using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Gpu.State;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Engine
{
partial class Methods
// 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>
/// Flushes any queued ubo updates.
/// </summary>
private void FlushUboDirty()
if (_ubFollowUpAddress != 0)
BufferCache.ForceDirty(_ubFollowUpAddress - _ubByteCount, _ubByteCount);
_ubFollowUpAddress = 0;
}
/// Updates the uniform buffer data with inline data.
/// <param name="state">Current GPU state</param>
/// <param name="argument">New uniform buffer data word</param>
private void UniformBufferUpdate(GpuState state, int argument)
var uniformBuffer = state.Get<UniformBufferState>(MethodOffset.UniformBufferState);
ulong address = uniformBuffer.Address.Pack() + (uint)uniformBuffer.Offset;
if (_ubFollowUpAddress != address)
FlushUboDirty();
_ubByteCount = 0;
_ubBeginCpuAddress = _context.MemoryManager.Translate(address);
_context.PhysicalMemory.WriteUntracked(_ubBeginCpuAddress + _ubByteCount, MemoryMarshal.Cast<int, byte>(MemoryMarshal.CreateSpan(ref argument, 1)));
_ubFollowUpAddress = address + 4;
_ubByteCount += 4;
state.SetUniformBufferOffset(uniformBuffer.Offset + 4);
/// <param name="data">Data to be written to the uniform buffer</param>
public void UniformBufferUpdate(GpuState state, ReadOnlySpan<int> data)
ulong size = (ulong)data.Length * 4;
_context.PhysicalMemory.WriteUntracked(_ubBeginCpuAddress + _ubByteCount, MemoryMarshal.Cast<int, byte>(data));
_ubFollowUpAddress = address + size;
_ubByteCount += size;
state.SetUniformBufferOffset(uniformBuffer.Offset + data.Length * 4);