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https://github.com/Ryujinx/Ryujinx.git
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1f554c1093
* Renaming part 1 * Renaming part 2 * Renaming part 3 * Renaming part 4 * Renaming part 5 * Renaming part 6 * Renaming part 7 * Renaming part 8 * Renaming part 9 * Renaming part 10 * General cleanup * Thought I got all of these * Apply #595 * Additional renaming * Tweaks from feedback * Rename files
169 lines
5 KiB
C#
169 lines
5 KiB
C#
using Ryujinx.Graphics.Gal;
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using Ryujinx.Graphics.Memory;
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using Ryujinx.Graphics.Texture;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics
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{
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public class GpuResourceManager
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{
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private enum ImageType
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{
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None,
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Texture,
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TextureArrayLayer,
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ColorBuffer,
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ZetaBuffer
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}
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private NvGpu _gpu;
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private HashSet<long>[] _uploadedKeys;
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private Dictionary<long, ImageType> _imageTypes;
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private Dictionary<long, int> _mirroredTextures;
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public GpuResourceManager(NvGpu gpu)
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{
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_gpu = gpu;
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_uploadedKeys = new HashSet<long>[(int)NvGpuBufferType.Count];
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for (int index = 0; index < _uploadedKeys.Length; index++)
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{
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_uploadedKeys[index] = new HashSet<long>();
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}
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_imageTypes = new Dictionary<long, ImageType>();
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_mirroredTextures = new Dictionary<long, int>();
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}
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public void SendColorBuffer(NvGpuVmm vmm, long position, int attachment, GalImage newImage)
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{
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long size = (uint)ImageUtils.GetSize(newImage);
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_imageTypes[position] = ImageType.ColorBuffer;
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if (!TryReuse(vmm, position, newImage))
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{
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_gpu.Renderer.Texture.Create(position, (int)size, newImage);
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}
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_gpu.Renderer.RenderTarget.BindColor(position, attachment);
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}
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public void SendZetaBuffer(NvGpuVmm vmm, long position, GalImage newImage)
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{
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long size = (uint)ImageUtils.GetSize(newImage);
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_imageTypes[position] = ImageType.ZetaBuffer;
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if (!TryReuse(vmm, position, newImage))
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{
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_gpu.Renderer.Texture.Create(position, (int)size, newImage);
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}
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_gpu.Renderer.RenderTarget.BindZeta(position);
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}
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public void SendTexture(NvGpuVmm vmm, long position, GalImage newImage)
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{
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PrepareSendTexture(vmm, position, newImage);
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_imageTypes[position] = ImageType.Texture;
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}
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public bool TryGetTextureLayer(long position, out int layerIndex)
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{
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if (_mirroredTextures.TryGetValue(position, out layerIndex))
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{
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ImageType type = _imageTypes[position];
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// FIXME(thog): I'm actually unsure if we should deny all other image type, gpu testing needs to be done here.
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if (type != ImageType.Texture && type != ImageType.TextureArrayLayer)
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{
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layerIndex = -1;
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return false;
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}
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return true;
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}
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layerIndex = -1;
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return false;
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}
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public void SetTextureArrayLayer(long position, int layerIndex)
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{
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_imageTypes[position] = ImageType.TextureArrayLayer;
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_mirroredTextures[position] = layerIndex;
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}
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private void PrepareSendTexture(NvGpuVmm vmm, long position, GalImage newImage)
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{
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long size = ImageUtils.GetSize(newImage);
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bool skipCheck = false;
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if (_imageTypes.TryGetValue(position, out ImageType oldType))
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{
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if (oldType == ImageType.ColorBuffer || oldType == ImageType.ZetaBuffer)
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{
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//Avoid data destruction
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MemoryRegionModified(vmm, position, size, NvGpuBufferType.Texture);
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skipCheck = true;
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}
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}
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if (skipCheck || !MemoryRegionModified(vmm, position, size, NvGpuBufferType.Texture))
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{
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if (TryReuse(vmm, position, newImage))
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{
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return;
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}
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}
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byte[] data = ImageUtils.ReadTexture(vmm, newImage, position);
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_gpu.Renderer.Texture.Create(position, data, newImage);
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}
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private bool TryReuse(NvGpuVmm vmm, long position, GalImage newImage)
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{
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if (_gpu.Renderer.Texture.TryGetImage(position, out GalImage cachedImage) && cachedImage.TextureTarget == newImage.TextureTarget && cachedImage.SizeMatches(newImage))
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{
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_gpu.Renderer.RenderTarget.Reinterpret(position, newImage);
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return true;
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}
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return false;
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}
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public bool MemoryRegionModified(NvGpuVmm vmm, long position, long size, NvGpuBufferType type)
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{
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HashSet<long> uploaded = _uploadedKeys[(int)type];
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if (!uploaded.Add(position))
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{
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return false;
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}
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return vmm.IsRegionModified(position, size, type);
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}
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public void ClearPbCache()
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{
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for (int index = 0; index < _uploadedKeys.Length; index++)
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{
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_uploadedKeys[index].Clear();
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}
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}
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public void ClearPbCache(NvGpuBufferType type)
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{
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_uploadedKeys[(int)type].Clear();
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}
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}
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}
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