a10b2c5ff2
* Ground work for separate GPU channels * Rename TextureManager to TextureCache * Decouple texture bindings management from the texture cache * Rename BufferManager to BufferCache * Decouple buffer bindings management from the buffer cache * More comments and proper disposal * PR feedback * Force host state update on channel switch * Typo * PR feedback * Missing using
395 lines
No EOL
15 KiB
C#
395 lines
No EOL
15 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Texture;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Texture pool.
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/// </summary>
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class TexturePool : Pool<Texture, TextureDescriptor>
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{
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private int _sequenceNumber;
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private readonly ConcurrentQueue<Texture> _dereferenceQueue = new ConcurrentQueue<Texture>();
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/// <summary>
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/// Intrusive linked list node used on the texture pool cache.
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/// </summary>
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public LinkedListNode<TexturePool> CacheNode { get; set; }
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/// <summary>
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/// Constructs a new instance of the texture pool.
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/// </summary>
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/// <param name="context">GPU context that the texture pool belongs to</param>
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/// <param name="address">Address of the texture pool in guest memory</param>
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/// <param name="maximumId">Maximum texture ID of the texture pool (equal to maximum textures minus one)</param>
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public TexturePool(GpuContext context, ulong address, int maximumId) : base(context, address, maximumId) { }
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/// <summary>
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/// Gets the texture with the given ID.
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/// </summary>
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/// <param name="id">ID of the texture. This is effectively a zero-based index</param>
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/// <returns>The texture with the given ID</returns>
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public override Texture Get(int id)
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{
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if ((uint)id >= Items.Length)
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{
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return null;
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}
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if (_sequenceNumber != Context.SequenceNumber)
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{
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_sequenceNumber = Context.SequenceNumber;
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SynchronizeMemory();
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}
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Texture texture = Items[id];
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if (texture == null)
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{
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TextureDescriptor descriptor = GetDescriptor(id);
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TextureInfo info = GetInfo(descriptor, out int layerSize);
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ProcessDereferenceQueue();
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texture = Context.Methods.TextureCache.FindOrCreateTexture(TextureSearchFlags.ForSampler, info, layerSize);
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// If this happens, then the texture address is invalid, we can't add it to the cache.
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if (texture == null)
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{
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return null;
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}
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texture.IncrementReferenceCount(this, id);
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Items[id] = texture;
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DescriptorCache[id] = descriptor;
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}
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else
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{
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if (texture.ChangedSize)
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{
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// Texture changed size at one point - it may be a different size than the sampler expects.
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// This can be triggered when the size is changed by a size hint on copy or draw, but the texture has been sampled before.
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TextureDescriptor descriptor = GetDescriptor(id);
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int width = descriptor.UnpackWidth();
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int height = descriptor.UnpackHeight();
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if (texture.Info.Width != width || texture.Info.Height != height)
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{
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texture.ChangeSize(width, height, texture.Info.DepthOrLayers);
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}
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}
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// Memory is automatically synchronized on texture creation.
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texture.SynchronizeMemory();
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}
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return texture;
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}
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/// <summary>
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/// Forcibly remove a texture from this pool's items.
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/// If deferred, the dereference will be queued to occur on the render thread.
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/// </summary>
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/// <param name="texture">The texture being removed</param>
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/// <param name="id">The ID of the texture in this pool</param>
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/// <param name="deferred">If true, queue the dereference to happen on the render thread, otherwise dereference immediately</param>
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public void ForceRemove(Texture texture, int id, bool deferred)
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{
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Items[id] = null;
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if (deferred)
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{
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_dereferenceQueue.Enqueue(texture);
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}
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else
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{
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texture.DecrementReferenceCount();
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}
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}
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/// <summary>
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/// Process the dereference queue, decrementing the reference count for each texture in it.
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/// This is used to ensure that texture disposal happens on the render thread.
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/// </summary>
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private void ProcessDereferenceQueue()
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{
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while (_dereferenceQueue.TryDequeue(out Texture toRemove))
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{
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toRemove.DecrementReferenceCount();
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}
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}
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/// <summary>
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/// Implementation of the texture pool range invalidation.
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/// </summary>
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/// <param name="address">Start address of the range of the texture pool</param>
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/// <param name="size">Size of the range being invalidated</param>
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protected override void InvalidateRangeImpl(ulong address, ulong size)
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{
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ProcessDereferenceQueue();
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ulong endAddress = address + size;
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for (; address < endAddress; address += DescriptorSize)
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{
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int id = (int)((address - Address) / DescriptorSize);
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Texture texture = Items[id];
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if (texture != null)
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{
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TextureDescriptor descriptor = Context.PhysicalMemory.Read<TextureDescriptor>(address);
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// If the descriptors are the same, the texture is the same,
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// we don't need to remove as it was not modified. Just continue.
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if (descriptor.Equals(ref DescriptorCache[id]))
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{
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continue;
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}
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texture.DecrementReferenceCount(this, id);
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Items[id] = null;
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}
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}
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}
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/// <summary>
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/// Gets texture information from a texture descriptor.
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/// </summary>
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/// <param name="descriptor">The texture descriptor</param>
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/// <param name="layerSize">Layer size for textures using a sub-range of mipmap levels, otherwise 0</param>
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/// <returns>The texture information</returns>
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private TextureInfo GetInfo(TextureDescriptor descriptor, out int layerSize)
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{
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int depthOrLayers = descriptor.UnpackDepth();
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int levels = descriptor.UnpackLevels();
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TextureMsaaMode msaaMode = descriptor.UnpackTextureMsaaMode();
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int samplesInX = msaaMode.SamplesInX();
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int samplesInY = msaaMode.SamplesInY();
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int stride = descriptor.UnpackStride();
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TextureDescriptorType descriptorType = descriptor.UnpackTextureDescriptorType();
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bool isLinear = descriptorType == TextureDescriptorType.Linear;
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Target target = descriptor.UnpackTextureTarget().Convert((samplesInX | samplesInY) != 1);
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int width = target == Target.TextureBuffer ? descriptor.UnpackBufferTextureWidth() : descriptor.UnpackWidth();
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int height = descriptor.UnpackHeight();
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// We use 2D targets for 1D textures as that makes texture cache
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// management easier. We don't know the target for render target
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// and copies, so those would normally use 2D targets, which are
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// not compatible with 1D targets. By doing that we also allow those
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// to match when looking for compatible textures on the cache.
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if (target == Target.Texture1D)
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{
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target = Target.Texture2D;
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height = 1;
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}
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else if (target == Target.Texture1DArray)
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{
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target = Target.Texture2DArray;
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height = 1;
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}
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uint format = descriptor.UnpackFormat();
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bool srgb = descriptor.UnpackSrgb();
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ulong gpuVa = descriptor.UnpackAddress();
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if (!FormatTable.TryGetTextureFormat(format, srgb, out FormatInfo formatInfo))
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{
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if (Context.MemoryManager.IsMapped(gpuVa) && (int)format > 0)
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{
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Logger.Error?.Print(LogClass.Gpu, $"Invalid texture format 0x{format:X} (sRGB: {srgb}).");
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}
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formatInfo = FormatInfo.Default;
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}
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int gobBlocksInY = descriptor.UnpackGobBlocksInY();
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int gobBlocksInZ = descriptor.UnpackGobBlocksInZ();
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int gobBlocksInTileX = descriptor.UnpackGobBlocksInTileX();
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layerSize = 0;
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int minLod = descriptor.UnpackBaseLevel();
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int maxLod = descriptor.UnpackMaxLevelInclusive();
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// Linear textures don't support mipmaps, so we don't handle this case here.
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if ((minLod != 0 || maxLod + 1 != levels) && target != Target.TextureBuffer && !isLinear)
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{
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int depth = TextureInfo.GetDepth(target, depthOrLayers);
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int layers = TextureInfo.GetLayers(target, depthOrLayers);
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SizeInfo sizeInfo = SizeCalculator.GetBlockLinearTextureSize(
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width,
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height,
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depth,
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levels,
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layers,
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formatInfo.BlockWidth,
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formatInfo.BlockHeight,
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formatInfo.BytesPerPixel,
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gobBlocksInY,
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gobBlocksInZ,
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gobBlocksInTileX);
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layerSize = sizeInfo.LayerSize;
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if (minLod != 0 && minLod < levels)
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{
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// If the base level is not zero, we additionally add the mip level offset
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// to the address, this allows the texture manager to find the base level from the
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// address if there is a overlapping texture on the cache that can contain the new texture.
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gpuVa += (ulong)sizeInfo.GetMipOffset(minLod);
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width = Math.Max(1, width >> minLod);
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height = Math.Max(1, height >> minLod);
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if (target == Target.Texture3D)
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{
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depthOrLayers = Math.Max(1, depthOrLayers >> minLod);
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}
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(gobBlocksInY, gobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(height, depth, formatInfo.BlockHeight, gobBlocksInY, gobBlocksInZ);
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}
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levels = (maxLod - minLod) + 1;
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}
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SwizzleComponent swizzleR = descriptor.UnpackSwizzleR().Convert();
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SwizzleComponent swizzleG = descriptor.UnpackSwizzleG().Convert();
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SwizzleComponent swizzleB = descriptor.UnpackSwizzleB().Convert();
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SwizzleComponent swizzleA = descriptor.UnpackSwizzleA().Convert();
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DepthStencilMode depthStencilMode = GetDepthStencilMode(
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formatInfo.Format,
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swizzleR,
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swizzleG,
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swizzleB,
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swizzleA);
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if (formatInfo.Format.IsDepthOrStencil())
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{
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swizzleR = SwizzleComponent.Red;
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swizzleG = SwizzleComponent.Red;
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swizzleB = SwizzleComponent.Red;
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if (depthStencilMode == DepthStencilMode.Depth)
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{
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swizzleA = SwizzleComponent.One;
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}
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else
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{
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swizzleA = SwizzleComponent.Red;
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}
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}
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return new TextureInfo(
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gpuVa,
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width,
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height,
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depthOrLayers,
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levels,
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samplesInX,
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samplesInY,
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stride,
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isLinear,
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gobBlocksInY,
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gobBlocksInZ,
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gobBlocksInTileX,
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target,
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formatInfo,
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depthStencilMode,
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swizzleR,
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swizzleG,
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swizzleB,
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swizzleA);
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}
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/// <summary>
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/// Gets the texture depth-stencil mode, based on the swizzle components of each color channel.
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/// The depth-stencil mode is determined based on how the driver sets those parameters.
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/// </summary>
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/// <param name="format">The format of the texture</param>
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/// <param name="components">The texture swizzle components</param>
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/// <returns>The depth-stencil mode</returns>
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private static DepthStencilMode GetDepthStencilMode(Format format, params SwizzleComponent[] components)
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{
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// R = Depth, G = Stencil.
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// On 24-bits depth formats, this is inverted (Stencil is R etc).
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// NVN setup:
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// For depth, A is set to 1.0f, the other components are set to Depth.
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// For stencil, all components are set to Stencil.
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SwizzleComponent component = components[0];
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for (int index = 1; index < 4 && !IsRG(component); index++)
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{
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component = components[index];
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}
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if (!IsRG(component))
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{
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return DepthStencilMode.Depth;
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}
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if (format == Format.D24X8Unorm || format == Format.D24UnormS8Uint)
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{
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return component == SwizzleComponent.Red
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? DepthStencilMode.Stencil
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: DepthStencilMode.Depth;
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}
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else
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{
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return component == SwizzleComponent.Red
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? DepthStencilMode.Depth
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: DepthStencilMode.Stencil;
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}
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}
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/// <summary>
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/// Checks if the swizzle component is equal to the red or green channels.
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/// </summary>
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/// <param name="component">The swizzle component to check</param>
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/// <returns>True if the swizzle component is equal to the red or green, false otherwise</returns>
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private static bool IsRG(SwizzleComponent component)
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{
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return component == SwizzleComponent.Red ||
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component == SwizzleComponent.Green;
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}
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/// <summary>
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/// Decrements the reference count of the texture.
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/// This indicates that the texture pool is not using it anymore.
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/// </summary>
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/// <param name="item">The texture to be deleted</param>
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protected override void Delete(Texture item)
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{
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item?.DecrementReferenceCount(this);
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}
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public override void Dispose()
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{
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ProcessDereferenceQueue();
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base.Dispose();
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}
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}
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} |