using Ryujinx.Common; using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Gpu.Image; using Ryujinx.Graphics.Gpu.Memory; using Ryujinx.Graphics.Gpu.State; using Ryujinx.Graphics.Texture; using System; using System.Collections.Generic; namespace Ryujinx.Graphics.Gpu.Image { /// /// Texture manager. /// class TextureManager : IDisposable { private const int OverlapsBufferInitialCapacity = 10; private const int OverlapsBufferMaxCapacity = 10000; private readonly GpuContext _context; private readonly TextureBindingsManager _cpBindingsManager; private readonly TextureBindingsManager _gpBindingsManager; private readonly Texture[] _rtColors; private Texture _rtDepthStencil; private readonly ITexture[] _rtHostColors; private ITexture _rtHostDs; private readonly RangeList _textures; private Texture[] _textureOverlaps; private readonly AutoDeleteCache _cache; private readonly HashSet _modified; private readonly HashSet _modifiedLinear; /// /// Constructs a new instance of the texture manager. /// /// The GPU context that the texture manager belongs to public TextureManager(GpuContext context) { _context = context; TexturePoolCache texturePoolCache = new TexturePoolCache(context); _cpBindingsManager = new TextureBindingsManager(context, texturePoolCache, isCompute: true); _gpBindingsManager = new TextureBindingsManager(context, texturePoolCache, isCompute: false); _rtColors = new Texture[Constants.TotalRenderTargets]; _rtHostColors = new ITexture[Constants.TotalRenderTargets]; _textures = new RangeList(); _textureOverlaps = new Texture[OverlapsBufferInitialCapacity]; _cache = new AutoDeleteCache(); _modified = new HashSet(new ReferenceEqualityComparer()); _modifiedLinear = new HashSet(new ReferenceEqualityComparer()); } /// /// Sets texture bindings on the compute pipeline. /// /// The texture bindings public void SetComputeTextures(TextureBindingInfo[] bindings) { _cpBindingsManager.SetTextures(0, bindings); } /// /// Sets texture bindings on the graphics pipeline. /// /// The index of the shader stage to bind the textures /// The texture bindings public void SetGraphicsTextures(int stage, TextureBindingInfo[] bindings) { _gpBindingsManager.SetTextures(stage, bindings); } /// /// Sets image bindings on the compute pipeline. /// /// The image bindings public void SetComputeImages(TextureBindingInfo[] bindings) { _cpBindingsManager.SetImages(0, bindings); } /// /// Sets image bindings on the graphics pipeline. /// /// The index of the shader stage to bind the images /// The image bindings public void SetGraphicsImages(int stage, TextureBindingInfo[] bindings) { _gpBindingsManager.SetImages(stage, bindings); } /// /// Sets the texture constant buffer index on the compute pipeline. /// /// The texture constant buffer index public void SetComputeTextureBufferIndex(int index) { _cpBindingsManager.SetTextureBufferIndex(index); } /// /// Sets the texture constant buffer index on the graphics pipeline. /// /// The texture constant buffer index public void SetGraphicsTextureBufferIndex(int index) { _gpBindingsManager.SetTextureBufferIndex(index); } /// /// Sets the current sampler pool on the compute pipeline. /// /// The start GPU virtual address of the sampler pool /// The maximum ID of the sampler pool /// The indexing type of the sampler pool public void SetComputeSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex) { _cpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex); } /// /// Sets the current sampler pool on the graphics pipeline. /// /// The start GPU virtual address of the sampler pool /// The maximum ID of the sampler pool /// The indexing type of the sampler pool public void SetGraphicsSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex) { _gpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex); } /// /// Sets the current texture pool on the compute pipeline. /// /// The start GPU virtual address of the texture pool /// The maximum ID of the texture pool public void SetComputeTexturePool(ulong gpuVa, int maximumId) { _cpBindingsManager.SetTexturePool(gpuVa, maximumId); } /// /// Sets the current texture pool on the graphics pipeline. /// /// The start GPU virtual address of the texture pool /// The maximum ID of the texture pool public void SetGraphicsTexturePool(ulong gpuVa, int maximumId) { _gpBindingsManager.SetTexturePool(gpuVa, maximumId); } /// /// Sets the render target color buffer. /// /// The index of the color buffer to set (up to 8) /// The color buffer texture public void SetRenderTargetColor(int index, Texture color) { _rtColors[index] = color; } /// /// Sets the render target depth-stencil buffer. /// /// The depth-stencil buffer texture public void SetRenderTargetDepthStencil(Texture depthStencil) { _rtDepthStencil = depthStencil; } /// /// Commits bindings on the compute pipeline. /// public void CommitComputeBindings() { // Every time we switch between graphics and compute work, // we must rebind everything. // Since compute work happens less often, we always do that // before and after the compute dispatch. _cpBindingsManager.Rebind(); _cpBindingsManager.CommitBindings(); _gpBindingsManager.Rebind(); } /// /// Commits bindings on the graphics pipeline. /// public void CommitGraphicsBindings() { _gpBindingsManager.CommitBindings(); UpdateRenderTargets(); } /// /// Gets a texture descriptor used on the compute pipeline. /// /// Current GPU state /// Shader "fake" handle of the texture /// The texture descriptor public TextureDescriptor GetComputeTextureDescriptor(GpuState state, int handle) { return _cpBindingsManager.GetTextureDescriptor(state, 0, handle); } /// /// Gets a texture descriptor used on the graphics pipeline. /// /// Current GPU state /// Index of the shader stage where the texture is bound /// Shader "fake" handle of the texture /// The texture descriptor public TextureDescriptor GetGraphicsTextureDescriptor(GpuState state, int stageIndex, int handle) { return _gpBindingsManager.GetTextureDescriptor(state, stageIndex, handle); } /// /// Update host framebuffer attachments based on currently bound render target buffers. /// private void UpdateRenderTargets() { bool anyChanged = false; if (_rtHostDs != _rtDepthStencil?.HostTexture) { _rtHostDs = _rtDepthStencil?.HostTexture; anyChanged = true; } for (int index = 0; index < _rtColors.Length; index++) { ITexture hostTexture = _rtColors[index]?.HostTexture; if (_rtHostColors[index] != hostTexture) { _rtHostColors[index] = hostTexture; anyChanged = true; } } if (anyChanged) { _context.Renderer.Pipeline.SetRenderTargets(_rtHostColors, _rtHostDs); } } /// /// Tries to find an existing texture, or create a new one if not found. /// /// Copy texture to find or create /// The texture public Texture FindOrCreateTexture(CopyTexture copyTexture) { ulong address = _context.MemoryManager.Translate(copyTexture.Address.Pack()); if (address == MemoryManager.BadAddress) { return null; } int gobBlocksInY = copyTexture.MemoryLayout.UnpackGobBlocksInY(); int gobBlocksInZ = copyTexture.MemoryLayout.UnpackGobBlocksInZ(); FormatInfo formatInfo = copyTexture.Format.Convert(); int width; if (copyTexture.LinearLayout) { width = copyTexture.Stride / formatInfo.BytesPerPixel; } else { width = copyTexture.Width; } TextureInfo info = new TextureInfo( address, width, copyTexture.Height, copyTexture.Depth, 1, 1, 1, copyTexture.Stride, copyTexture.LinearLayout, gobBlocksInY, gobBlocksInZ, 1, Target.Texture2D, formatInfo); Texture texture = FindOrCreateTexture(info, TextureSearchFlags.IgnoreMs); texture.SynchronizeMemory(); return texture; } /// /// Tries to find an existing texture, or create a new one if not found. /// /// Color buffer texture to find or create /// Number of samples in the X direction, for MSAA /// Number of samples in the Y direction, for MSAA /// The texture public Texture FindOrCreateTexture(RtColorState colorState, int samplesInX, int samplesInY) { ulong address = _context.MemoryManager.Translate(colorState.Address.Pack()); if (address == MemoryManager.BadAddress) { return null; } 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 ? Target.Texture2DMultisampleArray : Target.Texture2DMultisample; } else { target = colorState.Depth > 1 ? 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( address, width, colorState.Height, colorState.Depth, 1, samplesInX, samplesInY, stride, isLinear, gobBlocksInY, gobBlocksInZ, 1, target, formatInfo); Texture texture = FindOrCreateTexture(info); texture.SynchronizeMemory(); return texture; } /// /// Tries to find an existing texture, or create a new one if not found. /// /// 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 /// The texture public Texture FindOrCreateTexture(RtDepthStencilState dsState, Size3D size, int samplesInX, int samplesInY) { ulong address = _context.MemoryManager.Translate(dsState.Address.Pack()); if (address == MemoryManager.BadAddress) { return null; } 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( address, size.Width, size.Height, size.Depth, 1, samplesInX, samplesInY, 0, false, gobBlocksInY, gobBlocksInZ, 1, target, formatInfo); Texture texture = FindOrCreateTexture(info); texture.SynchronizeMemory(); return texture; } /// /// Tries to find an existing texture, or create a new one if not found. /// /// Texture information of the texture to be found or created /// The texture search flags, defines texture comparison rules /// The texture public Texture FindOrCreateTexture(TextureInfo info, TextureSearchFlags flags = TextureSearchFlags.None) { bool isSamplerTexture = (flags & TextureSearchFlags.Sampler) != 0; // Try to find a perfect texture match, with the same address and parameters. int sameAddressOverlapsCount = _textures.FindOverlaps(info.Address, ref _textureOverlaps); for (int index = 0; index < sameAddressOverlapsCount; index++) { Texture overlap = _textureOverlaps[index]; if (overlap.IsPerfectMatch(info, flags)) { if (!isSamplerTexture) { // If not a sampler texture, it is managed by the auto delete // cache, ensure that it is on the "top" of the list to avoid // deletion. _cache.Lift(overlap); } else if (!overlap.SizeMatches(info)) { // 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. overlap.ChangeSize(info.Width, info.Height, info.DepthOrLayers); } return overlap; } } // Calculate texture sizes, used to find all overlapping textures. SizeInfo sizeInfo; if (info.Target == Target.TextureBuffer) { sizeInfo = new SizeInfo(info.Width * info.FormatInfo.BytesPerPixel); } else if (info.IsLinear) { sizeInfo = SizeCalculator.GetLinearTextureSize( info.Stride, info.Height, info.FormatInfo.BlockHeight); } else { sizeInfo = SizeCalculator.GetBlockLinearTextureSize( info.Width, info.Height, info.GetDepth(), info.Levels, info.GetLayers(), info.FormatInfo.BlockWidth, info.FormatInfo.BlockHeight, info.FormatInfo.BytesPerPixel, info.GobBlocksInY, info.GobBlocksInZ, info.GobBlocksInTileX); } // Find view compatible matches. ulong size = (ulong)sizeInfo.TotalSize; int overlapsCount = _textures.FindOverlaps(info.Address, size, ref _textureOverlaps); Texture texture = null; for (int index = 0; index < overlapsCount; index++) { Texture overlap = _textureOverlaps[index]; if (overlap.IsViewCompatible(info, size, out int firstLayer, out int firstLevel)) { if (!isSamplerTexture) { info = AdjustSizes(overlap, info, firstLevel); } texture = overlap.CreateView(info, sizeInfo, firstLayer, firstLevel); if (IsTextureModified(overlap)) { CacheTextureModified(texture); } // The size only matters (and is only really reliable) when the // texture is used on a sampler, because otherwise the size will be // aligned. if (!overlap.SizeMatches(info, firstLevel) && isSamplerTexture) { texture.ChangeSize(info.Width, info.Height, info.DepthOrLayers); } break; } } // No match, create a new texture. if (texture == null) { texture = new Texture(_context, info, sizeInfo); // 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.SynchronizeMemory(); for (int index = 0; index < overlapsCount; index++) { Texture overlap = _textureOverlaps[index]; if (texture.IsViewCompatible(overlap.Info, overlap.Size, out int firstLayer, out int firstLevel)) { TextureInfo overlapInfo = AdjustSizes(texture, overlap.Info, firstLevel); TextureCreateInfo createInfo = GetCreateInfo(overlapInfo, _context.Capabilities); ITexture newView = texture.HostTexture.CreateView(createInfo, firstLayer, firstLevel); overlap.HostTexture.CopyTo(newView, 0, 0); // Inherit modification from overlapping texture, do that before replacing // the view since the replacement operation removes it from the list. if (IsTextureModified(overlap)) { CacheTextureModified(texture); } overlap.ReplaceView(texture, overlapInfo, newView); } } // If the texture is a 3D texture, we need to additionally copy any slice // of the 3D texture to the newly created 3D texture. if (info.Target == Target.Texture3D) { for (int index = 0; index < overlapsCount; index++) { Texture overlap = _textureOverlaps[index]; if (texture.IsViewCompatible( overlap.Info, overlap.Size, isCopy: true, out int firstLayer, out int firstLevel)) { overlap.HostTexture.CopyTo(texture.HostTexture, firstLayer, firstLevel); if (IsTextureModified(overlap)) { CacheTextureModified(texture); } } } } } // Sampler textures are managed by the texture pool, all other textures // are managed by the auto delete cache. if (!isSamplerTexture) { _cache.Add(texture); texture.Modified += CacheTextureModified; texture.Disposed += CacheTextureDisposed; } _textures.Add(texture); ShrinkOverlapsBufferIfNeeded(); return texture; } /// /// Checks if a texture was modified by the host GPU. /// /// Texture to be checked /// True if the texture was modified by the host GPU, false otherwise public bool IsTextureModified(Texture texture) { return _modified.Contains(texture); } /// /// Signaled when a cache texture is modified, and adds it to a set to be enumerated when flushing textures. /// /// The texture that was modified. private void CacheTextureModified(Texture texture) { _modified.Add(texture); if (texture.Info.IsLinear) { _modifiedLinear.Add(texture); } } /// /// Signaled when a cache texture is disposed, so it can be removed from the set of modified textures if present. /// /// The texture that was diosposed. private void CacheTextureDisposed(Texture texture) { _modified.Remove(texture); if (texture.Info.IsLinear) { _modifiedLinear.Remove(texture); } } /// /// 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; } return new TextureInfo( info.Address, width, height, depthOrLayers, info.Levels, info.SamplesInX, info.SamplesInY, info.Stride, info.IsLinear, info.GobBlocksInY, info.GobBlocksInZ, info.GobBlocksInTileX, info.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 /// The texture creation information public static TextureCreateInfo GetCreateInfo(TextureInfo info, Capabilities caps) { FormatInfo formatInfo = info.FormatInfo; if (!caps.SupportsAstcCompression) { if (formatInfo.Format.IsAstcUnorm()) { formatInfo = new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4); } else if (formatInfo.Format.IsAstcSrgb()) { formatInfo = new FormatInfo(Format.R8G8B8A8Srgb, 1, 1, 4); } } int width = info.Width / info.SamplesInX; int height = info.Height / info.SamplesInY; int depth = info.GetDepth() * info.GetLayers(); 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); } /// /// Flushes all the textures in the cache that have been modified since the last call. /// public void Flush() { foreach (Texture texture in _modifiedLinear) { texture.Flush(); } _modifiedLinear.Clear(); } /// /// Flushes the textures in the cache inside a given range that have been modified since the last call. /// /// The range start address /// The range size public void Flush(ulong address, ulong size) { foreach (Texture texture in _modified) { if (texture.OverlapsWith(address, size)) { texture.Flush(); } } } /// /// 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) { _textures.Remove(texture); } /// /// Disposes all textures in the cache. /// It's an error to use the texture manager after disposal. /// public void Dispose() { foreach (Texture texture in _textures) { _modified.Remove(texture); texture.Dispose(); } } } }