mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-08-19 21:52:22 +00:00
* Initial implementation of migration between memory heaps - Missing OOM handling - Missing `_map` data safety when remapping - Copy may not have completed yet (needs some kind of fence) - Map may be unmapped before it is done being used. (needs scoped access) - SSBO accesses are all "writes" - maybe pass info in another way. - Missing keeping map type when resizing buffers (should this be done?) * Ensure migrated data is in place before flushing. * Fix issue where old waitable would be signalled. - There is a real issue where existing Auto<> references need to be replaced. * Swap bound Auto<> instances when swapping buffer backing * Fix conversion buffers * Don't try move buffers if the host has shared memory. * Make GPU methods return PinnedSpan with scope * Storage Hint * Fix stupidity * Fix rebase * Tweak rules Attempt to sidestep BOTW slowdown * Remove line * Migrate only when command buffers flush * Change backing swap log to debug * Address some feedback * Disallow backing swap when the flush lock is held by the current thread * Make PinnedSpan from ReadOnlySpan explicitly unsafe * Fix some small issues - Index buffer swap fixed - Allocate DeviceLocal buffers using a separate block list to images. * Remove alternative flags * Address feedback
104 lines
3.4 KiB
C#
104 lines
3.4 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using System;
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namespace Ryujinx.Graphics.OpenGL
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{
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static class Buffer
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{
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public static void Clear(BufferHandle destination, int offset, int size, uint value)
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{
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GL.BindBuffer(BufferTarget.CopyWriteBuffer, destination.ToInt32());
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unsafe
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{
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uint* valueArr = stackalloc uint[1];
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valueArr[0] = value;
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GL.ClearBufferSubData(
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BufferTarget.CopyWriteBuffer,
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PixelInternalFormat.Rgba8ui,
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(IntPtr)offset,
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(IntPtr)size,
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PixelFormat.RgbaInteger,
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PixelType.UnsignedByte,
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(IntPtr)valueArr);
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}
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}
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public static BufferHandle Create()
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{
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return Handle.FromInt32<BufferHandle>(GL.GenBuffer());
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}
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public static BufferHandle Create(int size)
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{
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int handle = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.CopyWriteBuffer, handle);
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GL.BufferData(BufferTarget.CopyWriteBuffer, size, IntPtr.Zero, BufferUsageHint.DynamicDraw);
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return Handle.FromInt32<BufferHandle>(handle);
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}
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public static void Copy(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
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{
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GL.BindBuffer(BufferTarget.CopyReadBuffer, source.ToInt32());
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GL.BindBuffer(BufferTarget.CopyWriteBuffer, destination.ToInt32());
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GL.CopyBufferSubData(
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BufferTarget.CopyReadBuffer,
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BufferTarget.CopyWriteBuffer,
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(IntPtr)srcOffset,
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(IntPtr)dstOffset,
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(IntPtr)size);
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}
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public static unsafe PinnedSpan<byte> GetData(OpenGLRenderer renderer, BufferHandle buffer, int offset, int size)
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{
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// Data in the persistent buffer and host array is guaranteed to be available
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// until the next time the host thread requests data.
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if (HwCapabilities.UsePersistentBufferForFlush)
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{
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return PinnedSpan<byte>.UnsafeFromSpan(renderer.PersistentBuffers.Default.GetBufferData(buffer, offset, size));
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}
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else
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{
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IntPtr target = renderer.PersistentBuffers.Default.GetHostArray(size);
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GL.BindBuffer(BufferTarget.CopyReadBuffer, buffer.ToInt32());
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GL.GetBufferSubData(BufferTarget.CopyReadBuffer, (IntPtr)offset, size, target);
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return new PinnedSpan<byte>(target.ToPointer(), size);
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}
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}
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public static void Resize(BufferHandle handle, int size)
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{
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GL.BindBuffer(BufferTarget.CopyWriteBuffer, handle.ToInt32());
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GL.BufferData(BufferTarget.CopyWriteBuffer, size, IntPtr.Zero, BufferUsageHint.StreamCopy);
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}
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public static void SetData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
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{
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GL.BindBuffer(BufferTarget.CopyWriteBuffer, buffer.ToInt32());
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unsafe
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{
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fixed (byte* ptr = data)
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{
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GL.BufferSubData(BufferTarget.CopyWriteBuffer, (IntPtr)offset, data.Length, (IntPtr)ptr);
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}
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}
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}
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public static void Delete(BufferHandle buffer)
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{
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GL.DeleteBuffer(buffer.ToInt32());
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}
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}
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}
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