RyuKen/Ryujinx.Graphics.Gpu/Engine/Threed/ConstantBufferUpdater.cs
gdkchan 40b21cc3c4
Separate GPU engines (part 2/2) (#2440)
* 3D engine now uses DeviceState too, plus new state modification tracking

* Remove old methods code

* Remove GpuState and friends

* Optimize DeviceState, force inline some functions

* This change was not supposed to go in

* Proper channel initialization

* Optimize state read/write methods even more

* Fix debug build

* Do not dirty state if the write is redundant

* The YControl register should dirty either the viewport or front face state too, to update the host origin

* Avoid redundant vertex buffer updates

* Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace

* Comments and nits

* Fix rebase

* PR feedback

* Move changed = false to improve codegen

* PR feedback

* Carry RyuJIT a bit more
2021-07-11 17:20:40 -03:00

173 lines
5.7 KiB
C#

using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
/// <summary>
/// Constant buffer updater.
/// </summary>
class ConstantBufferUpdater
{
private readonly GpuChannel _channel;
private readonly DeviceStateWithShadow<ThreedClassState> _state;
// State associated with direct uniform buffer updates.
// This state is used to attempt to batch together consecutive updates.
private ulong _ubBeginCpuAddress = 0;
private ulong _ubFollowUpAddress = 0;
private ulong _ubByteCount = 0;
/// <summary>
/// Creates a new instance of the constant buffer updater.
/// </summary>
/// <param name="channel">GPU channel</param>
/// <param name="state">Channel state</param>
public ConstantBufferUpdater(GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state)
{
_channel = channel;
_state = state;
}
/// <summary>
/// Binds a uniform buffer for the vertex shader stage.
/// </summary>
/// <param name="argument">Method call argument</param>
public void BindVertex(int argument)
{
Bind(argument, ShaderType.Vertex);
}
/// <summary>
/// Binds a uniform buffer for the tessellation control shader stage.
/// </summary>
/// <param name="argument">Method call argument</param>
public void BindTessControl(int argument)
{
Bind(argument, ShaderType.TessellationControl);
}
/// <summary>
/// Binds a uniform buffer for the tessellation evaluation shader stage.
/// </summary>
/// <param name="argument">Method call argument</param>
public void BindTessEvaluation(int argument)
{
Bind(argument, ShaderType.TessellationEvaluation);
}
/// <summary>
/// Binds a uniform buffer for the geometry shader stage.
/// </summary>
/// <param name="argument">Method call argument</param>
public void BindGeometry(int argument)
{
Bind(argument, ShaderType.Geometry);
}
/// <summary>
/// Binds a uniform buffer for the fragment shader stage.
/// </summary>
/// <param name="argument">Method call argument</param>
public void BindFragment(int argument)
{
Bind(argument, ShaderType.Fragment);
}
/// <summary>
/// Binds a uniform buffer for the specified shader stage.
/// </summary>
/// <param name="argument">Method call argument</param>
/// <param name="type">Shader stage that will access the uniform buffer</param>
private void Bind(int argument, ShaderType type)
{
bool enable = (argument & 1) != 0;
int index = (argument >> 4) & 0x1f;
FlushUboDirty();
if (enable)
{
var uniformBuffer = _state.State.UniformBufferState;
ulong address = uniformBuffer.Address.Pack();
_channel.BufferManager.SetGraphicsUniformBuffer((int)type, index, address, (uint)uniformBuffer.Size);
}
else
{
_channel.BufferManager.SetGraphicsUniformBuffer((int)type, index, 0, 0);
}
}
/// <summary>
/// Flushes any queued UBO updates.
/// </summary>
public void FlushUboDirty()
{
if (_ubFollowUpAddress != 0)
{
var memoryManager = _channel.MemoryManager;
memoryManager.Physical.BufferCache.ForceDirty(memoryManager, _ubFollowUpAddress - _ubByteCount, _ubByteCount);
_ubFollowUpAddress = 0;
}
}
/// <summary>
/// Updates the uniform buffer data with inline data.
/// </summary>
/// <param name="argument">New uniform buffer data word</param>
public void Update(int argument)
{
var uniformBuffer = _state.State.UniformBufferState;
ulong address = uniformBuffer.Address.Pack() + (uint)uniformBuffer.Offset;
if (_ubFollowUpAddress != address)
{
FlushUboDirty();
_ubByteCount = 0;
_ubBeginCpuAddress = _channel.MemoryManager.Translate(address);
}
var byteData = MemoryMarshal.Cast<int, byte>(MemoryMarshal.CreateSpan(ref argument, 1));
_channel.MemoryManager.Physical.WriteUntracked(_ubBeginCpuAddress + _ubByteCount, byteData);
_ubFollowUpAddress = address + 4;
_ubByteCount += 4;
_state.State.UniformBufferState.Offset += 4;
}
/// <summary>
/// Updates the uniform buffer data with inline data.
/// </summary>
/// <param name="data">Data to be written to the uniform buffer</param>
public void Update(ReadOnlySpan<int> data)
{
var uniformBuffer = _state.State.UniformBufferState;
ulong address = uniformBuffer.Address.Pack() + (uint)uniformBuffer.Offset;
ulong size = (ulong)data.Length * 4;
if (_ubFollowUpAddress != address)
{
FlushUboDirty();
_ubByteCount = 0;
_ubBeginCpuAddress = _channel.MemoryManager.Translate(address);
}
var byteData = MemoryMarshal.Cast<int, byte>(data);
_channel.MemoryManager.Physical.WriteUntracked(_ubBeginCpuAddress + _ubByteCount, byteData);
_ubFollowUpAddress = address + size;
_ubByteCount += size;
_state.State.UniformBufferState.Offset += data.Length * 4;
}
}
}