using Ryujinx.Common; using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Gpu.Engine.Dma; using Ryujinx.Graphics.Gpu.Engine.Threed; using Ryujinx.Graphics.Gpu.Engine.Twod; using Ryujinx.Graphics.Gpu.Engine.Types; using Ryujinx.Graphics.Gpu.Image; using Ryujinx.Graphics.Gpu.Memory; using Ryujinx.Graphics.Texture; using Ryujinx.Memory.Range; using System; using System.Collections.Generic; namespace Ryujinx.Graphics.Gpu.Image { /// /// Texture cache. /// class TextureCache : IDisposable { private 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 _textures; private readonly HashSet _partiallyMappedTextures; private Texture[] _textureOverlaps; private OverlapInfo[] _overlapInfo; private readonly AutoDeleteCache _cache; /// /// Constructs a new instance of the texture manager. /// /// The GPU context that the texture manager belongs to /// Physical memory where the textures managed by this cache are mapped public TextureCache(GpuContext context, PhysicalMemory physicalMemory) { _context = context; _physicalMemory = physicalMemory; _textures = new MultiRangeList(); _partiallyMappedTextures = new HashSet(); _textureOverlaps = new Texture[OverlapsBufferInitialCapacity]; _overlapInfo = new OverlapInfo[OverlapsBufferInitialCapacity]; _cache = new AutoDeleteCache(); } /// /// Handles removal of textures written to a memory region being unmapped. /// /// Sender object /// Event arguments 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; } } } /// /// Determines if a given texture is eligible for upscaling from its info. /// /// The texture info to check /// True if the user of the texture would prefer it to be upscaled immediately /// True if eligible private static TextureScaleMode IsUpscaleCompatible(TextureInfo info, bool withUpscale) { if ((info.Target == Target.Texture2D || info.Target == Target.Texture2DArray) && !info.FormatInfo.IsCompressed) { return UpscaleSafeMode(info) ? (withUpscale ? TextureScaleMode.Scaled : TextureScaleMode.Eligible) : TextureScaleMode.Undesired; } return TextureScaleMode.Blacklisted; } /// /// 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. /// /// The texture info to check /// True if safe 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; } } return true; } /// /// 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. /// /// Texture to lift public void Lift(Texture texture) { _cache.Lift(texture); } /// /// Tries to find an existing texture, or create a new one if not found. /// /// GPU memory manager where the texture is mapped /// Copy texture to find or create /// Offset to be added to the physical texture address /// Format information of the copy texture /// Indicates if the texture should be scaled from the start /// A hint indicating the minimum used size for the texture /// The texture public Texture FindOrCreateTexture( MemoryManager memoryManager, TwodTexture copyTexture, ulong offset, FormatInfo formatInfo, bool shouldCreate, bool preferScaling = true, Size? sizeHint = null) { 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, width, 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, sizeHint); texture?.SynchronizeMemory(); return texture; } /// /// Tries to find an existing texture, or create a new one if not found. /// /// GPU memory manager where the texture is mapped /// Color buffer texture to find or create /// Indicates if the texture might be accessed with a non-zero layer index /// Number of samples in the X direction, for MSAA /// Number of samples in the Y direction, for MSAA /// A hint indicating the minimum used size for the texture /// The texture 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(), width, 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, sizeHint); texture?.SynchronizeMemory(); return texture; } /// /// Tries to find an existing texture, or create a new one if not found. /// /// GPU memory manager where the texture is mapped /// Depth-stencil buffer texture to find or create /// Size of the depth-stencil texture /// Number of samples in the X direction, for MSAA /// Number of samples in the Y direction, for MSAA /// A hint indicating the minimum used size for the texture /// The texture public Texture FindOrCreateTexture( MemoryManager memoryManager, RtDepthStencilState dsState, Size3D size, int samplesInX, int samplesInY, Size sizeHint) { int gobBlocksInY = dsState.MemoryLayout.UnpackGobBlocksInY(); int gobBlocksInZ = dsState.MemoryLayout.UnpackGobBlocksInZ(); Target target = (samplesInX | samplesInY) != 1 ? Target.Texture2DMultisample : Target.Texture2D; FormatInfo formatInfo = dsState.Format.Convert(); TextureInfo info = new TextureInfo( dsState.Address.Pack(), size.Width, size.Height, size.Depth, 1, samplesInX, samplesInY, 0, false, gobBlocksInY, gobBlocksInZ, 1, target, formatInfo); Texture texture = FindOrCreateTexture(memoryManager, TextureSearchFlags.WithUpscale, info, dsState.LayerSize * 4, sizeHint); texture?.SynchronizeMemory(); return texture; } /// /// Tries to find an existing texture, or create a new one if not found. /// /// GPU memory manager where the texture is mapped /// The texture search flags, defines texture comparison rules /// Texture information of the texture to be found or created /// Size in bytes of a single texture layer /// A hint indicating the minimum used size for the texture /// Optional ranges of physical memory where the texture data is located /// The texture public Texture FindOrCreateTexture( MemoryManager memoryManager, TextureSearchFlags flags, TextureInfo info, int layerSize = 0, Size? sizeHint = null, 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 (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) { ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint); 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, sizeInfo.LayerSize, _context.Capabilities, flags.HasFlag(TextureSearchFlags.ForCopy), 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) { TextureInfo adjInfo = AdjustSizes(overlap, info, oInfo.FirstLevel); if (!isSamplerTexture) { info = adjInfo; } texture = overlap.CreateView(adjInfo, sizeInfo, range.Value, oInfo.FirstLayer, oInfo.FirstLevel); ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint); 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()); 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(); for (int index = 0; index < overlapsCount; index++) { Texture overlap = _textureOverlaps[index]; bool overlapInCache = overlap.CacheNode != null; TextureViewCompatibility compatibility = texture.IsViewCompatible( overlap.Info, overlap.Range, overlap.LayerSize, _context.Capabilities, false, 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; } TextureInfo overlapInfo = AdjustSizes(texture, overlap.Info, oInfo.FirstLevel); 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; } /// /// Changes a texture's size to match the desired size for samplers, /// or increases a texture's size to fit the region indicated by a size hint. /// /// The desired texture info /// The texture to resize /// True if the texture will be used for a sampler, false otherwise /// A hint indicating the minimum used size for the texture private void ChangeSizeIfNeeded(TextureInfo info, Texture texture, bool isSamplerTexture, Size? sizeHint) { if (isSamplerTexture) { // If this is used for sampling, the size must match, // otherwise the shader would sample garbage data. // To fix that, we create a new texture with the correct // size, and copy the data from the old one to the new one. if (!TextureCompatibility.SizeMatches(texture.Info, info)) { texture.ChangeSize(info.Width, info.Height, info.DepthOrLayers); } } else if (sizeHint != null) { // A size hint indicates that data will be used within that range, at least. // If the texture is smaller than the size hint, it must be enlarged to meet it. // The maximum size is provided by the requested info, which generally has an aligned size. int width = Math.Max(texture.Info.Width, Math.Min(sizeHint.Value.Width, info.Width)); int height = Math.Max(texture.Info.Height, Math.Min(sizeHint.Value.Height, info.Height)); if (texture.Info.Width != width || texture.Info.Height != height) { texture.ChangeSize(width, height, info.DepthOrLayers); } } } /// /// Tries to find an existing texture matching the given buffer copy destination. If none is found, returns null. /// /// GPU memory manager where the texture is mapped /// The texture information /// GPU virtual address of the texture /// Bytes per pixel /// If is true, should have the texture stride, otherwise ignored /// Number of pixels to be copied per line /// Number of lines to be copied /// True if the texture has a linear layout, false otherwise /// A matching texture, or null if there is no match public Texture FindTexture( MemoryManager memoryManager, DmaTexture tex, ulong gpuVa, int bpp, int stride, int xCount, int yCount, bool linear) { 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 && tex.RegionY + 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 && tex.Height == texture.Info.Height; bool formatMatch = !texture.Info.IsLinear && texture.Info.GobBlocksInY == tex.MemoryLayout.UnpackGobBlocksInY() && texture.Info.GobBlocksInZ == tex.MemoryLayout.UnpackGobBlocksInZ(); 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; } /// /// Resizes the temporary buffer used for range list intersection results, if it has grown too much. /// private void ShrinkOverlapsBufferIfNeeded() { if (_textureOverlaps.Length > OverlapsBufferMaxCapacity) { Array.Resize(ref _textureOverlaps, OverlapsBufferMaxCapacity); } } /// /// Adjusts the size of the texture information for a given mipmap level, /// based on the size of a parent texture. /// /// The parent texture /// The texture information to be adjusted /// The first level of the texture view /// The adjusted texture information with the new size private static TextureInfo AdjustSizes(Texture parent, TextureInfo info, int firstLevel) { // When the texture is used as view of another texture, we must // ensure that the sizes are valid, otherwise data uploads would fail // (and the size wouldn't match the real size used on the host API). // Given a parent texture from where the view is created, we have the // following rules: // - The view size must be equal to the parent size, divided by (2 ^ l), // where l is the first mipmap level of the view. The division result must // be rounded down, and the result must be clamped to 1. // - If the parent format is compressed, and the view format isn't, the // view size is calculated as above, but the width and height of the // view must be also divided by the compressed format block width and height. // - If the parent format is not compressed, and the view is, the view // size is calculated as described on the first point, but the width and height // of the view must be also multiplied by the block width and height. int width = Math.Max(1, parent.Info.Width >> firstLevel); int height = Math.Max(1, parent.Info.Height >> firstLevel); if (parent.Info.FormatInfo.IsCompressed && !info.FormatInfo.IsCompressed) { width = BitUtils.DivRoundUp(width, parent.Info.FormatInfo.BlockWidth); height = BitUtils.DivRoundUp(height, parent.Info.FormatInfo.BlockHeight); } else if (!parent.Info.FormatInfo.IsCompressed && info.FormatInfo.IsCompressed) { width *= info.FormatInfo.BlockWidth; height *= info.FormatInfo.BlockHeight; } int depthOrLayers; if (info.Target == Target.Texture3D) { depthOrLayers = Math.Max(1, parent.Info.DepthOrLayers >> firstLevel); } else { depthOrLayers = info.DepthOrLayers; } // 2D and 2D multisample textures are not considered compatible. // This specific case is required for copies, where the source texture might be multisample. // In this case, we inherit the parent texture multisample state. Target target = info.Target; int samplesInX = info.SamplesInX; int samplesInY = info.SamplesInY; if (target == Target.Texture2D && parent.Target == Target.Texture2DMultisample) { target = Target.Texture2DMultisample; samplesInX = parent.Info.SamplesInX; samplesInY = parent.Info.SamplesInY; } return new TextureInfo( info.GpuAddress, width, height, depthOrLayers, info.Levels, samplesInX, samplesInY, info.Stride, info.IsLinear, info.GobBlocksInY, info.GobBlocksInZ, info.GobBlocksInTileX, target, info.FormatInfo, info.DepthStencilMode, info.SwizzleR, info.SwizzleG, info.SwizzleB, info.SwizzleA); } /// /// Gets a texture creation information from texture information. /// This can be used to create new host textures. /// /// Texture information /// GPU capabilities /// Texture scale factor, to be applied to the texture size /// The texture creation information public static TextureCreateInfo GetCreateInfo(TextureInfo info, Capabilities caps, float scale) { FormatInfo formatInfo = TextureCompatibility.ToHostCompatibleFormat(info, caps); if (info.Target == Target.TextureBuffer) { // We assume that the host does not support signed normalized format // (as is the case with OpenGL), so we just use a unsigned format. // 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); } /// /// Removes a texture from the cache. /// /// /// This only removes the texture from the internal list, not from the auto-deletion cache. /// It may still have live references after the removal. /// /// The texture to be removed public void RemoveTextureFromCache(Texture texture) { lock (_textures) { _textures.Remove(texture); } lock (_partiallyMappedTextures) { _partiallyMappedTextures.Remove(texture); } } /// /// Disposes all textures and samplers in the cache. /// It's an error to use the texture cache after disposal. /// public void Dispose() { lock (_textures) { foreach (Texture texture in _textures) { texture.Dispose(); } } } } }