using Ryujinx.Common.Logging; using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Gpu.Engine.Types; using Ryujinx.Graphics.Shader; using System; namespace Ryujinx.Graphics.Gpu.Image { /// /// Texture bindings manager. /// class TextureBindingsManager : IDisposable { private const int InitialTextureStateSize = 32; private const int InitialImageStateSize = 8; private readonly GpuContext _context; private readonly bool _isCompute; private SamplerPool _samplerPool; private SamplerIndex _samplerIndex; private ulong _texturePoolAddress; private int _texturePoolMaximumId; private readonly GpuChannel _channel; private readonly TexturePoolCache _texturePoolCache; private readonly TextureBindingInfo[][] _textureBindings; private readonly TextureBindingInfo[][] _imageBindings; private struct TextureStatePerStage { public ITexture Texture; public ISampler Sampler; } private readonly TextureStatePerStage[][] _textureState; private readonly TextureStatePerStage[][] _imageState; private int[] _textureBindingsCount; private int[] _imageBindingsCount; private int _textureBufferIndex; private bool _rebind; private readonly float[] _scales; private bool _scaleChanged; private int _lastFragmentTotal; /// /// Constructs a new instance of the texture bindings manager. /// /// The GPU context that the texture bindings manager belongs to /// The GPU channel that the texture bindings manager belongs to /// Texture pools cache used to get texture pools from /// Array where the scales for the currently bound textures are stored /// True if the bindings manager is used for the compute engine public TextureBindingsManager(GpuContext context, GpuChannel channel, TexturePoolCache poolCache, float[] scales, bool isCompute) { _context = context; _channel = channel; _texturePoolCache = poolCache; _scales = scales; _isCompute = isCompute; int stages = isCompute ? 1 : Constants.ShaderStages; _textureBindings = new TextureBindingInfo[stages][]; _imageBindings = new TextureBindingInfo[stages][]; _textureState = new TextureStatePerStage[stages][]; _imageState = new TextureStatePerStage[stages][]; _textureBindingsCount = new int[stages]; _imageBindingsCount = new int[stages]; for (int stage = 0; stage < stages; stage++) { _textureBindings[stage] = new TextureBindingInfo[InitialTextureStateSize]; _imageBindings[stage] = new TextureBindingInfo[InitialImageStateSize]; _textureState[stage] = new TextureStatePerStage[InitialTextureStateSize]; _imageState[stage] = new TextureStatePerStage[InitialImageStateSize]; } } /// /// Rents the texture bindings array for a given stage, so that they can be modified. /// /// Shader stage number, or 0 for compute shaders /// The number of bindings needed /// The texture bindings array public TextureBindingInfo[] RentTextureBindings(int stage, int count) { if (count > _textureBindings[stage].Length) { Array.Resize(ref _textureBindings[stage], count); Array.Resize(ref _textureState[stage], count); } int toClear = Math.Max(_textureBindingsCount[stage], count); TextureStatePerStage[] state = _textureState[stage]; for (int i = 0; i < toClear; i++) { state[i] = new TextureStatePerStage(); } _textureBindingsCount[stage] = count; return _textureBindings[stage]; } /// /// Rents the image bindings array for a given stage, so that they can be modified. /// /// Shader stage number, or 0 for compute shaders /// The number of bindings needed /// The image bindings array public TextureBindingInfo[] RentImageBindings(int stage, int count) { if (count > _imageBindings[stage].Length) { Array.Resize(ref _imageBindings[stage], count); Array.Resize(ref _imageState[stage], count); } int toClear = Math.Max(_imageBindingsCount[stage], count); TextureStatePerStage[] state = _imageState[stage]; for (int i = 0; i < toClear; i++) { state[i] = new TextureStatePerStage(); } _imageBindingsCount[stage] = count; return _imageBindings[stage]; } /// /// Sets the textures constant buffer index. /// The constant buffer specified holds the texture handles. /// /// Constant buffer index public void SetTextureBufferIndex(int index) { _textureBufferIndex = index; } /// /// Sets the current texture sampler pool to be used. /// /// Start GPU virtual address of the pool /// Maximum ID of the pool (total count minus one) /// Type of the sampler pool indexing used for bound samplers public void SetSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex) { if (gpuVa != 0) { ulong address = _channel.MemoryManager.Translate(gpuVa); if (_samplerPool != null && _samplerPool.Address == address && _samplerPool.MaximumId >= maximumId) { return; } _samplerPool?.Dispose(); _samplerPool = new SamplerPool(_context, _channel.MemoryManager.Physical, address, maximumId); } else { _samplerPool?.Dispose(); _samplerPool = null; } _samplerIndex = samplerIndex; } /// /// Sets the current texture pool to be used. /// /// Start GPU virtual address of the pool /// Maximum ID of the pool (total count minus one) public void SetTexturePool(ulong gpuVa, int maximumId) { if (gpuVa != 0) { ulong address = _channel.MemoryManager.Translate(gpuVa); _texturePoolAddress = address; _texturePoolMaximumId = maximumId; } else { _texturePoolAddress = 0; _texturePoolMaximumId = 0; } } /// /// Gets a texture and a sampler from their respective pools from a texture ID and a sampler ID. /// /// ID of the texture /// ID of the sampler public (Texture, Sampler) GetTextureAndSampler(int textureId, int samplerId) { ulong texturePoolAddress = _texturePoolAddress; TexturePool texturePool = texturePoolAddress != 0 ? _texturePoolCache.FindOrCreate(_channel, texturePoolAddress, _texturePoolMaximumId) : null; return (texturePool.Get(textureId), _samplerPool.Get(samplerId)); } /// /// Updates the texture scale for a given texture or image. /// /// Start GPU virtual address of the pool /// The related texture binding /// The texture/image binding index /// The active shader stage /// True if the given texture has become blacklisted, indicating that its host texture may have changed. private bool UpdateScale(Texture texture, TextureBindingInfo binding, int index, ShaderStage stage) { float result = 1f; bool changed = false; if ((binding.Flags & TextureUsageFlags.NeedsScaleValue) != 0 && texture != null) { if ((binding.Flags & TextureUsageFlags.ResScaleUnsupported) != 0) { changed = texture.ScaleMode != TextureScaleMode.Blacklisted; texture.BlacklistScale(); } else { switch (stage) { case ShaderStage.Fragment: float scale = texture.ScaleFactor; if (scale != 1) { Texture activeTarget = _channel.TextureManager.GetAnyRenderTarget(); if (activeTarget != null && (activeTarget.Info.Width / (float)texture.Info.Width) == (activeTarget.Info.Height / (float)texture.Info.Height)) { // If the texture's size is a multiple of the sampler size, enable interpolation using gl_FragCoord. (helps "invent" new integer values between scaled pixels) result = -scale; break; } } result = scale; break; case ShaderStage.Vertex: int fragmentIndex = (int)ShaderStage.Fragment - 1; index += _textureBindingsCount[fragmentIndex] + _imageBindingsCount[fragmentIndex]; result = texture.ScaleFactor; break; case ShaderStage.Compute: result = texture.ScaleFactor; break; } } } if (result != _scales[index]) { _scaleChanged = true; _scales[index] = result; } return changed; } /// /// Uploads texture and image scales to the backend when they are used. /// private void CommitRenderScale() { // Stage 0 total: Compute or Vertex. int total = _textureBindingsCount[0] + _imageBindingsCount[0]; int fragmentIndex = (int)ShaderStage.Fragment - 1; int fragmentTotal = _isCompute ? 0 : (_textureBindingsCount[fragmentIndex] + _imageBindingsCount[fragmentIndex]); if (total != 0 && fragmentTotal != _lastFragmentTotal) { // Must update scales in the support buffer if: // - Vertex stage has bindings. // - Fragment stage binding count has been updated since last render scale update. _scaleChanged = true; } if (_scaleChanged) { if (!_isCompute) { total += fragmentTotal; // Add the fragment bindings to the total. } _lastFragmentTotal = fragmentTotal; _context.Renderer.Pipeline.UpdateRenderScale(_scales, total, fragmentTotal); _scaleChanged = false; } } /// /// Ensures that the bindings are visible to the host GPU. /// Note: this actually performs the binding using the host graphics API. /// public void CommitBindings() { ulong texturePoolAddress = _texturePoolAddress; TexturePool texturePool = texturePoolAddress != 0 ? _texturePoolCache.FindOrCreate(_channel, texturePoolAddress, _texturePoolMaximumId) : null; if (_isCompute) { CommitTextureBindings(texturePool, ShaderStage.Compute, 0); CommitImageBindings (texturePool, ShaderStage.Compute, 0); } else { for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++) { int stageIndex = (int)stage - 1; CommitTextureBindings(texturePool, stage, stageIndex); CommitImageBindings (texturePool, stage, stageIndex); } } CommitRenderScale(); _rebind = false; } /// /// Ensures that the texture bindings are visible to the host GPU. /// Note: this actually performs the binding using the host graphics API. /// /// The current texture pool /// The shader stage using the textures to be bound /// The stage number of the specified shader stage private void CommitTextureBindings(TexturePool pool, ShaderStage stage, int stageIndex) { int textureCount = _textureBindingsCount[stageIndex]; if (textureCount == 0) { return; } var samplerPool = _samplerPool; if (pool == null) { Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses textures, but texture pool was not set."); return; } for (int index = 0; index < textureCount; index++) { TextureBindingInfo bindingInfo = _textureBindings[stageIndex][index]; (int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex); int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex); int textureId = UnpackTextureId(packedId); int samplerId; if (_samplerIndex == SamplerIndex.ViaHeaderIndex) { samplerId = textureId; } else { samplerId = UnpackSamplerId(packedId); } Texture texture = pool.Get(textureId); ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target); if (hostTexture != null && texture.Target == Target.TextureBuffer) { // Ensure that the buffer texture is using the correct buffer as storage. // Buffers are frequently re-created to accomodate larger data, so we need to re-bind // to ensure we're not using a old buffer that was already deleted. _channel.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, bindingInfo.Format, false); } else { if (_textureState[stageIndex][index].Texture != hostTexture || _rebind) { if (UpdateScale(texture, bindingInfo, index, stage)) { hostTexture = texture?.GetTargetTexture(bindingInfo.Target); } _textureState[stageIndex][index].Texture = hostTexture; _context.Renderer.Pipeline.SetTexture(bindingInfo.Binding, hostTexture); } Sampler sampler = samplerPool?.Get(samplerId); ISampler hostSampler = sampler?.GetHostSampler(texture); if (_textureState[stageIndex][index].Sampler != hostSampler || _rebind) { _textureState[stageIndex][index].Sampler = hostSampler; _context.Renderer.Pipeline.SetSampler(bindingInfo.Binding, hostSampler); } } } } /// /// Ensures that the image bindings are visible to the host GPU. /// Note: this actually performs the binding using the host graphics API. /// /// The current texture pool /// The shader stage using the textures to be bound /// The stage number of the specified shader stage private void CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex) { int imageCount = _imageBindingsCount[stageIndex]; if (imageCount == 0) { return; } if (pool == null) { Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses images, but texture pool was not set."); return; } // Scales for images appear after the texture ones. int baseScaleIndex = _textureBindingsCount[stageIndex]; for (int index = 0; index < imageCount; index++) { TextureBindingInfo bindingInfo = _imageBindings[stageIndex][index]; (int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex); int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex); int textureId = UnpackTextureId(packedId); Texture texture = pool.Get(textureId); ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target); bool isStore = bindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore); if (hostTexture != null && texture.Target == Target.TextureBuffer) { // Ensure that the buffer texture is using the correct buffer as storage. // Buffers are frequently re-created to accomodate larger data, so we need to re-bind // to ensure we're not using a old buffer that was already deleted. Format format = bindingInfo.Format; if (format == 0 && texture != null) { format = texture.Format; } _channel.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, format, true); } else { if (isStore) { texture?.SignalModified(); } if (_imageState[stageIndex][index].Texture != hostTexture || _rebind) { if (UpdateScale(texture, bindingInfo, baseScaleIndex + index, stage)) { hostTexture = texture?.GetTargetTexture(bindingInfo.Target); } _imageState[stageIndex][index].Texture = hostTexture; Format format = bindingInfo.Format; if (format == 0 && texture != null) { format = texture.Format; } _context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTexture, format); } } } } /// /// Gets the texture descriptor for a given texture handle. /// /// GPU virtual address of the texture pool /// Index of the constant buffer with texture handles /// Maximum ID of the texture pool /// The stage number where the texture is bound /// The texture handle /// The texture handle's constant buffer slot /// The texture descriptor for the specified texture public TextureDescriptor GetTextureDescriptor( ulong poolGpuVa, int bufferIndex, int maximumId, int stageIndex, int handle, int cbufSlot) { (int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(cbufSlot, bufferIndex); int packedId = ReadPackedId(stageIndex, handle, textureBufferIndex, samplerBufferIndex); int textureId = UnpackTextureId(packedId); ulong poolAddress = _channel.MemoryManager.Translate(poolGpuVa); TexturePool texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, maximumId); return texturePool.GetDescriptor(textureId); } /// /// Reads a packed texture and sampler ID (basically, the real texture handle) /// from the texture constant buffer. /// /// The number of the shader stage where the texture is bound /// A word offset of the handle on the buffer (the "fake" shader handle) /// Index of the constant buffer holding the texture handles /// Index of the constant buffer holding the sampler handles /// The packed texture and sampler ID (the real texture handle) private int ReadPackedId(int stageIndex, int wordOffset, int textureBufferIndex, int samplerBufferIndex) { (int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = TextureHandle.UnpackOffsets(wordOffset); ulong textureBufferAddress = _isCompute ? _channel.BufferManager.GetComputeUniformBufferAddress(textureBufferIndex) : _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex); int handle = _channel.MemoryManager.Physical.Read(textureBufferAddress + (uint)textureWordOffset * 4); // The "wordOffset" (which is really the immediate value used on texture instructions on the shader) // is a 13-bit value. However, in order to also support separate samplers and textures (which uses // bindless textures on the shader), we extend it with another value on the higher 16 bits with // another offset for the sampler. // The shader translator has code to detect separate texture and sampler uses with a bindless texture, // turn that into a regular texture access and produce those special handles with values on the higher 16 bits. if (handleType != TextureHandleType.CombinedSampler) { ulong samplerBufferAddress = _isCompute ? _channel.BufferManager.GetComputeUniformBufferAddress(samplerBufferIndex) : _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, samplerBufferIndex); int samplerHandle = _channel.MemoryManager.Physical.Read(samplerBufferAddress + (uint)samplerWordOffset * 4); if (handleType == TextureHandleType.SeparateSamplerId) { samplerHandle <<= 20; } handle |= samplerHandle; } return handle; } /// /// Unpacks the texture ID from the real texture handle. /// /// The real texture handle /// The texture ID private static int UnpackTextureId(int packedId) { return (packedId >> 0) & 0xfffff; } /// /// Unpacks the sampler ID from the real texture handle. /// /// The real texture handle /// The sampler ID private static int UnpackSamplerId(int packedId) { return (packedId >> 20) & 0xfff; } /// /// Force all bound textures and images to be rebound the next time CommitBindings is called. /// public void Rebind() { _rebind = true; } /// /// Disposes all textures and samplers in the cache. /// public void Dispose() { _samplerPool?.Dispose(); } } }