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ryujinx-final/Ryujinx.Graphics/GpuResourceManager.cs
Alex Barney b2b736abc2 Misc cleanup (#708)
* Fix typos

* Remove unneeded using statements

* Enforce var style more

* Remove redundant qualifiers

* Fix some indentation

* Disable naming warnings on files with external enum names

* Fix build

* Mass find & replace for comments with no spacing

* Standardize todo capitalization and for/if spacing
2019-07-02 04:39:22 +02:00

169 lines
5 KiB
C#

using Ryujinx.Graphics.Gal;
using Ryujinx.Graphics.Memory;
using Ryujinx.Graphics.Texture;
using System.Collections.Generic;
namespace Ryujinx.Graphics
{
public class GpuResourceManager
{
private enum ImageType
{
None,
Texture,
TextureArrayLayer,
ColorBuffer,
ZetaBuffer
}
private NvGpu _gpu;
private HashSet<long>[] _uploadedKeys;
private Dictionary<long, ImageType> _imageTypes;
private Dictionary<long, int> _mirroredTextures;
public GpuResourceManager(NvGpu gpu)
{
_gpu = gpu;
_uploadedKeys = new HashSet<long>[(int)NvGpuBufferType.Count];
for (int index = 0; index < _uploadedKeys.Length; index++)
{
_uploadedKeys[index] = new HashSet<long>();
}
_imageTypes = new Dictionary<long, ImageType>();
_mirroredTextures = new Dictionary<long, int>();
}
public void SendColorBuffer(NvGpuVmm vmm, long position, int attachment, GalImage newImage)
{
long size = (uint)ImageUtils.GetSize(newImage);
_imageTypes[position] = ImageType.ColorBuffer;
if (!TryReuse(vmm, position, newImage))
{
_gpu.Renderer.Texture.Create(position, (int)size, newImage);
}
_gpu.Renderer.RenderTarget.BindColor(position, attachment);
}
public void SendZetaBuffer(NvGpuVmm vmm, long position, GalImage newImage)
{
long size = (uint)ImageUtils.GetSize(newImage);
_imageTypes[position] = ImageType.ZetaBuffer;
if (!TryReuse(vmm, position, newImage))
{
_gpu.Renderer.Texture.Create(position, (int)size, newImage);
}
_gpu.Renderer.RenderTarget.BindZeta(position);
}
public void SendTexture(NvGpuVmm vmm, long position, GalImage newImage)
{
PrepareSendTexture(vmm, position, newImage);
_imageTypes[position] = ImageType.Texture;
}
public bool TryGetTextureLayer(long position, out int layerIndex)
{
if (_mirroredTextures.TryGetValue(position, out layerIndex))
{
ImageType type = _imageTypes[position];
// FIXME(thog): I'm actually unsure if we should deny all other image type, gpu testing needs to be done here.
if (type != ImageType.Texture && type != ImageType.TextureArrayLayer)
{
layerIndex = -1;
return false;
}
return true;
}
layerIndex = -1;
return false;
}
public void SetTextureArrayLayer(long position, int layerIndex)
{
_imageTypes[position] = ImageType.TextureArrayLayer;
_mirroredTextures[position] = layerIndex;
}
private void PrepareSendTexture(NvGpuVmm vmm, long position, GalImage newImage)
{
long size = ImageUtils.GetSize(newImage);
bool skipCheck = false;
if (_imageTypes.TryGetValue(position, out ImageType oldType))
{
if (oldType == ImageType.ColorBuffer || oldType == ImageType.ZetaBuffer)
{
// Avoid data destruction
MemoryRegionModified(vmm, position, size, NvGpuBufferType.Texture);
skipCheck = true;
}
}
if (skipCheck || !MemoryRegionModified(vmm, position, size, NvGpuBufferType.Texture))
{
if (TryReuse(vmm, position, newImage))
{
return;
}
}
byte[] data = ImageUtils.ReadTexture(vmm, newImage, position);
_gpu.Renderer.Texture.Create(position, data, newImage);
}
private bool TryReuse(NvGpuVmm vmm, long position, GalImage newImage)
{
if (_gpu.Renderer.Texture.TryGetImage(position, out GalImage cachedImage) && cachedImage.TextureTarget == newImage.TextureTarget && cachedImage.SizeMatches(newImage))
{
_gpu.Renderer.RenderTarget.Reinterpret(position, newImage);
return true;
}
return false;
}
public bool MemoryRegionModified(NvGpuVmm vmm, long position, long size, NvGpuBufferType type)
{
HashSet<long> uploaded = _uploadedKeys[(int)type];
if (!uploaded.Add(position))
{
return false;
}
return vmm.IsRegionModified(position, size, type);
}
public void ClearPbCache()
{
for (int index = 0; index < _uploadedKeys.Length; index++)
{
_uploadedKeys[index].Clear();
}
}
public void ClearPbCache(NvGpuBufferType type)
{
_uploadedKeys[(int)type].Clear();
}
}
}