mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-20 13:55:54 +01:00
492a046335
* Initial implementation of buffer mirrors Generally slower right now, goal is to reduce render passes in games that do inline updates Fix support buffer mirrors Reintroduce vertex buffer mirror Add storage buffer support Optimisation part 1 More optimisation Avoid useless data copies. Remove unused cbIndex stuff Properly set write flag for storage buffers. Fix minor issues Not sure why this was here. Fix BufferRangeList Fix some big issues Align storage buffers rather than getting full buffer as a range Improves mirrorability of read-only storage buffers Increase staging buffer size, as it now contains mirrors Fix some issues with buffers not updating Fix buffer SetDataUnchecked offset for one of the paths when using mirrors Fix buffer mirrors interaction with buffer textures Fix mirror rebinding Move GetBuffer calls on indirect draws before BeginRenderPass to avoid draws without render pass Fix mirrors rebase Fix rebase 2023 * Fix crash when using stale vertex buffer Similar to `Get` with a size that's too large, just treat it as a clamp. * Explicitly set support buffer as mirrorable * Address feedback * Remove unused fragment of MVK workaround * Replace logging for staging buffer OOM * Address format issues * Address more format issues * Mini cleanup * Address more things * Rename BufferRangeList * Support bounding range for ClearMirrors and UploadPendingData * Add maximum size for vertex buffer mirrors * Enable index buffer mirrors Enabled on all platforms for the IbStreamer. * Feedback * Remove mystery BufferCache change Probably macos related? * Fix mirrors not creating when staging buffer is empty. * Change log level to debug
193 lines
7.0 KiB
C#
193 lines
7.0 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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/// <summary>
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/// Holds inline index buffer state.
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/// The inline index buffer data is sent to the GPU through the command buffer.
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/// </summary>
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struct IbStreamer
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{
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private const int BufferCapacity = 256; // Must be a power of 2.
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private BufferHandle _inlineIndexBuffer;
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private int _inlineIndexBufferSize;
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private int _inlineIndexCount;
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private uint[] _buffer;
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#pragma warning disable IDE0051 // Remove unused private member
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private readonly int _bufferOffset;
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#pragma warning restore IDE0051
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/// <summary>
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/// Indicates if any index buffer data has been pushed.
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/// </summary>
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public readonly bool HasInlineIndexData => _inlineIndexCount != 0;
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/// <summary>
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/// Total numbers of indices that have been pushed.
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/// </summary>
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public readonly int InlineIndexCount => _inlineIndexCount;
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/// <summary>
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/// Gets the handle for the host buffer currently holding the inline index buffer data.
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/// </summary>
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/// <returns>Host buffer handle</returns>
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public readonly BufferHandle GetInlineIndexBuffer()
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{
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return _inlineIndexBuffer;
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}
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/// <summary>
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/// Gets the number of elements on the current inline index buffer,
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/// while also resetting it to zero for the next draw.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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/// <returns>Inline index buffer count</returns>
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public int GetAndResetInlineIndexCount(IRenderer renderer)
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{
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UpdateRemaining(renderer);
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int temp = _inlineIndexCount;
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_inlineIndexCount = 0;
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return temp;
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}
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/// <summary>
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/// Pushes four 8-bit index buffer elements.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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/// <param name="argument">Method call argument</param>
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public void VbElementU8(IRenderer renderer, int argument)
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{
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byte i0 = (byte)argument;
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byte i1 = (byte)(argument >> 8);
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byte i2 = (byte)(argument >> 16);
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byte i3 = (byte)(argument >> 24);
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int offset = _inlineIndexCount;
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PushData(renderer, offset, i0);
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PushData(renderer, offset + 1, i1);
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PushData(renderer, offset + 2, i2);
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PushData(renderer, offset + 3, i3);
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_inlineIndexCount += 4;
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}
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/// <summary>
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/// Pushes two 16-bit index buffer elements.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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/// <param name="argument">Method call argument</param>
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public void VbElementU16(IRenderer renderer, int argument)
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{
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ushort i0 = (ushort)argument;
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ushort i1 = (ushort)(argument >> 16);
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int offset = _inlineIndexCount;
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PushData(renderer, offset, i0);
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PushData(renderer, offset + 1, i1);
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_inlineIndexCount += 2;
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}
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/// <summary>
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/// Pushes one 32-bit index buffer element.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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/// <param name="argument">Method call argument</param>
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public void VbElementU32(IRenderer renderer, int argument)
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{
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uint i0 = (uint)argument;
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int offset = _inlineIndexCount++;
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PushData(renderer, offset, i0);
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}
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/// <summary>
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/// Pushes a 32-bit value to the index buffer.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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/// <param name="offset">Offset where the data should be written, in 32-bit words</param>
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/// <param name="value">Index value to be written</param>
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private void PushData(IRenderer renderer, int offset, uint value)
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{
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_buffer ??= new uint[BufferCapacity];
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// We upload data in chunks.
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// If we are at the start of a chunk, then the buffer might be full,
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// in that case we need to submit any existing data before overwriting the buffer.
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int subOffset = offset & (BufferCapacity - 1);
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if (subOffset == 0 && offset != 0)
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{
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int baseOffset = (offset - BufferCapacity) * sizeof(uint);
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BufferHandle buffer = GetInlineIndexBuffer(renderer, baseOffset, BufferCapacity * sizeof(uint));
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renderer.SetBufferData(buffer, baseOffset, MemoryMarshal.Cast<uint, byte>(_buffer));
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}
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_buffer[subOffset] = value;
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}
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/// <summary>
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/// Makes sure that any pending data is submitted to the GPU before the index buffer is used.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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private void UpdateRemaining(IRenderer renderer)
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{
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int offset = _inlineIndexCount;
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if (offset == 0)
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{
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return;
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}
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int count = offset & (BufferCapacity - 1);
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if (count == 0)
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{
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count = BufferCapacity;
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}
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int baseOffset = (offset - count) * sizeof(uint);
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int length = count * sizeof(uint);
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BufferHandle buffer = GetInlineIndexBuffer(renderer, baseOffset, length);
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renderer.SetBufferData(buffer, baseOffset, MemoryMarshal.Cast<uint, byte>(_buffer)[..length]);
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}
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/// <summary>
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/// Gets the handle of a buffer large enough to hold the data that will be written to <paramref name="offset"/>.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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/// <param name="offset">Offset where the data will be written</param>
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/// <param name="length">Number of bytes that will be written</param>
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/// <returns>Buffer handle</returns>
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private BufferHandle GetInlineIndexBuffer(IRenderer renderer, int offset, int length)
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{
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// Calculate a reasonable size for the buffer that can fit all the data,
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// and that also won't require frequent resizes if we need to push more data.
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int size = BitUtils.AlignUp(offset + length + 0x10, 0x200);
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if (_inlineIndexBuffer == BufferHandle.Null)
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{
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_inlineIndexBuffer = renderer.CreateBuffer(size, BufferAccess.Stream);
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_inlineIndexBufferSize = size;
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}
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else if (_inlineIndexBufferSize < size)
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{
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BufferHandle oldBuffer = _inlineIndexBuffer;
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int oldSize = _inlineIndexBufferSize;
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_inlineIndexBuffer = renderer.CreateBuffer(size, BufferAccess.Stream);
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_inlineIndexBufferSize = size;
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renderer.Pipeline.CopyBuffer(oldBuffer, _inlineIndexBuffer, 0, 0, oldSize);
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renderer.DeleteBuffer(oldBuffer);
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}
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return _inlineIndexBuffer;
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}
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}
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}
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