Implement texture buffers (#1152)

* Implement texture buffers

* Throw NotSupportedException where appropriate
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gdkchan 2020-04-25 10:02:18 -03:00 committed by GitHub
parent a065dc1626
commit 3cb1fa0e85
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16 changed files with 291 additions and 135 deletions

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@ -273,6 +273,19 @@ namespace Ryujinx.Graphics.Gpu.Memory
return 0;
}
CreateBuffer(address, size);
return address;
}
/// <summary>
/// Creates a new buffer for the specified range, if it does not yet exist.
/// This can be used to ensure the existance of a buffer.
/// </summary>
/// <param name="address">Address of the buffer in memory</param>
/// <param name="size">Size of the buffer in bytes</param>
public void CreateBuffer(ulong address, ulong size)
{
ulong endAddress = address + size;
ulong alignedAddress = address & ~BufferAlignmentMask;
@ -285,9 +298,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
alignedEndAddress += BufferAlignmentSize;
}
CreateBuffer(alignedAddress, alignedEndAddress - alignedAddress);
return address;
CreateBufferAligned(alignedAddress, alignedEndAddress - alignedAddress);
}
/// <summary>
@ -297,7 +308,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// </summary>
/// <param name="address">Address of the buffer in guest memory</param>
/// <param name="size">Size in bytes of the buffer</param>
private void CreateBuffer(ulong address, ulong size)
private void CreateBufferAligned(ulong address, ulong size)
{
int overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps);
@ -339,6 +350,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
buffer.Dispose();
}
// Existing buffers were modified, we need to rebind everything.
_rebind = true;
}
}
@ -441,7 +453,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// Ensures that the graphics engine bindings are visible to the host GPU.
/// Note: this actually performs the binding using the host graphics API.
/// </summary>
public void CommitBindings()
public void CommitGraphicsBindings()
{
if (_indexBufferDirty || _rebind)
{
@ -606,6 +618,34 @@ namespace Ryujinx.Graphics.Gpu.Memory
}
}
/// <summary>
/// Sets the buffer storage of a buffer texture.
/// </summary>
/// <param name="texture">Buffer texture</param>
/// <param name="address">Address of the buffer in memory</param>
/// <param name="size">Size of the buffer in bytes</param>
/// <param name="compute">Indicates if the buffer texture belongs to the compute or graphics pipeline</param>
public void SetBufferTextureStorage(ITexture texture, ulong address, ulong size, bool compute)
{
CreateBuffer(address, size);
if (_rebind)
{
// We probably had to modify existing buffers to create the texture buffer,
// so rebind everything to ensure we're using the new buffers for all bound resources.
if (compute)
{
CommitComputeBindings();
}
else
{
CommitGraphicsBindings();
}
}
texture.SetStorage(GetBufferRange(address, size));
}
/// <summary>
/// Copy a buffer data from a given address to another.
/// </summary>