mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-24 18:34:15 +00:00
40b21cc3c4
* 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
173 lines
5.7 KiB
C#
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;
|
|
}
|
|
}
|
|
}
|