Ryujinx/Ryujinx.Graphics.Gpu/Memory/Buffer.cs

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using Ryujinx.Graphics.GAL;
using System;
namespace Ryujinx.Graphics.Gpu.Memory
{
/// <summary>
/// Buffer, used to store vertex and index data, uniform and storage buffers, and others.
/// </summary>
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class Buffer : IRange, IDisposable
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{
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private readonly GpuContext _context;
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/// <summary>
/// Host buffer handle.
/// </summary>
public BufferHandle Handle { get; }
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/// <summary>
/// Start address of the buffer in guest memory.
/// </summary>
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public ulong Address { get; }
/// <summary>
/// Size of the buffer in bytes.
/// </summary>
public ulong Size { get; }
/// <summary>
/// End address of the buffer in guest memory.
/// </summary>
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public ulong EndAddress => Address + Size;
private readonly (ulong, ulong)[] _modifiedRanges;
private readonly int[] _sequenceNumbers;
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/// <summary>
/// Creates a new instance of the buffer.
/// </summary>
/// <param name="context">GPU context that the buffer belongs to</param>
/// <param name="address">Start address of the buffer</param>
/// <param name="size">Size of the buffer in bytes</param>
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public Buffer(GpuContext context, ulong address, ulong size)
{
_context = context;
Address = address;
Size = size;
Handle = context.Renderer.CreateBuffer((int)size);
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_modifiedRanges = new (ulong, ulong)[size / PhysicalMemory.PageSize];
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_sequenceNumbers = new int[size / MemoryManager.PageSize];
}
/// <summary>
/// Gets a sub-range from the buffer.
/// </summary>
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/// <remarks>
/// This can be used to bind and use sub-ranges of the buffer on the host API.
/// </remarks>
/// <param name="address">Start address of the sub-range, must be greater than or equal to the buffer address</param>
/// <param name="size">Size in bytes of the sub-range, must be less than or equal to the buffer size</param>
/// <returns>The buffer sub-range</returns>
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public BufferRange GetRange(ulong address, ulong size)
{
int offset = (int)(address - Address);
return new BufferRange(Handle, offset, (int)size);
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}
/// <summary>
/// Checks if a given range overlaps with the buffer.
/// </summary>
/// <param name="address">Start address of the range</param>
/// <param name="size">Size in bytes of the range</param>
/// <returns>True if the range overlaps, false otherwise</returns>
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public bool OverlapsWith(ulong address, ulong size)
{
return Address < address + size && address < EndAddress;
}
/// <summary>
/// Performs guest to host memory synchronization of the buffer data.
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/// </summary>
/// <remarks>
/// This causes the buffer data to be overwritten if a write was detected from the CPU,
/// since the last call to this method.
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/// </remarks>
/// <param name="address">Start address of the range to synchronize</param>
/// <param name="size">Size in bytes of the range to synchronize</param>
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public void SynchronizeMemory(ulong address, ulong size)
{
int currentSequenceNumber = _context.SequenceNumber;
bool needsSync = false;
ulong buffOffset = address - Address;
ulong buffEndOffset = (buffOffset + size + MemoryManager.PageMask) & ~MemoryManager.PageMask;
int startIndex = (int)(buffOffset / MemoryManager.PageSize);
int endIndex = (int)(buffEndOffset / MemoryManager.PageSize);
for (int index = startIndex; index < endIndex; index++)
{
if (_sequenceNumbers[index] != currentSequenceNumber)
{
_sequenceNumbers[index] = currentSequenceNumber;
needsSync = true;
}
}
if (!needsSync)
{
return;
}
int count = _context.PhysicalMemory.QueryModified(address, size, ResourceName.Buffer, _modifiedRanges);
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for (int index = 0; index < count; index++)
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{
(ulong mAddress, ulong mSize) = _modifiedRanges[index];
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int offset = (int)(mAddress - Address);
_context.Renderer.SetBufferData(Handle, offset, _context.PhysicalMemory.GetSpan(mAddress, (int)mSize));
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}
}
/// <summary>
/// Performs copy of all the buffer data from one buffer to another.
/// </summary>
/// <param name="destination">The destination buffer to copy the data into</param>
/// <param name="dstOffset">The offset of the destination buffer to copy into</param>
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public void CopyTo(Buffer destination, int dstOffset)
{
_context.Renderer.Pipeline.CopyBuffer(Handle, destination.Handle, 0, dstOffset, (int)Size);
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}
/// <summary>
/// Flushes a range of the buffer.
/// This writes the range data back into guest memory.
/// </summary>
/// <param name="address">Start address of the range</param>
/// <param name="size">Size in bytes of the range</param>
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public void Flush(ulong address, ulong size)
{
int offset = (int)(address - Address);
byte[] data = _context.Renderer.GetBufferData(Handle, offset, (int)size);
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// TODO: When write tracking shaders, they will need to be aware of changes in overlapping buffers.
_context.PhysicalMemory.WriteUntracked(address, data);
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}
/// <summary>
/// Disposes the host buffer.
/// </summary>
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public void Dispose()
{
_context.Renderer.DeleteBuffer(Handle);
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}
}
}