mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-30 23:20:16 +00:00
1ca0517c99
* Fix some issues with CacheByRange - Cache now clears under more circumstances, the most important being the fast path write. - Cache supports partial clear which should help when more buffers join. - Fixed an issue with I8->I16 conversion where it wouldn't register the buffer for use on dispose. Should hopefully fix issues with https://github.com/Ryujinx/Ryujinx-Games-List/issues/4010 and maybe others. * Fix collection modified exception * Fix accidental use of parameterless constructor * Replay DynamicState when restoring from helper shader
194 lines
5.7 KiB
C#
194 lines
5.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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namespace Ryujinx.Graphics.Vulkan
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{
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class StagingBuffer : IDisposable
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{
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private const int BufferSize = 16 * 1024 * 1024;
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private int _freeOffset;
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private int _freeSize;
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private readonly VulkanRenderer _gd;
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private readonly BufferHolder _buffer;
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private struct PendingCopy
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{
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public FenceHolder Fence { get; }
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public int Size { get; }
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public PendingCopy(FenceHolder fence, int size)
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{
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Fence = fence;
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Size = size;
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fence.Get();
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}
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}
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private readonly Queue<PendingCopy> _pendingCopies;
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public StagingBuffer(VulkanRenderer gd, BufferManager bufferManager)
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{
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_gd = gd;
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_buffer = bufferManager.Create(gd, BufferSize);
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_pendingCopies = new Queue<PendingCopy>();
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_freeSize = BufferSize;
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}
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public unsafe void PushData(CommandBufferPool cbp, CommandBufferScoped? cbs, Action endRenderPass, BufferHolder dst, int dstOffset, ReadOnlySpan<byte> data)
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{
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bool isRender = cbs != null;
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CommandBufferScoped scoped = cbs ?? cbp.Rent();
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// Must push all data to the buffer. If it can't fit, split it up.
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endRenderPass?.Invoke();
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while (data.Length > 0)
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{
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if (_freeSize < data.Length)
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{
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FreeCompleted();
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}
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while (_freeSize == 0)
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{
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if (!WaitFreeCompleted(cbp))
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{
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if (isRender)
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{
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_gd.FlushAllCommands();
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scoped = cbp.Rent();
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isRender = false;
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}
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else
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{
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scoped = cbp.ReturnAndRent(scoped);
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}
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}
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}
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int chunkSize = Math.Min(_freeSize, data.Length);
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PushDataImpl(scoped, dst, dstOffset, data.Slice(0, chunkSize));
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dstOffset += chunkSize;
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data = data.Slice(chunkSize);
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}
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if (!isRender)
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{
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scoped.Dispose();
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}
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}
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private void PushDataImpl(CommandBufferScoped cbs, BufferHolder dst, int dstOffset, ReadOnlySpan<byte> data)
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{
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var srcBuffer = _buffer.GetBuffer();
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var dstBuffer = dst.GetBuffer(cbs.CommandBuffer, dstOffset, data.Length, true);
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int offset = _freeOffset;
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int capacity = BufferSize - offset;
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if (capacity < data.Length)
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{
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_buffer.SetDataUnchecked(offset, data.Slice(0, capacity));
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_buffer.SetDataUnchecked(0, data.Slice(capacity));
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BufferHolder.Copy(_gd, cbs, srcBuffer, dstBuffer, offset, dstOffset, capacity);
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BufferHolder.Copy(_gd, cbs, srcBuffer, dstBuffer, 0, dstOffset + capacity, data.Length - capacity);
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}
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else
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{
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_buffer.SetDataUnchecked(offset, data);
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BufferHolder.Copy(_gd, cbs, srcBuffer, dstBuffer, offset, dstOffset, data.Length);
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}
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_freeOffset = (offset + data.Length) & (BufferSize - 1);
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_freeSize -= data.Length;
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Debug.Assert(_freeSize >= 0);
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_pendingCopies.Enqueue(new PendingCopy(cbs.GetFence(), data.Length));
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}
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public unsafe bool TryPushData(CommandBufferScoped cbs, Action endRenderPass, BufferHolder dst, int dstOffset, ReadOnlySpan<byte> data)
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{
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if (data.Length > BufferSize)
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{
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return false;
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}
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if (_freeSize < data.Length)
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{
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FreeCompleted();
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if (_freeSize < data.Length)
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{
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return false;
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}
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}
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endRenderPass();
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PushDataImpl(cbs, dst, dstOffset, data);
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return true;
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}
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private bool WaitFreeCompleted(CommandBufferPool cbp)
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{
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if (_pendingCopies.TryPeek(out var pc))
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{
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if (!pc.Fence.IsSignaled())
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{
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if (cbp.IsFenceOnRentedCommandBuffer(pc.Fence))
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{
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return false;
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}
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pc.Fence.Wait();
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}
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var dequeued = _pendingCopies.Dequeue();
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Debug.Assert(dequeued.Fence == pc.Fence);
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_freeSize += pc.Size;
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pc.Fence.Put();
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}
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return true;
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}
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private void FreeCompleted()
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{
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FenceHolder signalledFence = null;
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while (_pendingCopies.TryPeek(out var pc) && (pc.Fence == signalledFence || pc.Fence.IsSignaled()))
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{
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signalledFence = pc.Fence; // Already checked - don't need to do it again.
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var dequeued = _pendingCopies.Dequeue();
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Debug.Assert(dequeued.Fence == pc.Fence);
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_freeSize += pc.Size;
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pc.Fence.Put();
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}
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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_buffer.Dispose();
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while (_pendingCopies.TryDequeue(out var pc))
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{
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pc.Fence.Put();
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}
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}
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}
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public void Dispose()
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{
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Dispose(true);
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}
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}
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}
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