary<ulong, BufferCacheEntry>();
}
/// <summary>
/// Handles removal of buffers written to a memory region being unmapped.
/// </summary>
/// <param name="sender">Sender object</param>
/// <param name="e">Event arguments</param>
public void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
{
Buffer[] overlaps = new Buffer[10];
int overlapCount;
ulong address = _context.MemoryManager.Translate(e.Address);
ulong size = e.Size;
lock (_buffers)
{
overlapCount = _buffers.FindOverlaps(address, size, ref overlaps);
}
for (int i = 0; i < overlapCount; i++)
{
overlaps[i].Unmapped(address, size);
}
}
/// <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>
public ulong TranslateAndCreateBuffer(ulong gpuVa, ulong size)
{
if (gpuVa == 0)
{
return 0;
}
ulong address = _context.MemoryManager.Translate(gpuVa);
if (address == MemoryManager.PteUnmapped)
{
return 0;
}
CreateBuffer(address, size);
return address;
}
/// <summary>
/// Creates a new buffer for the specified range, if it does not yet exist.
/// This can be used to ensure the existance of a buffer.
/// </summary>
/// <param name="address">Address of the buffer in memory</param>
/// <param name="size">Size of the buffer in bytes</param>
public void CreateBuffer(ulong address, ulong size)
{
ulong endAddress = address + size;
ulong alignedAddress = address & ~BufferAlignmentMask;
ulong alignedEndAddress = (endAddress + BufferAlignmentMask) & ~BufferAlignmentMask;
// The buffer must have the size of at least one page.
if (alignedEndAddress == alignedAddress)
{
alignedEndAddress += BufferAlignmentSize;
}
CreateBufferAligned(alignedAddress, alignedEndAddress - alignedAddress);
}
/// <summary>
/// Performs address translation of the GPU virtual address, and attempts to force
/// the buffer in the region as dirty.
/// The buffer lookup for this function is cached in a dictionary for quick access, which
/// accelerates common UBO updates.
/// </summary>
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
/// <param name="size">Size in bytes of the buffer</param>
public void ForceDirty(ulong gpuVa, ulong size)
{
BufferCacheEntry result;
if (!_dirtyCache.TryGetValue(gpuVa, out result) || result.EndGpuAddress < gpuVa + size || result.UnmappedSequence != result.Buffer.UnmappedSequence)
{
ulong address = TranslateAndCreateBuffer(gpuVa, size);
result = new BufferCacheEntry(address, gpuVa, GetBuffer(address, size));
_dirtyCache[gpuVa] = result;
}
result.Buffer.ForceDirty(result.Address, size);
}
/// <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 CreateBufferAligned(ulong address, ulong size)
{
int overlapsCount;
lock (_buffers)
{
overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps);
}
if (overlapsCount != 0)
{
// The buffer already exists. We can just return the existing buffer
// if the buffer we need is fully contained inside the overlapping buffer.
// Otherwise, we must delete the overlapping buffers and create a bigger buffer
// that fits all the data we need. We also need to copy the contents from the
// old buffer(s) to the new buffer.
ulong endAddress = address + size;
if (_bufferOverlaps[0].Address > address || _bufferOverlaps[0].EndAddress < endAddress)
{
for (int index = 0; index < overlapsCount; index++)
{
Buffer buffer = _bufferOverlaps[index];
address = Math.Min(address, buffer.Address);
endAddress = Math.Max(endAddress, buffer.EndAddress);
lock (_buffers)
{
_buffers.Remove(buffer);
}
}
Buffer newBuffer = new Buffer(_context, address, endAddress - address, _bufferOverlaps.Take(overlapsCount));
lock (_buffers)
{
_buffers.Add(newBuffer);
}
for (int index = 0; index < overlapsCount; index++)
{
Buffer buffer = _bufferOverlaps[index];
int dstOffset = (int)(buffer.Address - newBuffer.Address);
buffer.CopyTo(newBuffer, dstOffset);
newBuffer.InheritModifiedRanges(buffer);
buffer.DisposeData();
}
newBuffer.SynchronizeMemory(address, endAddress - address);
// Existing buffers were modified, we need to rebind everything.
NotifyBuffersModified?.Invoke();
}
}
else
{
// No overlap, just create a new buffer.
Buffer buffer = new Buffer(_context, address, size);
lock (_buffers)
{
_buffers.Add(buffer);
}
}
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)
{
Array.Resize(ref _bufferOverlaps, OverlapsBufferMaxCapacity);
}
}
/// <summary>
/// Copy a buffer data from a given address to another.
/// </summary>
/// <remarks>
/// This does a GPU side copy.
/// </remarks>
/// <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);
ulong dstAddress = TranslateAndCreateBuffer(dstVa.Pack(), size);
Buffer srcBuffer = GetBuffer(srcAddress, size);
Buffer dstBuffer = GetBuffer(dstAddress, size);
int srcOffset = (int)(srcAddress - srcBuffer.Address);
int dstOffset = (int)(dstAddress - dstBuffer.Address);
_context.Renderer.Pipeline.CopyBuffer(
srcBuffer.Handle,
dstBuffer.Handle,
srcOffset,
dstOffset,
(int)size);
if (srcBuffer.IsModified(srcAddress, size))
{
dstBuffer.SignalModified(dstAddress, size);
}
else
{
// Optimization: If the data being copied is already in memory, then copy it directly instead of flushing from GPU.
dstBuffer.ClearModified(dstAddress, size);
_context.PhysicalMemory.WriteUntracked(dstAddress, _context.PhysicalMemory.GetSpan(srcAddress, (int)size));
}
}
/// <summary>
/// Clears a buffer at a given address with the specified value.
/// </summary>
/// <remarks>
/// Both the address and size must be aligned to 4 bytes.
/// </remarks>
/// <param name="gpuVa">GPU virtual address of the region to clear</param>
/// <param name="size">Number of bytes to clear</param>
/// <param name="value">Value to be written into the buffer</param>
public void ClearBuffer(GpuVa gpuVa, ulong size, uint value)
{
ulong address = TranslateAndCreateBuffer(gpuVa.Pack(), size);
Buffer buffer = GetBuffer(address, size);
int offset = (int)(address - buffer.Address);
_context.Renderer.Pipeline.ClearBuffer(buffer.Handle, offset, (int)size, value);
buffer.SignalModified(address, size);
}
/// <summary>
/// Gets a buffer sub-range starting at a given memory address.
/// </summary>
/// <param name="address">Start address of the memory range</param>
/// <param name="size">Size in bytes of the memory range</param>
/// <param name="write">Whether the buffer will be written to by this use</param>
/// <returns>The buffer sub-range starting at the given memory address</returns>
public BufferRange GetBufferRangeTillEnd(ulong address, ulong size, bool write = false)
{
return GetBuffer(address, size, write).GetRange(address);
}
/// <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>
/// <param name="write">Whether the buffer will be written to by this use</param>
/// <returns>The buffer sub-range for the given range</returns>
public BufferRange GetBufferRange(ulong address, ulong size, bool write = false)
{
return GetBuffer(address, size, write).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>
/// <param name="write">Whether the buffer will be written to by this use</param>
/// <returns>The buffer where the range is fully contained</returns>
private Buffer GetBuffer(ulong address, ulong size, bool write = false)
{
Buffer buffer;
if (size != 0)
{
lock (_buffers)
{
buffer = _buffers.FindFirstOverlap(address, size);
}
buffer.SynchronizeMemory(address, size);
if (write)
{
buffer.SignalModified(address, size);
}
}
else
{
lock (_buffers)
{
buffer = _buffers.FindFirstOverlap(address, 1);
}
}
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>
public void SynchronizeBufferRange(ulong address, ulong size)
{
if (size != 0)
{
Buffer buffer;
lock (_buffers)
{
buffer = _buffers.FindFirstOverlap(address, size);
}
buffer.SynchronizeMemory(address, size);
}
}
/// <summary>
/// Disposes all buffers in the cache.
/// It's an error to use the buffer manager after disposal.
/// </summary>
public void Dispose()
{
lock (_buffers)
{
foreach (Buffer buffer in _buffers)
{
buffer.Dispose();
}
}
}
}
}

View file

@ -1,9 +1,7 @@
using Ryujinx.Common;
using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Shader;
using Ryujinx.Memory.Range;
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
@ -14,26 +12,16 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <summary>
/// Buffer manager.
/// </summary>
class BufferManager
class BufferManager : IDisposable
{
private const int StackToHeapThreshold = 16;
private const int OverlapsBufferInitialCapacity = 10;
private const int OverlapsBufferMaxCapacity = 10000;
private const ulong BufferAlignmentSize = 0x1000;
private const ulong BufferAlignmentMask = BufferAlignmentSize - 1;
private GpuContext _context;
private RangeList<Buffer> _buffers;
private Buffer[] _bufferOverlaps;
private readonly GpuContext _context;
private IndexBuffer _indexBuffer;
private VertexBuffer[] _vertexBuffers;
private BufferBounds[] _transformFeedbackBuffers;
private List<BufferTextureBinding> _bufferTextures;
private readonly VertexBuffer[] _vertexBuffers;
private readonly BufferBounds[] _transformFeedbackBuffers;
private readonly List<BufferTextureBinding> _bufferTextures;
/// <summary>
/// Holds shader stage buffer state and binding information.
@ -94,10 +82,10 @@ namespace Ryujinx.Graphics.Gpu.Memory
}
}
private BuffersPerStage _cpStorageBuffers;
private BuffersPerStage _cpUniformBuffers;
private BuffersPerStage[] _gpStorageBuffers;
private BuffersPerStage[] _gpUniformBuffers;
private readonly BuffersPerStage _cpStorageBuffers;
private readonly BuffersPerStage _cpUniformBuffers;
private readonly BuffersPerStage[] _gpStorageBuffers;
private readonly BuffersPerStage[] _gpUniformBuffers;
private int _cpStorageBufferBindings;
private int _cpUniformBufferBindings;
@ -114,20 +102,14 @@ namespace Ryujinx.Graphics.Gpu.Memory
private bool _rebind;
private Dictionary<ulong, BufferCacheEntry> _dirtyCache;
/// <summary>
/// Creates a new instance of the buffer manager.
/// </summary>
/// <param name="context">The GPU context that the buffer manager belongs to</param>
/// <param name="context">GPU context that the buffer manager belongs to</param>
public BufferManager(GpuContext context)
{
_context = context;
_buffers = new RangeList<Buffer>();
_bufferOverlaps = new Buffer[OverlapsBufferInitialCapacity];
_vertexBuffers = new VertexBuffer[Constants.TotalVertexBuffers];
_transformFeedbackBuffers = new BufferBounds[Constants.TotalTransformFeedbackBuffers];
@ -146,9 +128,10 @@ namespace Ryujinx.Graphics.Gpu.Memory
_bufferTextures = new List<BufferTextureBinding>();
_dirtyCache = new Dictionary<ulong, BufferCacheEntry>();
context.Methods.BufferCache.NotifyBuffersModified += Rebind;
}
/// <summary>
/// Sets the memory range with the index buffer data, to be used for subsequent draw calls.
/// </summary>
@ -157,7 +140,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <param name="type">Type of each index buffer element</param>
public void SetIndexBuffer(ulong gpuVa, ulong size, IndexType type)
{
ulong address = TranslateAndCreateBuffer(gpuVa, size);
ulong address = _context.Methods.BufferCache.TranslateAndCreateBuffer(gpuVa, size);
_indexBuffer.Address = address;
_indexBuffer.Size = size;
@ -188,7 +171,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <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);
ulong address = _context.Methods.BufferCache.TranslateAndCreateBuffer(gpuVa, size);
_vertexBuffers[index].Address = address;
_vertexBuffers[index].Size = size;
@ -216,7 +199,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <param name="size">Size in bytes of the transform feedback buffer</param>
public void SetTransformFeedbackBuffer(int index, ulong gpuVa, ulong size)
{
ulong address = TranslateAndCreateBuffer(gpuVa, size);
ulong address = _context.Methods.BufferCache.TranslateAndCreateBuffer(gpuVa, size);
_transformFeedbackBuffers[index] = new BufferBounds(address, size);
_transformFeedbackBuffersDirty = true;
@ -236,7 +219,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
gpuVa = BitUtils.AlignDown(gpuVa, _context.Capabilities.StorageBufferOffsetAlignment);
ulong address = TranslateAndCreateBuffer(gpuVa, size);
ulong address = _context.Methods.BufferCache.TranslateAndCreateBuffer(gpuVa, size);
_cpStorageBuffers.SetBounds(index, address, size, flags);
}
@ -256,7 +239,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
gpuVa = BitUtils.AlignDown(gpuVa, _context.Capabilities.StorageBufferOffsetAlignment);
ulong address = TranslateAndCreateBuffer(gpuVa, size);
ulong address = _context.Methods.BufferCache.TranslateAndCreateBuffer(gpuVa, size);
if (_gpStorageBuffers[stage].Buffers[index].Address != address ||
_gpStorageBuffers[stage].Buffers[index].Size != size)
@ -276,7 +259,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <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);
ulong address = _context.Methods.BufferCache.TranslateAndCreateBuffer(gpuVa, size);
_cpUniformBuffers.SetBounds(index, address, size);
}
@ -291,7 +274,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <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);
ulong address = _context.Methods.BufferCache.TranslateAndCreateBuffer(gpuVa, size);
_gpUniformBuffers[stage].SetBounds(index, address, size);
_gpUniformBuffersDirty = true;
@ -397,191 +380,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
return mask;
}
/// <summary>
/// Handles removal of buffers written to a memory region being unmapped.
/// </summary>
/// <param name="sender">Sender object</param>
/// <param name="e">Event arguments</param>
public void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
{
Buffer[] overlaps = new Buffer[10];
int overlapCount;
ulong address = _context.MemoryManager.Translate(e.Address);
ulong size = e.Size;
lock (_buffers)
{
overlapCount = _buffers.FindOverlaps(address, size, ref overlaps);
}
for (int i = 0; i < overlapCount; i++)
{
overlaps[i].Unmapped(address, size);
}
}
/// <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)
{
return 0;
}
ulong address = _context.MemoryManager.Translate(gpuVa);
if (address == MemoryManager.PteUnmapped)
{
return 0;
}
CreateBuffer(address, size);
return address;
}
/// <summary>
/// Creates a new buffer for the specified range, if it does not yet exist.
/// This can be used to ensure the existance of a buffer.
/// </summary>
/// <param name="address">Address of the buffer in memory</param>
/// <param name="size">Size of the buffer in bytes</param>
public void CreateBuffer(ulong address, ulong size)
{
ulong endAddress = address + size;
ulong alignedAddress = address & ~BufferAlignmentMask;
ulong alignedEndAddress = (endAddress + BufferAlignmentMask) & ~BufferAlignmentMask;
// The buffer must have the size of at least one page.
if (alignedEndAddress == alignedAddress)
{
alignedEndAddress += BufferAlignmentSize;
}
CreateBufferAligned(alignedAddress, alignedEndAddress - alignedAddress);
}
/// <summary>
/// Performs address translation of the GPU virtual address, and attempts to force
/// the buffer in the region as dirty.
/// The buffer lookup for this function is cached in a dictionary for quick access, which
/// accelerates common UBO updates.
/// </summary>
/// <param name="gpuVa">Start GPU virtual address of the buffer</param>
/// <param name="size">Size in bytes of the buffer</param>
public void ForceDirty(ulong gpuVa, ulong size)
{
BufferCacheEntry result;
if (!_dirtyCache.TryGetValue(gpuVa, out result) || result.EndGpuAddress < gpuVa + size || result.UnmappedSequence != result.Buffer.UnmappedSequence)
{
ulong address = TranslateAndCreateBuffer(gpuVa, size);
result = new BufferCacheEntry(address, gpuVa, GetBuffer(address, size));
_dirtyCache[gpuVa] = result;
}
result.Buffer.ForceDirty(result.Address, size);
}
/// <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 CreateBufferAligned(ulong address, ulong size)
{
int overlapsCount;
lock (_buffers)
{
overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps);
}
if (overlapsCount != 0)
{
// The buffer already exists. We can just return the existing buffer
// if the buffer we need is fully contained inside the overlapping buffer.
// Otherwise, we must delete the overlapping buffers and create a bigger buffer
// that fits all the data we need. We also need to copy the contents from the
// old buffer(s) to the new buffer.
ulong endAddress = address + size;
if (_bufferOverlaps[0].Address > address || _bufferOverlaps[0].EndAddress < endAddress)
{
for (int index = 0; index < overlapsCount; index++)
{
Buffer buffer = _bufferOverlaps[index];
address = Math.Min(address, buffer.Address);
endAddress = Math.Max(endAddress, buffer.EndAddress);
lock (_buffers)
{
_buffers.Remove(buffer);
}
}
Buffer newBuffer = new Buffer(_context, address, endAddress - address, _bufferOverlaps.Take(overlapsCount));
lock (_buffers)
{
_buffers.Add(newBuffer);
}
for (int index = 0; index < overlapsCount; index++)
{
Buffer buffer = _bufferOverlaps[index];
int dstOffset = (int)(buffer.Address - newBuffer.Address);
buffer.CopyTo(newBuffer, dstOffset);
newBuffer.InheritModifiedRanges(buffer);
buffer.DisposeData();
}
newBuffer.SynchronizeMemory(address, endAddress - address);
// Existing buffers were modified, we need to rebind everything.
_rebind = true;
}
}
else
{
// No overlap, just create a new buffer.
Buffer buffer = new Buffer(_context, address, size);
lock (_buffers)
{
_buffers.Add(buffer);
}
}
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)
{
Array.Resize(ref _bufferOverlaps, OverlapsBufferMaxCapacity);
}
}
/// <summary>
/// Gets the address of the compute uniform buffer currently bound at the given index.
@ -624,7 +422,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
{
// The storage buffer size is not reliable (it might be lower than the actual size),
// so we bind the entire buffer to allow otherwise out of range accesses to work.
sRanges[bindingInfo.Binding] = GetBufferRangeTillEnd(
sRanges[bindingInfo.Binding] = _context.Methods.BufferCache.GetBufferRangeTillEnd(
bounds.Address,
bounds.Size,
bounds.Flags.HasFlag(BufferUsageFlags.Write));
@ -645,7 +443,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
if (bounds.Address != 0)
{
uRanges[bindingInfo.Binding] = GetBufferRange(bounds.Address, bounds.Size);
uRanges[bindingInfo.Binding] = _context.Methods.BufferCache.GetBufferRange(bounds.Address, bounds.Size);
}
}
@ -654,7 +452,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
CommitBufferTextureBindings();
// Force rebind after doing compute work.
_rebind = true;
Rebind();
}
/// <summary>
@ -666,7 +464,9 @@ namespace Ryujinx.Graphics.Gpu.Memory
{
foreach (var binding in _bufferTextures)
{
binding.Texture.SetStorage(GetBufferRange(binding.Address, binding.Size, binding.BindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore)));
var isStore = binding.BindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);
var range = _context.Methods.BufferCache.GetBufferRange(binding.Address, binding.Size, isStore);
binding.Texture.SetStorage(range);
// The texture must be rebound to use the new storage if it was updated.
@ -696,14 +496,14 @@ namespace Ryujinx.Graphics.Gpu.Memory
if (_indexBuffer.Address != 0)
{
BufferRange buffer = GetBufferRange(_indexBuffer.Address, _indexBuffer.Size);
BufferRange buffer = _context.Methods.BufferCache.GetBufferRange(_indexBuffer.Address, _indexBuffer.Size);
_context.Renderer.Pipeline.SetIndexBuffer(buffer, _indexBuffer.Type);
}
}
else if (_indexBuffer.Address != 0)
{
SynchronizeBufferRange(_indexBuffer.Address, _indexBuffer.Size);
_context.Methods.BufferCache.SynchronizeBufferRange(_indexBuffer.Address, _indexBuffer.Size);
}
uint vbEnableMask = _vertexBuffersEnableMask;
@ -723,7 +523,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
continue;
}
BufferRange buffer = GetBufferRange(vb.Address, vb.Size);
BufferRange buffer = _context.Methods.BufferCache.GetBufferRange(vb.Address, vb.Size);
vertexBuffers[index] = new VertexBufferDescriptor(buffer, vb.Stride, vb.Divisor);
}
@ -741,7 +541,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
continue;
}
SynchronizeBufferRange(vb.Address, vb.Size);
_context.Methods.BufferCache.SynchronizeBufferRange(vb.Address, vb.Size);
}
}
@ -761,7 +561,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
continue;
}
tfbs[index] = GetBufferRange(tfb.Address, tfb.Size);
tfbs[index] = _context.Methods.BufferCache.GetBufferRange(tfb.Address, tfb.Size);
}
_context.Renderer.Pipeline.SetTransformFeedbackBuffers(tfbs);
@ -777,7 +577,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
continue;
}
SynchronizeBufferRange(tfb.Address, tfb.Size);
_context.Methods.BufferCache.SynchronizeBufferRange(tfb.Address, tfb.Size);
}
}
@ -831,9 +631,10 @@ namespace Ryujinx.Graphics.Gpu.Memory
if (bounds.Address != 0)
{
var isWrite = bounds.Flags.HasFlag(BufferUsageFlags.Write);
ranges[bindingInfo.Binding] = isStorage
? GetBufferRangeTillEnd(bounds.Address, bounds.Size, bounds.Flags.HasFlag(BufferUsageFlags.Write))
: GetBufferRange(bounds.Address, bounds.Size, bounds.Flags.HasFlag(BufferUsageFlags.Write));
? _context.Methods.BufferCache.GetBufferRangeTillEnd(bounds.Address, bounds.Size, isWrite)
: _context.Methods.BufferCache.GetBufferRange(bounds.Address, bounds.Size, isWrite);
}
}
}
@ -869,7 +670,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
continue;
}
SynchronizeBufferRange(bounds.Address, bounds.Size);
_context.Methods.BufferCache.SynchronizeBufferRange(bounds.Address, bounds.Size);
}
}
}
@ -885,167 +686,26 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <param name="isImage">Whether the binding is for an image or a sampler</param>
public void SetBufferTextureStorage(ITexture texture, ulong address, ulong size, TextureBindingInfo bindingInfo, Format format, bool isImage)
{
CreateBuffer(address, size);
_context.Methods.BufferCache.CreateBuffer(address, size);
_bufferTextures.Add(new BufferTextureBinding(texture, address, size, bindingInfo, format, isImage));
}
/// <summary>
/// Copy a buffer data from a given address to another.
/// Force all bound textures and images to be rebound the next time CommitBindings is called.
/// </summary>
/// <remarks>
/// This does a GPU side copy.
/// </remarks>
/// <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)
public void Rebind()
{
ulong srcAddress = TranslateAndCreateBuffer(srcVa.Pack(), size);
ulong dstAddress = TranslateAndCreateBuffer(dstVa.Pack(), size);
Buffer srcBuffer = GetBuffer(srcAddress, size);
Buffer dstBuffer = GetBuffer(dstAddress, size);
int srcOffset = (int)(srcAddress - srcBuffer.Address);
int dstOffset = (int)(dstAddress - dstBuffer.Address);
_context.Renderer.Pipeline.CopyBuffer(
srcBuffer.Handle,
dstBuffer.Handle,
srcOffset,
dstOffset,
(int)size);
if (srcBuffer.IsModified(srcAddress, size))
{
dstBuffer.SignalModified(dstAddress, size);
}
else
{
// Optimization: If the data being copied is already in memory, then copy it directly instead of flushing from GPU.
dstBuffer.ClearModified(dstAddress, size);
_context.PhysicalMemory.WriteUntracked(dstAddress, _context.PhysicalMemory.GetSpan(srcAddress, (int)size));
}
_rebind = true;
}
/// <summary>
/// Clears a buffer at a given address with the specified value.
/// </summary>
/// <remarks>
/// Both the address and size must be aligned to 4 bytes.
/// </remarks>
/// <param name="gpuVa">GPU virtual address of the region to clear</param>
/// <param name="size">Number of bytes to clear</param>
/// <param name="value">Value to be written into the buffer</param>
public void ClearBuffer(GpuVa gpuVa, ulong size, uint value)
{
ulong address = TranslateAndCreateBuffer(gpuVa.Pack(), size);
Buffer buffer = GetBuffer(address, size);
int offset = (int)(address - buffer.Address);
_context.Renderer.Pipeline.ClearBuffer(buffer.Handle, offset, (int)size, value);
buffer.SignalModified(address, size);
}
/// <summary>
/// Gets a buffer sub-range starting at a given memory address.
/// </summary>
/// <param name="address">Start address of the memory range</param>
/// <param name="size">Size in bytes of the memory range</param>
/// <param name="write">Whether the buffer will be written to by this use</param>
/// <returns>The buffer sub-range starting at the given memory address</returns>
private BufferRange GetBufferRangeTillEnd(ulong address, ulong size, bool write = false)
{
return GetBuffer(address, size, write).GetRange(address);
}
/// <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>
/// <param name="write">Whether the buffer will be written to by this use</param>
/// <returns>The buffer sub-range for the given range</returns>
private BufferRange GetBufferRange(ulong address, ulong size, bool write = false)
{
return GetBuffer(address, size, write).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>
/// <param name="write">Whether the buffer will be written to by this use</param>
/// <returns>The buffer where the range is fully contained</returns>
private Buffer GetBuffer(ulong address, ulong size, bool write = false)
{
Buffer buffer;
if (size != 0)
{
lock (_buffers)
{
buffer = _buffers.FindFirstOverlap(address, size);
}
buffer.SynchronizeMemory(address, size);
if (write)
{
buffer.SignalModified(address, size);
}
}
else
{
lock (_buffers)
{
buffer = _buffers.FindFirstOverlap(address, 1);
}
}
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)
{
Buffer buffer;
lock (_buffers)
{
buffer = _buffers.FindFirstOverlap(address, size);
}
buffer.SynchronizeMemory(address, size);
}
}
/// <summary>
/// Disposes all buffers in the cache.
/// It's an error to use the buffer manager after disposal.
/// Disposes the buffer manager.
/// It is an error to use the buffer manager after disposal.
/// </summary>
public void Dispose()
{
lock (_buffers)
{
foreach (Buffer buffer in _buffers)
{
buffer.Dispose();
}
}
_context.Methods.BufferCache.NotifyBuffersModified -= Rebind;
}
}
}

View file

@ -129,8 +129,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
public uint QueryConstantBufferUse()
{
return _compute
? _context.Methods.BufferManager.GetComputeUniformBufferUseMask()
: _context.Methods.BufferManager.GetGraphicsUniformBufferUseMask(_stageIndex);
? _state.Channel.BufferManager.GetComputeUniformBufferUseMask()
: _state.Channel.BufferManager.GetGraphicsUniformBufferUseMask(_stageIndex);
}
/// <summary>
@ -190,11 +190,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
if (_compute)
{
return _context.Methods.TextureManager.GetComputeTextureDescriptor(_state, handle, cbufSlot);
return _state.Channel.TextureManager.GetComputeTextureDescriptor(_state, handle, cbufSlot);
}
else
{
return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(_state, _stageIndex, handle, cbufSlot);
return _state.Channel.TextureManager.GetGraphicsTextureDescriptor(_state, _stageIndex, handle, cbufSlot);
}
}

View file

@ -1,4 +1,5 @@
using System;
using Ryujinx.Graphics.Gpu.Image;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.State
@ -37,11 +38,19 @@ namespace Ryujinx.Graphics.Gpu.State
/// </summary>
public ShadowRamControl ShadowRamControl { get; set; }
/// <summary>
/// GPU channel for the sub-channel state.
/// </summary>
public GpuChannel Channel { get; }
/// <summary>
/// Creates a new instance of the GPU state.
/// </summary>
public GpuState()
/// <param name="channel">Channel that the sub-channel state belongs to</param>
public GpuState(GpuChannel channel)
{
Channel = channel;
_memory = new int[RegistersCount];
_shadow = new int[RegistersCount];
@ -221,6 +230,21 @@ namespace Ryujinx.Graphics.Gpu.State
}
}
/// <summary>
/// Forces a full host state update by marking all state as modified,
/// and also requests all GPU resources in use to be rebound.
/// </summary>
public void ForceAllDirty()
{
for (int index = 0; index < _registers.Length; index++)
{
_registers[index].Modified = true;
}
Channel.BufferManager.Rebind();
Channel.TextureManager.Rebind();
}
/// <summary>
/// Checks if a given register has been modified since the last call to this method.
/// </summary>

View file

@ -174,7 +174,7 @@ namespace Ryujinx.Graphics.Gpu
{
pt.AcquireCallback(_context, pt.UserObj);
Texture texture = _context.Methods.TextureManager.FindOrCreateTexture(TextureSearchFlags.WithUpscale, pt.Info, 0, null, pt.Range);
Texture texture = _context.Methods.TextureCache.FindOrCreateTexture(TextureSearchFlags.WithUpscale, pt.Info, 0, null, pt.Range);
texture.SynchronizeMemory();

View file

@ -1,5 +1,5 @@
using Ryujinx.Common.Collections;
using Ryujinx.Common.Logging;
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.Gpu;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostAsGpu;
using Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostChannel.Types;
@ -24,7 +24,8 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostChannel
private readonly Switch _device;
private readonly IVirtualMemoryManager _memory;
private NvMemoryAllocator _memoryAllocator;
private readonly NvMemoryAllocator _memoryAllocator;
private readonly GpuChannel _channel;
public enum ResourcePolicy
{
@ -48,6 +49,7 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostChannel
_submitTimeout = 0;
_timeslice = 0;
_memoryAllocator = _device.MemoryAllocator;
_channel = _device.Gpu.CreateChannel();
ChannelSyncpoints = new uint[MaxModuleSyncpoint];
@ -429,10 +431,10 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostChannel
if (header.Flags.HasFlag(SubmitGpfifoFlags.FenceWait) && !_device.System.HostSyncpoint.IsSyncpointExpired(header.Fence.Id, header.Fence.Value))
{
_device.Gpu.GPFifo.PushHostCommandBuffer(CreateWaitCommandBuffer(header.Fence));
_channel.PushHostCommandBuffer(CreateWaitCommandBuffer(header.Fence));
}
_device.Gpu.GPFifo.PushEntries(entries);
_channel.PushEntries(entries);
header.Fence.Id = _channelSyncpoint.Id;
@ -454,7 +456,7 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostChannel
if (header.Flags.HasFlag(SubmitGpfifoFlags.FenceIncrement))
{
_device.Gpu.GPFifo.PushHostCommandBuffer(CreateIncrementCommandBuffer(ref header.Fence, header.Flags));
_channel.PushHostCommandBuffer(CreateIncrementCommandBuffer(ref header.Fence, header.Flags));
}
header.Flags = SubmitGpfifoFlags.None;
@ -541,6 +543,9 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostChannel
return commandBuffer;
}
public override void Close() { }
public override void Close()
{
_channel.Dispose();
}
}
}