Ryujinx/Ryujinx.Graphics.Gpu/Image/TextureCache.cs

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using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Threed;
using Ryujinx.Graphics.Gpu.Engine.Twod;
using Ryujinx.Graphics.Gpu.Engine.Types;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Texture;
using Ryujinx.Memory.Range;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Texture cache.
/// </summary>
class TextureCache : IDisposable
{
private readonly struct OverlapInfo
{
public TextureViewCompatibility Compatibility { get; }
public int FirstLayer { get; }
public int FirstLevel { get; }
public OverlapInfo(TextureViewCompatibility compatibility, int firstLayer, int firstLevel)
{
Compatibility = compatibility;
FirstLayer = firstLayer;
FirstLevel = firstLevel;
}
}
private const int OverlapsBufferInitialCapacity = 10;
private const int OverlapsBufferMaxCapacity = 10000;
private readonly GpuContext _context;
private readonly PhysicalMemory _physicalMemory;
private readonly MultiRangeList<Texture> _textures;
private readonly HashSet<Texture> _partiallyMappedTextures;
private Texture[] _textureOverlaps;
private OverlapInfo[] _overlapInfo;
private readonly AutoDeleteCache _cache;
/// <summary>
/// Constructs a new instance of the texture manager.
/// </summary>
/// <param name="context">The GPU context that the texture manager belongs to</param>
/// <param name="physicalMemory">Physical memory where the textures managed by this cache are mapped</param>
public TextureCache(GpuContext context, PhysicalMemory physicalMemory)
{
_context = context;
_physicalMemory = physicalMemory;
_textures = new MultiRangeList<Texture>();
_partiallyMappedTextures = new HashSet<Texture>();
_textureOverlaps = new Texture[OverlapsBufferInitialCapacity];
_overlapInfo = new OverlapInfo[OverlapsBufferInitialCapacity];
_cache = new AutoDeleteCache();
}
/// <summary>
/// Handles removal of textures written to a memory region being unmapped.
/// </summary>
/// <param name="sender">Sender object</param>
/// <param name="e">Event arguments</param>
public void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
{
Texture[] overlaps = new Texture[10];
int overlapCount;
MultiRange unmapped = ((MemoryManager)sender).GetPhysicalRegions(e.Address, e.Size);
lock (_textures)
{
overlapCount = _textures.FindOverlaps(unmapped, ref overlaps);
}
for (int i = 0; i < overlapCount; i++)
{
overlaps[i].Unmapped(unmapped);
}
// If any range was previously unmapped, we also need to purge
// all partially mapped texture, as they might be fully mapped now.
for (int i = 0; i < unmapped.Count; i++)
{
if (unmapped.GetSubRange(i).Address == MemoryManager.PteUnmapped)
{
lock (_partiallyMappedTextures)
{
foreach (var texture in _partiallyMappedTextures)
{
texture.Unmapped(unmapped);
}
}
break;
}
}
}
/// <summary>
/// Determines if a given texture is eligible for upscaling from its info.
/// </summary>
/// <param name="info">The texture info to check</param>
/// <param name="withUpscale">True if the user of the texture would prefer it to be upscaled immediately</param>
/// <returns>True if eligible</returns>
private static TextureScaleMode IsUpscaleCompatible(TextureInfo info, bool withUpscale)
{
if ((info.Target == Target.Texture2D || info.Target == Target.Texture2DArray || info.Target == Target.Texture2DMultisample) && !info.FormatInfo.IsCompressed)
{
return UpscaleSafeMode(info) ? (withUpscale ? TextureScaleMode.Scaled : TextureScaleMode.Eligible) : TextureScaleMode.Undesired;
}
return TextureScaleMode.Blacklisted;
}
/// <summary>
/// Determines if a given texture is "safe" for upscaling from its info.
/// Note that this is different from being compatible - this elilinates targets that would have detrimental effects when scaled.
/// </summary>
/// <param name="info">The texture info to check</param>
/// <returns>True if safe</returns>
private static bool UpscaleSafeMode(TextureInfo info)
{
// While upscaling works for all targets defined by IsUpscaleCompatible, we additionally blacklist targets here that
// may have undesirable results (upscaling blur textures) or simply waste GPU resources (upscaling texture atlas).
if (info.Levels > 3)
{
// Textures with more than 3 levels are likely to be game textures, rather than render textures.
// Small textures with full mips are likely to be removed by the next check.
return false;
}
if (info.Width < 8 || info.Height < 8)
{
// Discount textures with small dimensions.
return false;
}
int widthAlignment = (info.IsLinear ? Constants.StrideAlignment : Constants.GobAlignment) / info.FormatInfo.BytesPerPixel;
if (!(info.FormatInfo.Format.IsDepthOrStencil() || info.FormatInfo.Components == 1))
{
// Discount square textures that aren't depth-stencil like. (excludes game textures, cubemap faces, most 3D texture LUT, texture atlas)
// Detect if the texture is possibly square. Widths may be aligned, so to remove the uncertainty we align both the width and height.
bool possiblySquare = BitUtils.AlignUp(info.Width, widthAlignment) == BitUtils.AlignUp(info.Height, widthAlignment);
if (possiblySquare)
{
return false;
}
}
if (info.Height < 360)
{
int aspectWidth = (int)MathF.Ceiling((info.Height / 9f) * 16f);
int aspectMaxWidth = BitUtils.AlignUp(aspectWidth, widthAlignment);
int aspectMinWidth = BitUtils.AlignDown(aspectWidth, widthAlignment);
if (info.Width >= aspectMinWidth && info.Width <= aspectMaxWidth && info.Height < 360)
{
// Targets that are roughly 16:9 can only be rescaled if they're equal to or above 360p. (excludes blur and bloom textures)
return false;
}
}
if (info.Width == info.Height * info.Height)
{
// Possibly used for a "3D texture" drawn onto a 2D surface.
// Some games do this to generate a tone mapping LUT without rendering into 3D texture slices.
return false;
}
return true;
}
/// <summary>
/// Lifts the texture to the top of the AutoDeleteCache. This is primarily used to enforce that
/// data written to a target will be flushed to memory should the texture be deleted, but also
/// keeps rendered textures alive without a pool reference.
/// </summary>
/// <param name="texture">Texture to lift</param>
public void Lift(Texture texture)
{
_cache.Lift(texture);
}
/// <summary>
/// Tries to find an existing texture, or create a new one if not found.
/// </summary>
/// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
/// <param name="copyTexture">Copy texture to find or create</param>
/// <param name="offset">Offset to be added to the physical texture address</param>
/// <param name="formatInfo">Format information of the copy texture</param>
/// <param name="preferScaling">Indicates if the texture should be scaled from the start</param>
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
/// <returns>The texture</returns>
public Texture FindOrCreateTexture(
MemoryManager memoryManager,
TwodTexture copyTexture,
ulong offset,
FormatInfo formatInfo,
bool shouldCreate,
bool preferScaling,
Size sizeHint)
{
int gobBlocksInY = copyTexture.MemoryLayout.UnpackGobBlocksInY();
int gobBlocksInZ = copyTexture.MemoryLayout.UnpackGobBlocksInZ();
int width;
if (copyTexture.LinearLayout)
{
width = copyTexture.Stride / formatInfo.BytesPerPixel;
}
else
{
width = copyTexture.Width;
}
TextureInfo info = new TextureInfo(
copyTexture.Address.Pack() + offset,
GetMinimumWidthInGob(width, sizeHint.Width, formatInfo.BytesPerPixel, copyTexture.LinearLayout),
copyTexture.Height,
copyTexture.Depth,
1,
1,
1,
copyTexture.Stride,
copyTexture.LinearLayout,
gobBlocksInY,
gobBlocksInZ,
1,
Target.Texture2D,
formatInfo);
TextureSearchFlags flags = TextureSearchFlags.ForCopy;
if (preferScaling)
{
flags |= TextureSearchFlags.WithUpscale;
}
if (!shouldCreate)
{
flags |= TextureSearchFlags.NoCreate;
}
Texture texture = FindOrCreateTexture(memoryManager, flags, info, 0);
texture?.SynchronizeMemory();
return texture;
}
/// <summary>
/// Tries to find an existing texture, or create a new one if not found.
/// </summary>
/// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
/// <param name="colorState">Color buffer texture to find or create</param>
/// <param name="layered">Indicates if the texture might be accessed with a non-zero layer index</param>
/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
/// <returns>The texture</returns>
public Texture FindOrCreateTexture(
MemoryManager memoryManager,
RtColorState colorState,
bool layered,
int samplesInX,
int samplesInY,
Size sizeHint)
{
bool isLinear = colorState.MemoryLayout.UnpackIsLinear();
int gobBlocksInY = colorState.MemoryLayout.UnpackGobBlocksInY();
int gobBlocksInZ = colorState.MemoryLayout.UnpackGobBlocksInZ();
Target target;
if (colorState.MemoryLayout.UnpackIsTarget3D())
{
target = Target.Texture3D;
}
else if ((samplesInX | samplesInY) != 1)
{
target = colorState.Depth > 1 && layered
? Target.Texture2DMultisampleArray
: Target.Texture2DMultisample;
}
else
{
target = colorState.Depth > 1 && layered
? Target.Texture2DArray
: Target.Texture2D;
}
FormatInfo formatInfo = colorState.Format.Convert();
int width, stride;
// For linear textures, the width value is actually the stride.
// We can easily get the width by dividing the stride by the bpp,
// since the stride is the total number of bytes occupied by a
// line. The stride should also meet alignment constraints however,
// so the width we get here is the aligned width.
if (isLinear)
{
width = colorState.WidthOrStride / formatInfo.BytesPerPixel;
stride = colorState.WidthOrStride;
}
else
{
width = colorState.WidthOrStride;
stride = 0;
}
TextureInfo info = new TextureInfo(
colorState.Address.Pack(),
GetMinimumWidthInGob(width, sizeHint.Width, formatInfo.BytesPerPixel, isLinear),
colorState.Height,
colorState.Depth,
1,
samplesInX,
samplesInY,
stride,
isLinear,
gobBlocksInY,
gobBlocksInZ,
1,
target,
formatInfo);
int layerSize = !isLinear ? colorState.LayerSize * 4 : 0;
Texture texture = FindOrCreateTexture(memoryManager, TextureSearchFlags.WithUpscale, info, layerSize);
texture?.SynchronizeMemory();
return texture;
}
/// <summary>
/// Tries to find an existing texture, or create a new one if not found.
/// </summary>
/// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
/// <param name="dsState">Depth-stencil buffer texture to find or create</param>
/// <param name="size">Size of the depth-stencil texture</param>
/// <param name="layered">Indicates if the texture might be accessed with a non-zero layer index</param>
/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
/// <returns>The texture</returns>
public Texture FindOrCreateTexture(
MemoryManager memoryManager,
RtDepthStencilState dsState,
Size3D size,
bool layered,
int samplesInX,
int samplesInY,
Size sizeHint)
{
int gobBlocksInY = dsState.MemoryLayout.UnpackGobBlocksInY();
int gobBlocksInZ = dsState.MemoryLayout.UnpackGobBlocksInZ();
Target target;
if (dsState.MemoryLayout.UnpackIsTarget3D())
{
target = Target.Texture3D;
}
else if ((samplesInX | samplesInY) != 1)
{
target = size.Depth > 1 && layered
? Target.Texture2DMultisampleArray
: Target.Texture2DMultisample;
}
else
{
target = size.Depth > 1 && layered
? Target.Texture2DArray
: Target.Texture2D;
}
FormatInfo formatInfo = dsState.Format.Convert();
TextureInfo info = new TextureInfo(
dsState.Address.Pack(),
GetMinimumWidthInGob(size.Width, sizeHint.Width, formatInfo.BytesPerPixel, false),
size.Height,
size.Depth,
1,
samplesInX,
samplesInY,
0,
false,
gobBlocksInY,
gobBlocksInZ,
1,
target,
formatInfo);
Texture texture = FindOrCreateTexture(memoryManager, TextureSearchFlags.WithUpscale, info, dsState.LayerSize * 4);
texture?.SynchronizeMemory();
return texture;
}
/// <summary>
/// For block linear textures, gets the minimum width of the texture
/// that would still have the same number of GOBs per row as the original width.
/// </summary>
/// <param name="width">The possibly aligned texture width</param>
/// <param name="minimumWidth">The minimum width that the texture may have without losing data</param>
/// <param name="bytesPerPixel">Bytes per pixel of the texture format</param>
/// <param name="isLinear">True if the texture is linear, false for block linear</param>
/// <returns>The minimum width of the texture with the same amount of GOBs per row</returns>
private static int GetMinimumWidthInGob(int width, int minimumWidth, int bytesPerPixel, bool isLinear)
{
if (isLinear || (uint)minimumWidth >= (uint)width)
{
return width;
}
// Calculate the minimum possible that would not cause data loss
// and would be still within the same GOB (aligned size would be the same).
// This is useful for render and copy operations, where we don't know the
// exact width of the texture, but it doesn't matter, as long the texture is
// at least as large as the region being rendered or copied.
int alignment = 64 / bytesPerPixel;
int widthAligned = BitUtils.AlignUp(width, alignment);
return Math.Clamp(widthAligned - alignment + 1, minimumWidth, widthAligned);
}
/// <summary>
/// Tries to find an existing texture, or create a new one if not found.
/// </summary>
/// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
/// <param name="flags">The texture search flags, defines texture comparison rules</param>
/// <param name="info">Texture information of the texture to be found or created</param>
/// <param name="layerSize">Size in bytes of a single texture layer</param>
/// <param name="range">Optional ranges of physical memory where the texture data is located</param>
/// <returns>The texture</returns>
public Texture FindOrCreateTexture(
MemoryManager memoryManager,
TextureSearchFlags flags,
TextureInfo info,
int layerSize = 0,
MultiRange? range = null)
{
bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0;
TextureScaleMode scaleMode = IsUpscaleCompatible(info, (flags & TextureSearchFlags.WithUpscale) != 0);
ulong address;
if (range != null)
{
address = range.Value.GetSubRange(0).Address;
}
else
{
address = memoryManager.Translate(info.GpuAddress);
// If the start address is unmapped, let's try to find a page of memory that is mapped.
if (address == MemoryManager.PteUnmapped)
{
address = memoryManager.TranslateFirstMapped(info.GpuAddress, (ulong)info.CalculateSizeInfo(layerSize).TotalSize);
}
// If address is still invalid, the texture is fully unmapped, so it has no data, just return null.
if (address == MemoryManager.PteUnmapped)
{
return null;
}
}
int sameAddressOverlapsCount;
lock (_textures)
{
// Try to find a perfect texture match, with the same address and parameters.
sameAddressOverlapsCount = _textures.FindOverlaps(address, ref _textureOverlaps);
}
Texture texture = null;
TextureMatchQuality bestQuality = TextureMatchQuality.NoMatch;
for (int index = 0; index < sameAddressOverlapsCount; index++)
{
Texture overlap = _textureOverlaps[index];
TextureMatchQuality matchQuality = overlap.IsExactMatch(info, flags);
if (matchQuality != TextureMatchQuality.NoMatch)
{
// If the parameters match, we need to make sure the texture is mapped to the same memory regions.
if (range != null)
{
// If a range of memory was supplied, just check if the ranges match.
if (!overlap.Range.Equals(range.Value))
{
continue;
}
}
else
{
// If no range was supplied, we can check if the GPU virtual address match. If they do,
// we know the textures are located at the same memory region.
// If they don't, it may still be mapped to the same physical region, so we
// do a more expensive check to tell if they are mapped into the same physical regions.
// If the GPU VA for the texture has ever been unmapped, then the range must be checked regardless.
if ((overlap.Info.GpuAddress != info.GpuAddress || overlap.ChangedMapping) &&
!memoryManager.CompareRange(overlap.Range, info.GpuAddress))
{
continue;
}
}
}
if (matchQuality == TextureMatchQuality.Perfect)
{
texture = overlap;
break;
}
else if (matchQuality > bestQuality)
{
texture = overlap;
bestQuality = matchQuality;
}
}
if (texture != null)
{
texture.SynchronizeMemory();
return texture;
}
else if (flags.HasFlag(TextureSearchFlags.NoCreate))
{
return null;
}
// Calculate texture sizes, used to find all overlapping textures.
SizeInfo sizeInfo = info.CalculateSizeInfo(layerSize);
ulong size = (ulong)sizeInfo.TotalSize;
bool partiallyMapped = false;
if (range == null)
{
range = memoryManager.GetPhysicalRegions(info.GpuAddress, size);
for (int i = 0; i < range.Value.Count; i++)
{
if (range.Value.GetSubRange(i).Address == MemoryManager.PteUnmapped)
{
partiallyMapped = true;
break;
}
}
}
// Find view compatible matches.
int overlapsCount;
lock (_textures)
{
overlapsCount = _textures.FindOverlaps(range.Value, ref _textureOverlaps);
}
if (_overlapInfo.Length != _textureOverlaps.Length)
{
Array.Resize(ref _overlapInfo, _textureOverlaps.Length);
}
// =============== Find Texture View of Existing Texture ===============
int fullyCompatible = 0;
// Evaluate compatibility of overlaps, add temporary references
for (int index = 0; index < overlapsCount; index++)
{
Texture overlap = _textureOverlaps[index];
TextureViewCompatibility overlapCompatibility = overlap.IsViewCompatible(
info,
range.Value,
isSamplerTexture,
sizeInfo.LayerSize,
_context.Capabilities,
out int firstLayer,
out int firstLevel);
if (overlapCompatibility == TextureViewCompatibility.Full)
{
if (overlap.IsView)
{
overlapCompatibility = TextureViewCompatibility.CopyOnly;
}
else
{
fullyCompatible++;
}
}
_overlapInfo[index] = new OverlapInfo(overlapCompatibility, firstLayer, firstLevel);
overlap.IncrementReferenceCount();
}
// Search through the overlaps to find a compatible view and establish any copy dependencies.
for (int index = 0; index < overlapsCount; index++)
{
Texture overlap = _textureOverlaps[index];
OverlapInfo oInfo = _overlapInfo[index];
if (oInfo.Compatibility == TextureViewCompatibility.Full)
{
if (!isSamplerTexture)
{
// If this is not a sampler texture, the size might be different from the requested size,
// so we need to make sure the texture information has the correct size for this base texture,
// before creating the view.
info = info.CreateInfoForLevelView(overlap, oInfo.FirstLevel);
}
texture = overlap.CreateView(info, sizeInfo, range.Value, oInfo.FirstLayer, oInfo.FirstLevel);
texture.SynchronizeMemory();
break;
}
else if (oInfo.Compatibility == TextureViewCompatibility.CopyOnly && fullyCompatible == 0)
{
// Only copy compatible. If there's another choice for a FULLY compatible texture, choose that instead.
texture = new Texture(_context, _physicalMemory, info, sizeInfo, range.Value, scaleMode);
texture.InitializeGroup(true, true, new List<TextureIncompatibleOverlap>());
texture.InitializeData(false, false);
overlap.SynchronizeMemory();
overlap.CreateCopyDependency(texture, oInfo.FirstLayer, oInfo.FirstLevel, true);
break;
}
}
if (texture != null)
{
// This texture could be a view of multiple parent textures with different storages, even if it is a view.
// When a texture is created, make sure all possible dependencies to other textures are created as copies.
// (even if it could be fulfilled without a copy)
for (int index = 0; index < overlapsCount; index++)
{
Texture overlap = _textureOverlaps[index];
OverlapInfo oInfo = _overlapInfo[index];
if (oInfo.Compatibility <= TextureViewCompatibility.LayoutIncompatible)
{
if (!overlap.IsView && texture.DataOverlaps(overlap, oInfo.Compatibility))
{
texture.Group.RegisterIncompatibleOverlap(new TextureIncompatibleOverlap(overlap.Group, oInfo.Compatibility), true);
}
}
else if (overlap.Group != texture.Group)
{
overlap.SynchronizeMemory();
overlap.CreateCopyDependency(texture, oInfo.FirstLayer, oInfo.FirstLevel, true);
}
}
texture.SynchronizeMemory();
}
// =============== Create a New Texture ===============
// No match, create a new texture.
if (texture == null)
{
texture = new Texture(_context, _physicalMemory, info, sizeInfo, range.Value, scaleMode);
// Step 1: Find textures that are view compatible with the new texture.
// Any textures that are incompatible will contain garbage data, so they should be removed where possible.
int viewCompatible = 0;
fullyCompatible = 0;
bool setData = isSamplerTexture || overlapsCount == 0 || flags.HasFlag(TextureSearchFlags.ForCopy);
bool hasLayerViews = false;
bool hasMipViews = false;
var incompatibleOverlaps = new List<TextureIncompatibleOverlap>();
for (int index = 0; index < overlapsCount; index++)
{
Texture overlap = _textureOverlaps[index];
bool overlapInCache = overlap.CacheNode != null;
TextureViewCompatibility compatibility = texture.IsViewCompatible(
overlap.Info,
overlap.Range,
exactSize: true,
overlap.LayerSize,
_context.Capabilities,
out int firstLayer,
out int firstLevel);
if (overlap.IsView && compatibility == TextureViewCompatibility.Full)
{
compatibility = TextureViewCompatibility.CopyOnly;
}
if (compatibility > TextureViewCompatibility.LayoutIncompatible)
{
_overlapInfo[viewCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel);
_textureOverlaps[index] = _textureOverlaps[viewCompatible];
_textureOverlaps[viewCompatible] = overlap;
if (compatibility == TextureViewCompatibility.Full)
{
if (viewCompatible != fullyCompatible)
{
// Swap overlaps so that the fully compatible views have priority.
_overlapInfo[viewCompatible] = _overlapInfo[fullyCompatible];
_textureOverlaps[viewCompatible] = _textureOverlaps[fullyCompatible];
_overlapInfo[fullyCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel);
_textureOverlaps[fullyCompatible] = overlap;
}
fullyCompatible++;
}
viewCompatible++;
hasLayerViews |= overlap.Info.GetSlices() < texture.Info.GetSlices();
hasMipViews |= overlap.Info.Levels < texture.Info.Levels;
}
else
{
bool dataOverlaps = texture.DataOverlaps(overlap, compatibility);
if (!overlap.IsView && dataOverlaps && !incompatibleOverlaps.Exists(incompatible => incompatible.Group == overlap.Group))
{
incompatibleOverlaps.Add(new TextureIncompatibleOverlap(overlap.Group, compatibility));
}
bool removeOverlap;
bool modified = overlap.CheckModified(false);
if (overlapInCache || !setData)
{
if (!dataOverlaps)
{
// Allow textures to overlap if their data does not actually overlap.
// This typically happens when mip level subranges of a layered texture are used. (each texture fills the gaps of the others)
continue;
}
// The overlap texture is going to contain garbage data after we draw, or is generally incompatible.
// The texture group will obtain copy dependencies for any subresources that are compatible between the two textures,
// but sometimes its data must be flushed regardless.
// If the texture was modified since its last use, then that data is probably meant to go into this texture.
// If the data has been modified by the CPU, then it also shouldn't be flushed.
bool flush = overlapInCache && !modified && overlap.AlwaysFlushOnOverlap;
setData |= modified || flush;
if (overlapInCache)
{
_cache.Remove(overlap, flush);
}
removeOverlap = modified;
}
else
{
// If an incompatible overlapping texture has been modified, then it's data is likely destined for this texture,
// and the overlapped texture will contain garbage. In this case, it should be removed to save memory.
removeOverlap = modified;
}
if (removeOverlap && overlap.Info.Target != Target.TextureBuffer)
{
overlap.RemoveFromPools(false);
}
}
}
texture.InitializeGroup(hasLayerViews, hasMipViews, incompatibleOverlaps);
// We need to synchronize before copying the old view data to the texture,
// otherwise the copied data would be overwritten by a future synchronization.
texture.InitializeData(false, setData);
texture.Group.InitializeOverlaps();
for (int index = 0; index < viewCompatible; index++)
{
Texture overlap = _textureOverlaps[index];
OverlapInfo oInfo = _overlapInfo[index];
if (overlap.Group == texture.Group)
{
// If the texture group is equal, then this texture (or its parent) is already a view.
continue;
}
// Note: If we allow different sizes for those overlaps,
// we need to make sure that the "info" has the correct size for the parent texture here.
// Since this is not allowed right now, we don't need to do it.
TextureInfo overlapInfo = overlap.Info;
if (texture.ScaleFactor != overlap.ScaleFactor)
{
// A bit tricky, our new texture may need to contain an existing texture that is upscaled, but isn't itself.
// In that case, we prefer the higher scale only if our format is render-target-like, otherwise we scale the view down before copy.
texture.PropagateScale(overlap);
}
if (oInfo.Compatibility != TextureViewCompatibility.Full)
{
// Copy only compatibility, or target texture is already a view.
overlap.SynchronizeMemory();
texture.CreateCopyDependency(overlap, oInfo.FirstLayer, oInfo.FirstLevel, false);
}
else
{
TextureCreateInfo createInfo = GetCreateInfo(overlapInfo, _context.Capabilities, overlap.ScaleFactor);
ITexture newView = texture.HostTexture.CreateView(createInfo, oInfo.FirstLayer, oInfo.FirstLevel);
overlap.SynchronizeMemory();
overlap.HostTexture.CopyTo(newView, 0, 0);
overlap.ReplaceView(texture, overlapInfo, newView, oInfo.FirstLayer, oInfo.FirstLevel);
}
}
texture.SynchronizeMemory();
}
// Sampler textures are managed by the texture pool, all other textures
// are managed by the auto delete cache.
if (!isSamplerTexture)
{
_cache.Add(texture);
}
lock (_textures)
{
_textures.Add(texture);
}
if (partiallyMapped)
{
lock (_partiallyMappedTextures)
{
_partiallyMappedTextures.Add(texture);
}
}
ShrinkOverlapsBufferIfNeeded();
for (int i = 0; i < overlapsCount; i++)
{
_textureOverlaps[i].DecrementReferenceCount();
}
return texture;
}
/// <summary>
/// Attempt to find a texture on the short duration cache.
/// </summary>
/// <param name="descriptor">The texture descriptor</param>
/// <returns>The texture if found, null otherwise</returns>
public Texture FindShortCache(in TextureDescriptor descriptor)
{
return _cache.FindShortCache(descriptor);
}
/// <summary>
/// Tries to find an existing texture matching the given buffer copy destination. If none is found, returns null.
/// </summary>
/// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
/// <param name="gpuVa">GPU virtual address of the texture</param>
/// <param name="bpp">Bytes per pixel</param>
/// <param name="stride">If <paramref name="linear"/> is true, should have the texture stride, otherwise ignored</param>
/// <param name="height">If <paramref name="linear"/> is false, should have the texture height, otherwise ignored</param>
/// <param name="xCount">Number of pixels to be copied per line</param>
/// <param name="yCount">Number of lines to be copied</param>
/// <param name="linear">True if the texture has a linear layout, false otherwise</param>
/// <param name="gobBlocksInY">If <paramref name="linear"/> is false, the amount of GOB blocks in the Y axis</param>
/// <param name="gobBlocksInZ">If <paramref name="linear"/> is false, the amount of GOB blocks in the Z axis</param>
/// <returns>A matching texture, or null if there is no match</returns>
public Texture FindTexture(
MemoryManager memoryManager,
ulong gpuVa,
int bpp,
int stride,
int height,
int xCount,
int yCount,
bool linear,
int gobBlocksInY,
int gobBlocksInZ)
{
ulong address = memoryManager.Translate(gpuVa);
if (address == MemoryManager.PteUnmapped)
{
return null;
}
int addressMatches = _textures.FindOverlaps(address, ref _textureOverlaps);
Texture textureMatch = null;
for (int i = 0; i < addressMatches; i++)
{
Texture texture = _textureOverlaps[i];
FormatInfo format = texture.Info.FormatInfo;
if (texture.Info.DepthOrLayers > 1 || texture.Info.Levels > 1 || texture.Info.FormatInfo.IsCompressed)
{
// Don't support direct buffer copies to anything that isn't a single 2D image, uncompressed.
continue;
}
bool match;
if (linear)
{
// Size is not available for linear textures. Use the stride and end of the copy region instead.
match = texture.Info.IsLinear && texture.Info.Stride == stride && yCount == texture.Info.Height;
}
else
{
// Bpp may be a mismatch between the target texture and the param.
// Due to the way linear strided and block layouts work, widths can be multiplied by Bpp for comparison.
// Note: tex.Width is the aligned texture size. Prefer param.XCount, as the destination should be a texture with that exact size.
bool sizeMatch = xCount * bpp == texture.Info.Width * format.BytesPerPixel && height == texture.Info.Height;
bool formatMatch = !texture.Info.IsLinear &&
texture.Info.GobBlocksInY == gobBlocksInY &&
texture.Info.GobBlocksInZ == gobBlocksInZ;
match = sizeMatch && formatMatch;
}
if (match)
{
if (textureMatch == null)
{
textureMatch = texture;
}
else if (texture.Group != textureMatch.Group)
{
return null; // It's ambiguous which texture should match between multiple choices, so leave it up to the slow path.
}
}
}
return textureMatch;
}
/// <summary>
/// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
/// </summary>
private void ShrinkOverlapsBufferIfNeeded()
{
if (_textureOverlaps.Length > OverlapsBufferMaxCapacity)
{
Array.Resize(ref _textureOverlaps, OverlapsBufferMaxCapacity);
}
}
/// <summary>
/// Gets a texture creation information from texture information.
/// This can be used to create new host textures.
/// </summary>
/// <param name="info">Texture information</param>
/// <param name="caps">GPU capabilities</param>
/// <param name="scale">Texture scale factor, to be applied to the texture size</param>
/// <returns>The texture creation information</returns>
public static TextureCreateInfo GetCreateInfo(TextureInfo info, Capabilities caps, float scale)
{
FormatInfo formatInfo = TextureCompatibility.ToHostCompatibleFormat(info, caps);
if (info.Target == Target.TextureBuffer && !caps.SupportsSnormBufferTextureFormat)
{
// If the host does not support signed normalized formats, we use a signed integer format instead.
// The shader will need the appropriate conversion code to compensate.
switch (formatInfo.Format)
{
case Format.R8Snorm:
formatInfo = new FormatInfo(Format.R8Sint, 1, 1, 1, 1);
break;
case Format.R16Snorm:
formatInfo = new FormatInfo(Format.R16Sint, 1, 1, 2, 1);
break;
case Format.R8G8Snorm:
formatInfo = new FormatInfo(Format.R8G8Sint, 1, 1, 2, 2);
break;
case Format.R16G16Snorm:
formatInfo = new FormatInfo(Format.R16G16Sint, 1, 1, 4, 2);
break;
case Format.R8G8B8A8Snorm:
formatInfo = new FormatInfo(Format.R8G8B8A8Sint, 1, 1, 4, 4);
break;
case Format.R16G16B16A16Snorm:
formatInfo = new FormatInfo(Format.R16G16B16A16Sint, 1, 1, 8, 4);
break;
}
}
int width = info.Width / info.SamplesInX;
int height = info.Height / info.SamplesInY;
int depth = info.GetDepth() * info.GetLayers();
if (scale != 1f)
{
width = (int)MathF.Ceiling(width * scale);
height = (int)MathF.Ceiling(height * scale);
}
return new TextureCreateInfo(
width,
height,
depth,
info.Levels,
info.Samples,
formatInfo.BlockWidth,
formatInfo.BlockHeight,
formatInfo.BytesPerPixel,
formatInfo.Format,
info.DepthStencilMode,
info.Target,
info.SwizzleR,
info.SwizzleG,
info.SwizzleB,
info.SwizzleA);
}
/// <summary>
/// Removes a texture from the cache.
/// </summary>
/// <remarks>
/// This only removes the texture from the internal list, not from the auto-deletion cache.
/// It may still have live references after the removal.
/// </remarks>
/// <param name="texture">The texture to be removed</param>
public void RemoveTextureFromCache(Texture texture)
{
lock (_textures)
{
_textures.Remove(texture);
}
lock (_partiallyMappedTextures)
{
_partiallyMappedTextures.Remove(texture);
}
}
/// <summary>
/// Adds a texture to the short duration cache. This typically keeps it alive for two ticks.
/// </summary>
/// <param name="texture">Texture to add to the short cache</param>
/// <param name="descriptor">Last used texture descriptor</param>
public void AddShortCache(Texture texture, ref TextureDescriptor descriptor)
{
_cache.AddShortCache(texture, ref descriptor);
}
/// <summary>
/// Removes a texture from the short duration cache.
/// </summary>
/// <param name="texture">Texture to remove from the short cache</param>
public void RemoveShortCache(Texture texture)
{
_cache.RemoveShortCache(texture);
}
/// <summary>
/// Ticks periodic elements of the texture cache.
/// </summary>
public void Tick()
{
_cache.ProcessShortCache();
}
/// <summary>
/// Disposes all textures and samplers in the cache.
/// It's an error to use the texture cache after disposal.
/// </summary>
public void Dispose()
{
lock (_textures)
{
foreach (Texture texture in _textures)
{
texture.Dispose();
}
}
}
}
}