예제 #1
0
        /// <summary>
        /// Copy a buffer data from a given address to another.
        /// </summary>
        /// <remarks>
        /// This does a GPU side copy.
        /// </remarks>
        /// <param name="memoryManager">GPU memory manager where the buffer is mapped</param>
        /// <param name="srcVa">GPU virtual address of the copy source</param>
        /// <param name="dstVa">GPU virtual address of the copy destination</param>
        /// <param name="size">Size in bytes of the copy</param>
        public void CopyBuffer(MemoryManager memoryManager, GpuVa srcVa, GpuVa dstVa, ulong size)
        {
            ulong srcAddress = TranslateAndCreateBuffer(memoryManager, srcVa.Pack(), size);
            ulong dstAddress = TranslateAndCreateBuffer(memoryManager, dstVa.Pack(), size);

            Buffer srcBuffer = GetBuffer(srcAddress, size);
            Buffer dstBuffer = GetBuffer(dstAddress, size);

            int srcOffset = (int)(srcAddress - srcBuffer.Address);
            int dstOffset = (int)(dstAddress - dstBuffer.Address);

            _context.Renderer.Pipeline.CopyBuffer(
                srcBuffer.Handle,
                dstBuffer.Handle,
                srcOffset,
                dstOffset,
                (int)size);

            if (srcBuffer.IsModified(srcAddress, size))
            {
                dstBuffer.SignalModified(dstAddress, size);
            }
            else
            {
                // Optimization: If the data being copied is already in memory, then copy it directly instead of flushing from GPU.

                dstBuffer.ClearModified(dstAddress, size);
                memoryManager.Physical.WriteUntracked(dstAddress, memoryManager.Physical.GetSpan(srcAddress, (int)size));
            }
        }
예제 #2
0
        /// <summary>
        /// Clears a buffer at a given address with the specified value.
        /// </summary>
        /// <remarks>
        /// Both the address and size must be aligned to 4 bytes.
        /// </remarks>
        /// <param name="memoryManager">GPU memory manager where the buffer is mapped</param>
        /// <param name="gpuVa">GPU virtual address of the region to clear</param>
        /// <param name="size">Number of bytes to clear</param>
        /// <param name="value">Value to be written into the buffer</param>
        public void ClearBuffer(MemoryManager memoryManager, GpuVa gpuVa, ulong size, uint value)
        {
            ulong address = TranslateAndCreateBuffer(memoryManager, gpuVa.Pack(), size);

            Buffer buffer = GetBuffer(address, size);

            int offset = (int)(address - buffer.Address);

            _context.Renderer.Pipeline.ClearBuffer(buffer.Handle, offset, (int)size, value);

            buffer.SignalModified(address, size);
        }
예제 #3
0
        /// <summary>
        /// Updates host vertex buffer bindings based on guest GPU state.
        /// </summary>
        /// <param name="state">Current GPU state</param>
        private void UpdateVertexBufferState(GpuState state)
        {
            _isAnyVbInstanced = false;

            for (int index = 0; index < Constants.TotalVertexBuffers; index++)
            {
                var vertexBuffer = state.Get <VertexBufferState>(MethodOffset.VertexBufferState, index);

                if (!vertexBuffer.UnpackEnable())
                {
                    BufferManager.SetVertexBuffer(index, 0, 0, 0, 0);

                    continue;
                }

                GpuVa endAddress = state.Get <GpuVa>(MethodOffset.VertexBufferEndAddress, index);

                ulong address = vertexBuffer.Address.Pack();

                int stride = vertexBuffer.UnpackStride();

                bool instanced = state.Get <Boolean32>(MethodOffset.VertexBufferInstanced + index);

                int divisor = instanced ? vertexBuffer.Divisor : 0;

                _isAnyVbInstanced |= divisor != 0;

                ulong size;

                if (_ibStreamer.HasInlineIndexData || _drawIndexed || stride == 0 || instanced)
                {
                    // This size may be (much) larger than the real vertex buffer size.
                    // Avoid calculating it this way, unless we don't have any other option.
                    size = endAddress.Pack() - address + 1;
                }
                else
                {
                    // For non-indexed draws, we can guess the size from the vertex count
                    // and stride.
                    int firstInstance = state.Get <int>(MethodOffset.FirstInstance);

                    var drawState = state.Get <VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);

                    size = (ulong)((firstInstance + drawState.First + drawState.Count) * stride);
                }

                BufferManager.SetVertexBuffer(index, address, size, stride, divisor);
            }
        }
예제 #4
0
        /// <summary>
        /// Updates host vertex buffer bindings based on guest GPU state.
        /// </summary>
        private void UpdateVertexBufferState()
        {
            _drawState.IsAnyVbInstanced = false;

            for (int index = 0; index < Constants.TotalVertexBuffers; index++)
            {
                var vertexBuffer = _state.State.VertexBufferState[index];

                if (!vertexBuffer.UnpackEnable())
                {
                    _channel.BufferManager.SetVertexBuffer(index, 0, 0, 0, 0);

                    continue;
                }

                GpuVa endAddress = _state.State.VertexBufferEndAddress[index];

                ulong address = vertexBuffer.Address.Pack();

                int stride = vertexBuffer.UnpackStride();

                bool instanced = _state.State.VertexBufferInstanced[index];

                int divisor = instanced ? vertexBuffer.Divisor : 0;

                _drawState.IsAnyVbInstanced |= divisor != 0;

                ulong size;

                if (_drawState.IbStreamer.HasInlineIndexData || _drawState.DrawIndexed || stride == 0 || instanced)
                {
                    // This size may be (much) larger than the real vertex buffer size.
                    // Avoid calculating it this way, unless we don't have any other option.
                    size = endAddress.Pack() - address + 1;
                }
                else
                {
                    // For non-indexed draws, we can guess the size from the vertex count
                    // and stride.
                    int firstInstance = (int)_state.State.FirstInstance;

                    var drawState = _state.State.VertexBufferDrawState;

                    size = (ulong)((firstInstance + drawState.First + drawState.Count) * stride);
                }

                _channel.BufferManager.SetVertexBuffer(index, address, size, stride, divisor);
            }
        }
예제 #5
0
        /// <summary>
        /// Copy a buffer data from a given address to another.
        /// </summary>
        /// <remarks>
        /// This does a GPU side copy.
        /// </remarks>
        /// <param name="srcVa">GPU virtual address of the copy source</param>
        /// <param name="dstVa">GPU virtual address of the copy destination</param>
        /// <param name="size">Size in bytes of the copy</param>
        public void CopyBuffer(GpuVa srcVa, GpuVa dstVa, ulong size)
        {
            ulong srcAddress = TranslateAndCreateBuffer(srcVa.Pack(), size);
            ulong dstAddress = TranslateAndCreateBuffer(dstVa.Pack(), size);

            Buffer srcBuffer = GetBuffer(srcAddress, size);
            Buffer dstBuffer = GetBuffer(dstAddress, size);

            int srcOffset = (int)(srcAddress - srcBuffer.Address);
            int dstOffset = (int)(dstAddress - dstBuffer.Address);

            srcBuffer.HostBuffer.CopyTo(
                dstBuffer.HostBuffer,
                srcOffset,
                dstOffset,
                (int)size);

            dstBuffer.Flush(dstAddress, size);
        }
예제 #6
0
        /// <summary>
        /// Copy a buffer data from a given address to another.
        /// </summary>
        /// <remarks>
        /// This does a GPU side copy.
        /// </remarks>
        /// <param name="srcVa">GPU virtual address of the copy source</param>
        /// <param name="dstVa">GPU virtual address of the copy destination</param>
        /// <param name="size">Size in bytes of the copy</param>
        public void CopyBuffer(GpuVa srcVa, GpuVa dstVa, ulong size)
        {
            ulong srcAddress = TranslateAndCreateBuffer(srcVa.Pack(), size);
            ulong dstAddress = TranslateAndCreateBuffer(dstVa.Pack(), size);

            Buffer srcBuffer = GetBuffer(srcAddress, size);
            Buffer dstBuffer = GetBuffer(dstAddress, size);

            int srcOffset = (int)(srcAddress - srcBuffer.Address);
            int dstOffset = (int)(dstAddress - dstBuffer.Address);

            _context.Renderer.Pipeline.CopyBuffer(
                srcBuffer.Handle,
                dstBuffer.Handle,
                srcOffset,
                dstOffset,
                (int)size);

            dstBuffer.Flush(dstAddress, size);
        }
예제 #7
0
        /// <summary>
        /// Dispatches compute work.
        /// </summary>
        /// <param name="state">Current GPU state</param>
        /// <param name="argument">Method call argument</param>
        public void Dispatch(GpuState state, int argument)
        {
            FlushUboDirty();

            uint qmdAddress = (uint)state.Get <int>(MethodOffset.DispatchParamsAddress);

            var qmd = _context.MemoryManager.Read <ComputeQmd>((ulong)qmdAddress << 8);

            GpuVa shaderBaseAddress = state.Get <GpuVa>(MethodOffset.ShaderBaseAddress);

            ulong shaderGpuVa = shaderBaseAddress.Pack() + (uint)qmd.ProgramOffset;

            int localMemorySize = qmd.ShaderLocalMemoryLowSize + qmd.ShaderLocalMemoryHighSize;

            int sharedMemorySize = Math.Min(qmd.SharedMemorySize, _context.Capabilities.MaximumComputeSharedMemorySize);

            for (int index = 0; index < Constants.TotalCpUniformBuffers; index++)
            {
                if (!qmd.ConstantBufferValid(index))
                {
                    continue;
                }

                ulong gpuVa = (uint)qmd.ConstantBufferAddrLower(index) | (ulong)qmd.ConstantBufferAddrUpper(index) << 32;
                ulong size  = (ulong)qmd.ConstantBufferSize(index);

                BufferManager.SetComputeUniformBuffer(index, gpuVa, size);
            }

            ShaderBundle cs = ShaderCache.GetComputeShader(
                state,
                shaderGpuVa,
                qmd.CtaThreadDimension0,
                qmd.CtaThreadDimension1,
                qmd.CtaThreadDimension2,
                localMemorySize,
                sharedMemorySize);

            _context.Renderer.Pipeline.SetProgram(cs.HostProgram);

            var samplerPool = state.Get <PoolState>(MethodOffset.SamplerPoolState);
            var texturePool = state.Get <PoolState>(MethodOffset.TexturePoolState);

            TextureManager.SetComputeSamplerPool(samplerPool.Address.Pack(), samplerPool.MaximumId, qmd.SamplerIndex);
            TextureManager.SetComputeTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
            TextureManager.SetComputeTextureBufferIndex(state.Get <int>(MethodOffset.TextureBufferIndex));

            ShaderProgramInfo info = cs.Shaders[0].Info;

            for (int index = 0; index < info.CBuffers.Count; index++)
            {
                BufferDescriptor cb = info.CBuffers[index];

                // NVN uses the "hardware" constant buffer for anything that is less than 8,
                // and those are already bound above.
                // Anything greater than or equal to 8 uses the emulated constant buffers.
                // They are emulated using global memory loads.
                if (cb.Slot < 8)
                {
                    continue;
                }

                ulong cbDescAddress = BufferManager.GetComputeUniformBufferAddress(0);

                int cbDescOffset = 0x260 + (cb.Slot - 8) * 0x10;

                cbDescAddress += (ulong)cbDescOffset;

                SbDescriptor cbDescriptor = _context.PhysicalMemory.Read <SbDescriptor>(cbDescAddress);

                BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size);
            }

            for (int index = 0; index < info.SBuffers.Count; index++)
            {
                BufferDescriptor sb = info.SBuffers[index];

                ulong sbDescAddress = BufferManager.GetComputeUniformBufferAddress(0);

                int sbDescOffset = 0x310 + sb.Slot * 0x10;

                sbDescAddress += (ulong)sbDescOffset;

                SbDescriptor sbDescriptor = _context.PhysicalMemory.Read <SbDescriptor>(sbDescAddress);

                BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags);
            }

            BufferManager.SetComputeStorageBufferBindings(info.SBuffers);
            BufferManager.SetComputeUniformBufferBindings(info.CBuffers);

            var textureBindings = new TextureBindingInfo[info.Textures.Count];

            for (int index = 0; index < info.Textures.Count; index++)
            {
                var descriptor = info.Textures[index];

                Target target = ShaderTexture.GetTarget(descriptor.Type);

                textureBindings[index] = new TextureBindingInfo(
                    target,
                    descriptor.Binding,
                    descriptor.CbufSlot,
                    descriptor.HandleIndex,
                    descriptor.Flags);
            }

            TextureManager.SetComputeTextures(textureBindings);

            var imageBindings = new TextureBindingInfo[info.Images.Count];

            for (int index = 0; index < info.Images.Count; index++)
            {
                var descriptor = info.Images[index];

                Target target = ShaderTexture.GetTarget(descriptor.Type);
                Format format = ShaderTexture.GetFormat(descriptor.Format);

                imageBindings[index] = new TextureBindingInfo(
                    target,
                    format,
                    descriptor.Binding,
                    descriptor.CbufSlot,
                    descriptor.HandleIndex,
                    descriptor.Flags);
            }

            TextureManager.SetComputeImages(imageBindings);

            TextureManager.CommitComputeBindings();
            BufferManager.CommitComputeBindings();

            _context.Renderer.Pipeline.DispatchCompute(
                qmd.CtaRasterWidth,
                qmd.CtaRasterHeight,
                qmd.CtaRasterDepth);

            _forceShaderUpdate = true;
        }
예제 #8
0
        /// <summary>
        /// Dispatches compute work.
        /// </summary>
        /// <param name="state">Current GPU state</param>
        /// <param name="argument">Method call argument</param>
        public void Dispatch(GpuState state, int argument)
        {
            uint qmdAddress = (uint)state.Get <int>(MethodOffset.DispatchParamsAddress);

            var qmd = _context.MemoryAccessor.Read <ComputeQmd>((ulong)qmdAddress << 8);

            GpuVa shaderBaseAddress = state.Get <GpuVa>(MethodOffset.ShaderBaseAddress);

            ulong shaderGpuVa = shaderBaseAddress.Pack() + (uint)qmd.ProgramOffset;

            int localMemorySize = qmd.ShaderLocalMemoryLowSize + qmd.ShaderLocalMemoryHighSize;

            int sharedMemorySize = Math.Min(qmd.SharedMemorySize, _context.Capabilities.MaximumComputeSharedMemorySize);

            Shader.Shader cs = ShaderCache.GetComputeShader(
                shaderGpuVa,
                qmd.CtaThreadDimension0,
                qmd.CtaThreadDimension1,
                qmd.CtaThreadDimension2,
                localMemorySize,
                sharedMemorySize);

            CurrentCpMeta = cs.Meta;

            _context.Renderer.Pipeline.SetProgram(cs.HostProgram);

            var samplerPool = state.Get <PoolState>(MethodOffset.SamplerPoolState);

            TextureManager.SetComputeSamplerPool(samplerPool.Address.Pack(), samplerPool.MaximumId, qmd.SamplerIndex);

            var texturePool = state.Get <PoolState>(MethodOffset.TexturePoolState);

            TextureManager.SetComputeTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);

            TextureManager.SetComputeTextureBufferIndex(state.Get <int>(MethodOffset.TextureBufferIndex));

            ShaderProgramInfo info = cs.Meta.Info[0];

            uint sbEnableMask = 0;
            uint ubEnableMask = 0;

            for (int index = 0; index < Constants.TotalCpUniformBuffers; index++)
            {
                if (!qmd.ConstantBufferValid(index))
                {
                    continue;
                }

                ubEnableMask |= 1u << index;

                ulong gpuVa = (uint)qmd.ConstantBufferAddrLower(index) | (ulong)qmd.ConstantBufferAddrUpper(index) << 32;
                ulong size  = (ulong)qmd.ConstantBufferSize(index);

                BufferManager.SetComputeUniformBuffer(index, gpuVa, size);
            }

            for (int index = 0; index < info.CBuffers.Count; index++)
            {
                BufferDescriptor cb = info.CBuffers[index];

                // NVN uses the "hardware" constant buffer for anything that is less than 8,
                // and those are already bound above.
                // Anything greater than or equal to 8 uses the emulated constant buffers.
                // They are emulated using global memory loads.
                if (cb.Slot < 8)
                {
                    continue;
                }

                ubEnableMask |= 1u << cb.Slot;

                ulong cbDescAddress = BufferManager.GetComputeUniformBufferAddress(0);

                int cbDescOffset = 0x260 + cb.Slot * 0x10;

                cbDescAddress += (ulong)cbDescOffset;

                ReadOnlySpan <byte> cbDescriptorData = _context.PhysicalMemory.GetSpan(cbDescAddress, 0x10);

                SbDescriptor cbDescriptor = MemoryMarshal.Cast <byte, SbDescriptor>(cbDescriptorData)[0];

                BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size);
            }

            for (int index = 0; index < info.SBuffers.Count; index++)
            {
                BufferDescriptor sb = info.SBuffers[index];

                sbEnableMask |= 1u << sb.Slot;

                ulong sbDescAddress = BufferManager.GetComputeUniformBufferAddress(0);

                int sbDescOffset = 0x310 + sb.Slot * 0x10;

                sbDescAddress += (ulong)sbDescOffset;

                ReadOnlySpan <byte> sbDescriptorData = _context.PhysicalMemory.GetSpan(sbDescAddress, 0x10);

                SbDescriptor sbDescriptor = MemoryMarshal.Cast <byte, SbDescriptor>(sbDescriptorData)[0];

                BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size);
            }

            ubEnableMask = 0;

            for (int index = 0; index < info.CBuffers.Count; index++)
            {
                ubEnableMask |= 1u << info.CBuffers[index].Slot;
            }

            BufferManager.SetComputeStorageBufferEnableMask(sbEnableMask);
            BufferManager.SetComputeUniformBufferEnableMask(ubEnableMask);

            var textureBindings = new TextureBindingInfo[info.Textures.Count];

            for (int index = 0; index < info.Textures.Count; index++)
            {
                var descriptor = info.Textures[index];

                Target target = GetTarget(descriptor.Type);

                if (descriptor.IsBindless)
                {
                    textureBindings[index] = new TextureBindingInfo(target, descriptor.CbufOffset, descriptor.CbufSlot);
                }
                else
                {
                    textureBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex);
                }
            }

            TextureManager.SetComputeTextures(textureBindings);

            var imageBindings = new TextureBindingInfo[info.Images.Count];

            for (int index = 0; index < info.Images.Count; index++)
            {
                var descriptor = info.Images[index];

                Target target = GetTarget(descriptor.Type);

                imageBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex);
            }

            TextureManager.SetComputeImages(imageBindings);

            BufferManager.CommitComputeBindings();
            TextureManager.CommitComputeBindings();

            _context.Renderer.Pipeline.DispatchCompute(
                qmd.CtaRasterWidth,
                qmd.CtaRasterHeight,
                qmd.CtaRasterDepth);

            UpdateShaderState(state);
        }
예제 #9
0
        /// <summary>
        /// Checks if draws and clears should be performed, according
        /// to currently set conditional rendering conditions.
        /// </summary>
        /// <param name="context">GPU context</param>
        /// <param name="memoryManager">Memory manager bound to the channel currently executing</param>
        /// <param name="address">Conditional rendering buffer address</param>
        /// <param name="condition">Conditional rendering condition</param>
        /// <returns>True if rendering is enabled, false otherwise</returns>
        public static ConditionalRenderEnabled GetRenderEnable(GpuContext context, MemoryManager memoryManager, GpuVa address, Condition condition)
        {
            switch (condition)
            {
            case Condition.Always:
                return(ConditionalRenderEnabled.True);

            case Condition.Never:
                return(ConditionalRenderEnabled.False);

            case Condition.ResultNonZero:
                return(CounterNonZero(context, memoryManager, address.Pack()));

            case Condition.Equal:
                return(CounterCompare(context, memoryManager, address.Pack(), true));

            case Condition.NotEqual:
                return(CounterCompare(context, memoryManager, address.Pack(), false));
            }

            Logger.Warning?.Print(LogClass.Gpu, $"Invalid conditional render condition \"{condition}\".");

            return(ConditionalRenderEnabled.True);
        }
예제 #10
0
        /// <summary>
        /// Dispatches compute work.
        /// </summary>
        /// <param name="state">Current GPU state</param>
        /// <param name="argument">Method call argument</param>
        public void Dispatch(GpuState state, int argument)
        {
            uint dispatchParamsAddress = (uint)state.Get <int>(MethodOffset.DispatchParamsAddress);

            var dispatchParams = _context.MemoryAccessor.Read <ComputeParams>((ulong)dispatchParamsAddress << 8);

            GpuVa shaderBaseAddress = state.Get <GpuVa>(MethodOffset.ShaderBaseAddress);

            ulong shaderGpuVa = shaderBaseAddress.Pack() + (uint)dispatchParams.ShaderOffset;

            // Note: A size of 0 is also invalid, the size must be at least 1.
            int sharedMemorySize = Math.Clamp(dispatchParams.SharedMemorySize & 0xffff, 1, _context.Capabilities.MaximumComputeSharedMemorySize);

            ComputeShader cs = ShaderCache.GetComputeShader(
                shaderGpuVa,
                sharedMemorySize,
                dispatchParams.UnpackBlockSizeX(),
                dispatchParams.UnpackBlockSizeY(),
                dispatchParams.UnpackBlockSizeZ());

            _context.Renderer.Pipeline.SetProgram(cs.HostProgram);

            var samplerPool = state.Get <PoolState>(MethodOffset.SamplerPoolState);

            TextureManager.SetComputeSamplerPool(samplerPool.Address.Pack(), samplerPool.MaximumId, dispatchParams.SamplerIndex);

            var texturePool = state.Get <PoolState>(MethodOffset.TexturePoolState);

            TextureManager.SetComputeTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);

            TextureManager.SetComputeTextureBufferIndex(state.Get <int>(MethodOffset.TextureBufferIndex));

            ShaderProgramInfo info = cs.Shader.Program.Info;

            uint sbEnableMask = 0;
            uint ubEnableMask = dispatchParams.UnpackUniformBuffersEnableMask();

            for (int index = 0; index < dispatchParams.UniformBuffers.Length; index++)
            {
                if ((ubEnableMask & (1 << index)) == 0)
                {
                    continue;
                }

                ulong gpuVa = dispatchParams.UniformBuffers[index].PackAddress();
                ulong size  = dispatchParams.UniformBuffers[index].UnpackSize();

                BufferManager.SetComputeUniformBuffer(index, gpuVa, size);
            }

            for (int index = 0; index < info.SBuffers.Count; index++)
            {
                BufferDescriptor sb = info.SBuffers[index];

                sbEnableMask |= 1u << sb.Slot;

                ulong sbDescAddress = BufferManager.GetComputeUniformBufferAddress(0);

                int sbDescOffset = 0x310 + sb.Slot * 0x10;

                sbDescAddress += (ulong)sbDescOffset;

                ReadOnlySpan <byte> sbDescriptorData = _context.PhysicalMemory.GetSpan(sbDescAddress, 0x10);

                SbDescriptor sbDescriptor = MemoryMarshal.Cast <byte, SbDescriptor>(sbDescriptorData)[0];

                BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size);
            }

            ubEnableMask = 0;

            for (int index = 0; index < info.CBuffers.Count; index++)
            {
                ubEnableMask |= 1u << info.CBuffers[index].Slot;
            }

            BufferManager.SetComputeStorageBufferEnableMask(sbEnableMask);
            BufferManager.SetComputeUniformBufferEnableMask(ubEnableMask);

            var textureBindings = new TextureBindingInfo[info.Textures.Count];

            for (int index = 0; index < info.Textures.Count; index++)
            {
                var descriptor = info.Textures[index];

                Target target = GetTarget(descriptor.Type);

                if (descriptor.IsBindless)
                {
                    textureBindings[index] = new TextureBindingInfo(target, descriptor.CbufOffset, descriptor.CbufSlot);
                }
                else
                {
                    textureBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex);
                }
            }

            TextureManager.SetComputeTextures(textureBindings);

            var imageBindings = new TextureBindingInfo[info.Images.Count];

            for (int index = 0; index < info.Images.Count; index++)
            {
                var descriptor = info.Images[index];

                Target target = GetTarget(descriptor.Type);

                imageBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex);
            }

            TextureManager.SetComputeImages(imageBindings);

            BufferManager.CommitComputeBindings();
            TextureManager.CommitComputeBindings();

            _context.Renderer.Pipeline.DispatchCompute(
                dispatchParams.UnpackGridSizeX(),
                dispatchParams.UnpackGridSizeY(),
                dispatchParams.UnpackGridSizeZ());

            UpdateShaderState(state);
        }
예제 #11
0
        /// <summary>
        /// Updates host vertex buffer bindings based on guest GPU state.
        /// </summary>
        private void UpdateVertexBufferState()
        {
            _drawState.IsAnyVbInstanced = false;

            for (int index = 0; index < Constants.TotalVertexBuffers; index++)
            {
                var vertexBuffer = _state.State.VertexBufferState[index];

                if (!vertexBuffer.UnpackEnable())
                {
                    _channel.BufferManager.SetVertexBuffer(index, 0, 0, 0, 0);

                    continue;
                }

                GpuVa endAddress = _state.State.VertexBufferEndAddress[index];

                ulong address = vertexBuffer.Address.Pack();

                int stride = vertexBuffer.UnpackStride();

                bool instanced = _state.State.VertexBufferInstanced[index];

                int divisor = instanced ? vertexBuffer.Divisor : 0;

                _drawState.IsAnyVbInstanced |= divisor != 0;

                ulong size;

                if (_drawState.IbStreamer.HasInlineIndexData || _drawState.DrawIndexed || stride == 0 || instanced)
                {
                    // This size may be (much) larger than the real vertex buffer size.
                    // Avoid calculating it this way, unless we don't have any other option.
                    ulong vbSizeMax = endAddress.Pack() - address + 1;

                    int firstIndex = _drawState.FirstIndex;
                    int indexCount = _drawState.IndexCount;

                    bool ibCountingProfitable = GraphicsConfig.EnableIndexedVbSizeDetection && IbUtils.IsIbCountingProfitable(vbSizeMax, indexCount);

                    if (ibCountingProfitable && !_drawState.IbStreamer.HasInlineIndexData && _drawState.DrawIndexed && stride != 0)
                    {
                        IndexType ibType      = _state.State.IndexBufferState.Type;
                        ulong     ibGpuVa     = _state.State.IndexBufferState.Address.Pack();
                        ulong     vertexCount = IbUtils.GetVertexCount(_channel.MemoryManager, ibType, ibGpuVa, firstIndex, indexCount);

                        size = Math.Min(vertexCount * (ulong)stride, vbSizeMax);
                    }
                    else
                    {
                        size = vbSizeMax;
                    }
                }
                else
                {
                    // For non-indexed draws, we can guess the size from the vertex count
                    // and stride.
                    int firstInstance = (int)_state.State.FirstInstance;

                    var drawState = _state.State.VertexBufferDrawState;

                    size = (ulong)((firstInstance + drawState.First + drawState.Count) * stride);
                }

                _channel.BufferManager.SetVertexBuffer(index, address, size, stride, divisor);
            }
        }