implement new index cache

This commit is contained in:
Samuliak 2025-01-18 09:40:31 +01:00
parent 800aae4fdb
commit 24ff85b11f
No known key found for this signature in database
5 changed files with 88 additions and 65 deletions

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@ -683,7 +683,7 @@ void MetalRenderer::texture_loadSlice(LatteTexture* hostTexture, sint32 width, s
// Allocate a temporary buffer
auto& bufferAllocator = m_memoryManager->GetTemporaryBufferAllocator();
auto allocation = bufferAllocator.GetBufferAllocation(compressedImageSize);
auto allocation = bufferAllocator.GetAllocation(compressedImageSize);
auto buffer = bufferAllocator.GetBuffer(allocation.bufferIndex);
// Copy the data to the temporary buffer
@ -1067,9 +1067,9 @@ void MetalRenderer::draw_execute(uint32 baseVertex, uint32 baseInstance, uint32
uint32 hostIndexCount;
uint32 indexMin = 0;
uint32 indexMax = 0;
uint32 indexBufferOffset = 0;
uint32 indexBufferIndex = 0;
LatteIndices_decode(memory_getPointerFromVirtualOffset(indexDataMPTR), indexType, count, primitiveMode, indexMin, indexMax, hostIndexType, hostIndexCount, indexBufferOffset, indexBufferIndex);
Renderer::IndexAllocation indexAllocation;
LatteIndices_decode(memory_getPointerFromVirtualOffset(indexDataMPTR), indexType, count, primitiveMode, indexMin, indexMax, hostIndexType, hostIndexCount, indexAllocation);
MetalBufferAllocation* indexAllocationMtl = static_cast<MetalBufferAllocation*>(indexAllocation.rendererInternal);
// Buffer cache
if (m_memoryManager->UseHostMemoryForCache())
@ -1312,16 +1312,13 @@ void MetalRenderer::draw_execute(uint32 baseVertex, uint32 baseInstance, uint32
if (hostIndexType != INDEX_TYPE::NONE)
{
auto& bufferAllocator = m_memoryManager->GetTemporaryBufferAllocator();
indexBuffer = bufferAllocator.GetBuffer(indexBufferIndex);
// We have already retrieved the buffer, no need for it to be locked anymore
bufferAllocator.UnlockBuffer(indexBufferIndex);
indexBuffer = bufferAllocator.GetBuffer(indexAllocationMtl->bufferIndex);
}
if (usesGeometryShader)
{
if (indexBuffer)
SetBuffer(renderCommandEncoder, METAL_SHADER_TYPE_OBJECT, indexBuffer, indexBufferOffset, vertexShader->resourceMapping.indexBufferBinding);
SetBuffer(renderCommandEncoder, METAL_SHADER_TYPE_OBJECT, indexBuffer, indexAllocationMtl->offset, vertexShader->resourceMapping.indexBufferBinding);
uint8 hostIndexTypeU8 = (uint8)hostIndexType;
renderCommandEncoder->setObjectBytes(&hostIndexTypeU8, sizeof(hostIndexTypeU8), vertexShader->resourceMapping.indexTypeBinding);
@ -1352,7 +1349,7 @@ void MetalRenderer::draw_execute(uint32 baseVertex, uint32 baseInstance, uint32
if (indexBuffer)
{
auto mtlIndexType = GetMtlIndexType(hostIndexType);
renderCommandEncoder->drawIndexedPrimitives(mtlPrimitiveType, hostIndexCount, mtlIndexType, indexBuffer, indexBufferOffset, instanceCount, baseVertex, baseInstance);
renderCommandEncoder->drawIndexedPrimitives(mtlPrimitiveType, hostIndexCount, mtlIndexType, indexBuffer, indexAllocationMtl->offset, instanceCount, baseVertex, baseInstance);
}
else
{
@ -1492,29 +1489,27 @@ void MetalRenderer::draw_handleSpecialState5()
renderCommandEncoder->drawPrimitives(MTL::PrimitiveTypeTriangle, NS::UInteger(0), NS::UInteger(3));
}
void* MetalRenderer::indexData_reserveIndexMemory(uint32 size, uint32& offset, uint32& bufferIndex)
Renderer::IndexAllocation MetalRenderer::indexData_reserveIndexMemory(uint32 size)
{
auto& bufferAllocator = m_memoryManager->GetTemporaryBufferAllocator();
auto allocation = bufferAllocator.GetBufferAllocation(size);
offset = allocation.offset;
bufferIndex = allocation.bufferIndex;
auto allocation = bufferAllocator.GetAllocationPtr(size);
// Lock the buffer so that it doesn't get released
bufferAllocator.LockBuffer(allocation.bufferIndex);
return allocation.data;
return {allocation->data, allocation};
}
void MetalRenderer::indexData_uploadIndexMemory(uint32 bufferIndex, uint32 offset, uint32 size)
void MetalRenderer::indexData_releaseIndexMemory(IndexAllocation& allocation)
{
// Do nothing
/*
if (!HasUnifiedMemory())
{
auto buffer = m_memoryManager->GetTemporaryBufferAllocator().GetBufferOutsideOfCommandBuffer(bufferIndex);
buffer->didModifyRange(NS::Range(offset, size));
}
*/
auto allocationMtl = static_cast<MetalBufferAllocation*>(allocation.rendererInternal);
auto& bufferAllocator = m_memoryManager->GetTemporaryBufferAllocator();
bufferAllocator.FreeAllocation(allocationMtl);
}
void MetalRenderer::indexData_uploadIndexMemory(IndexAllocation& allocation)
{
// TODO: uncomment
//auto& bufferAllocator = m_memoryManager->GetBufferAllocator();
//bufferAllocator.FlushAllocation(static_cast<MetalBufferAllocation*>(allocation.rendererInternal));
}
LatteQueryObject* MetalRenderer::occlusionQuery_create() {
@ -2102,9 +2097,9 @@ void MetalRenderer::BindStageResources(MTL::RenderCommandEncoder* renderCommandE
}
}
auto& bufferAllocator = m_memoryManager->GetTemporaryBufferAllocator();
size_t size = shader->uniform.uniformRangeSize;
auto supportBuffer = bufferAllocator.GetBufferAllocation(size);
auto& bufferAllocator = m_memoryManager->GetTemporaryBufferAllocator();
auto supportBuffer = bufferAllocator.GetAllocation(size);
memcpy(supportBuffer.data, supportBufferData, size);
auto buffer = bufferAllocator.GetBuffer(supportBuffer.bufferIndex);
//if (!HasUnifiedMemory())