/// <summary> /// Creates a new GPU accessor state. /// </summary> /// <param name="poolState">GPU texture pool state</param> /// <param name="computeState">GPU compute state, for compute shaders</param> /// <param name="graphicsState">GPU graphics state, for vertex, tessellation, geometry and fragment shaders</param> /// <param name="specializationState">Shader specialization state (shared by all stages)</param> /// <param name="transformFeedbackDescriptors">Transform feedback information, if the shader uses transform feedback. Otherwise, should be null</param> public GpuAccessorState( GpuChannelPoolState poolState, GpuChannelComputeState computeState, GpuChannelGraphicsState graphicsState, ShaderSpecializationState specializationState, TransformFeedbackDescriptor[] transformFeedbackDescriptors = null) { PoolState = poolState; GraphicsState = graphicsState; ComputeState = computeState; SpecializationState = specializationState; TransformFeedbackDescriptors = transformFeedbackDescriptors; ResourceCounts = new ResourceCounts(); }
/// <summary> /// Performs the compute dispatch operation. /// </summary> /// <param name="argument">Method call argument</param> private void SendSignalingPcasB(int argument) { var memoryManager = _channel.MemoryManager; _3dEngine.FlushUboDirty(); uint qmdAddress = _state.State.SendPcasA; var qmd = _channel.MemoryManager.Read <ComputeQmd>((ulong)qmdAddress << 8); ulong shaderGpuVa = ((ulong)_state.State.SetProgramRegionAAddressUpper << 32) | _state.State.SetProgramRegionB; shaderGpuVa += (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); _channel.BufferManager.SetComputeUniformBuffer(index, gpuVa, size); } ulong samplerPoolGpuVa = ((ulong)_state.State.SetTexSamplerPoolAOffsetUpper << 32) | _state.State.SetTexSamplerPoolB; ulong texturePoolGpuVa = ((ulong)_state.State.SetTexHeaderPoolAOffsetUpper << 32) | _state.State.SetTexHeaderPoolB; GpuChannelPoolState poolState = new GpuChannelPoolState( texturePoolGpuVa, _state.State.SetTexHeaderPoolCMaximumIndex, _state.State.SetBindlessTextureConstantBufferSlotSelect); GpuChannelComputeState computeState = new GpuChannelComputeState( qmd.CtaThreadDimension0, qmd.CtaThreadDimension1, qmd.CtaThreadDimension2, localMemorySize, sharedMemorySize); CachedShaderProgram cs = memoryManager.Physical.ShaderCache.GetComputeShader(_channel, poolState, computeState, shaderGpuVa); _context.Renderer.Pipeline.SetProgram(cs.HostProgram); _channel.TextureManager.SetComputeSamplerPool(samplerPoolGpuVa, _state.State.SetTexSamplerPoolCMaximumIndex, qmd.SamplerIndex); _channel.TextureManager.SetComputeTexturePool(texturePoolGpuVa, _state.State.SetTexHeaderPoolCMaximumIndex); _channel.TextureManager.SetComputeTextureBufferIndex(_state.State.SetBindlessTextureConstantBufferSlotSelect); 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 = _channel.BufferManager.GetComputeUniformBufferAddress(0); int cbDescOffset = 0x260 + (cb.Slot - 8) * 0x10; cbDescAddress += (ulong)cbDescOffset; SbDescriptor cbDescriptor = _channel.MemoryManager.Physical.Read <SbDescriptor>(cbDescAddress); _channel.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 = _channel.BufferManager.GetComputeUniformBufferAddress(0); int sbDescOffset = 0x310 + sb.Slot * 0x10; sbDescAddress += (ulong)sbDescOffset; SbDescriptor sbDescriptor = _channel.MemoryManager.Physical.Read <SbDescriptor>(sbDescAddress); _channel.BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags); } _channel.BufferManager.SetComputeStorageBufferBindings(info.SBuffers); _channel.BufferManager.SetComputeUniformBufferBindings(info.CBuffers); int maxTextureBinding = -1; int maxImageBinding = -1; TextureBindingInfo[] textureBindings = _channel.TextureManager.RentComputeTextureBindings(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); if (descriptor.Binding > maxTextureBinding) { maxTextureBinding = descriptor.Binding; } } TextureBindingInfo[] imageBindings = _channel.TextureManager.RentComputeImageBindings(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); if (descriptor.Binding > maxImageBinding) { maxImageBinding = descriptor.Binding; } } _channel.TextureManager.SetComputeMaxBindings(maxTextureBinding, maxImageBinding); // Should never return false for mismatching spec state, since the shader was fetched above. _channel.TextureManager.CommitComputeBindings(cs.SpecializationState); _channel.BufferManager.CommitComputeBindings(); _context.Renderer.Pipeline.DispatchCompute(qmd.CtaRasterWidth, qmd.CtaRasterHeight, qmd.CtaRasterDepth); _3dEngine.ForceShaderUpdate(); }