Metal: Buffers Take 2 (#21)
* Basic BufferManager * Start Scoped Command Buffers * Fences stuff * Remember to cleanup sync manager * Auto, Command Buffer Dependants * Cleanup * Cleanup + Fix Texture->Buffer Copies * Slow buffer upload * Cleanup + Rework TextureBuffer * Don’t get unsafe * Cleanup * Goddamn it * Staging Buffer + Interrupt Action + Flush
This commit is contained in:
committed by
Evan Husted
parent
585bdc2b54
commit
dda746c0fb
41
src/Ryujinx.Graphics.Metal/CommandBufferScoped.cs
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41
src/Ryujinx.Graphics.Metal/CommandBufferScoped.cs
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using SharpMetal.Metal;
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using System;
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using System.Runtime.Versioning;
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namespace Ryujinx.Graphics.Metal
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{
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[SupportedOSPlatform("macos")]
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public readonly struct CommandBufferScoped : IDisposable
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{
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private readonly CommandBufferPool _pool;
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public MTLCommandBuffer CommandBuffer { get; }
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public int CommandBufferIndex { get; }
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public CommandBufferScoped(CommandBufferPool pool, MTLCommandBuffer commandBuffer, int commandBufferIndex)
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{
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_pool = pool;
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CommandBuffer = commandBuffer;
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CommandBufferIndex = commandBufferIndex;
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}
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public void AddDependant(IAuto dependant)
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{
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_pool.AddDependant(CommandBufferIndex, dependant);
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}
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public void AddWaitable(MultiFenceHolder waitable)
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{
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_pool.AddWaitable(CommandBufferIndex, waitable);
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}
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public FenceHolder GetFence()
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{
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return _pool.GetFence(CommandBufferIndex);
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}
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public void Dispose()
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{
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_pool?.Return(this);
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}
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}
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}
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