b530f0e110
* Initial implementation (3d tex mips broken) This works rather well for most games, just need to fix 3d texture mips. * Cleanup * Address feedback * Copy Dependencies and various other fixes * Fix layer/level offset for copy from view<->view. * Remove dirty flag from dependency The dirty flag behaviour is not needed - DeferredCopy is all we need. * Fix tracking mip slices. * Propagate granularity (fix astral chain) * Address Feedback pt 1 * Save slice sizes as part of SizeInfo * Fix nits * Fix disposing multiple dependencies causing a crash This list is obviously modified when removing dependencies, so create a copy of it.
327 lines
12 KiB
C#
327 lines
12 KiB
C#
using Ryujinx.Cpu.Tracking;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// A tracking handle for a texture group, which represents a range of views in a storage texture.
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/// Retains a list of overlapping texture views, a modified flag, and tracking for each
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/// CPU VA range that the views cover.
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/// Also tracks copy dependencies for the handle - references to other handles that must be kept
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/// in sync with this one before use.
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/// </summary>
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class TextureGroupHandle : IDisposable
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{
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private TextureGroup _group;
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private int _bindCount;
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private int _firstLevel;
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private int _firstLayer;
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/// <summary>
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/// The byte offset from the start of the storage of this handle.
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/// </summary>
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public int Offset { get; }
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/// <summary>
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/// The size in bytes covered by this handle.
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/// </summary>
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public int Size { get; }
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/// <summary>
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/// The textures which this handle overlaps with.
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/// </summary>
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public List<Texture> Overlaps { get; }
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/// <summary>
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/// The CPU memory tracking handles that cover this handle.
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/// </summary>
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public CpuRegionHandle[] Handles { get; }
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/// <summary>
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/// True if a texture overlapping this handle has been modified. Is set false when the flush action is called.
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/// </summary>
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public bool Modified { get; set; }
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/// <summary>
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/// Dependencies to handles from other texture groups.
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/// </summary>
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public List<TextureDependency> Dependencies { get; }
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/// <summary>
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/// A flag indicating that a copy is required from one of the dependencies.
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/// </summary>
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public bool NeedsCopy => DeferredCopy != null;
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/// <summary>
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/// A data copy that must be acknowledged the next time this handle is used.
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/// </summary>
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public TextureGroupHandle DeferredCopy { get; set; }
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/// <summary>
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/// Create a new texture group handle, representing a range of views in a storage texture.
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/// </summary>
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/// <param name="group">The TextureGroup that the handle belongs to</param>
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/// <param name="offset">The byte offset from the start of the storage of the handle</param>
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/// <param name="size">The size in bytes covered by the handle</param>
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/// <param name="views">All views of the storage texture, used to calculate overlaps</param>
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/// <param name="firstLayer">The first layer of this handle in the storage texture</param>
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/// <param name="firstLevel">The first level of this handle in the storage texture</param>
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/// <param name="handles">The memory tracking handles that cover this handle</param>
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public TextureGroupHandle(TextureGroup group, int offset, ulong size, List<Texture> views, int firstLayer, int firstLevel, CpuRegionHandle[] handles)
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{
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_group = group;
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_firstLayer = firstLayer;
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_firstLevel = firstLevel;
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Offset = offset;
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Size = (int)size;
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Overlaps = new List<Texture>();
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Dependencies = new List<TextureDependency>();
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if (views != null)
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{
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RecalculateOverlaps(group, views);
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}
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Handles = handles;
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}
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/// <summary>
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/// Calculate a list of which views overlap this handle.
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/// </summary>
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/// <param name="group">The parent texture group, used to find a view's base CPU VA offset</param>
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/// <param name="views">The list of views to search for overlaps</param>
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public void RecalculateOverlaps(TextureGroup group, List<Texture> views)
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{
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// Overlaps can be accessed from the memory tracking signal handler, so access must be atomic.
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lock (Overlaps)
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{
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int endOffset = Offset + Size;
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Overlaps.Clear();
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foreach (Texture view in views)
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{
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int viewOffset = group.FindOffset(view);
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if (viewOffset < endOffset && Offset < viewOffset + (int)view.Size)
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{
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Overlaps.Add(view);
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}
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}
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}
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}
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/// <summary>
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/// Signal that this handle has been modified to any existing dependencies, and set the modified flag.
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/// </summary>
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public void SignalModified()
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{
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Modified = true;
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// If this handle has any copy dependencies, notify the other handle that a copy needs to be performed.
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foreach (TextureDependency dependency in Dependencies)
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{
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dependency.SignalModified();
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}
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}
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/// <summary>
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/// Signal that this handle has either started or ended being modified.
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/// </summary>
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/// <param name="bound">True if this handle is being bound, false if unbound</param>
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public void SignalModifying(bool bound)
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{
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SignalModified();
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// Note: Bind count currently resets to 0 on inherit for safety, as the handle <-> view relationship can change.
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_bindCount = Math.Max(0, _bindCount + (bound ? 1 : -1));
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}
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/// <summary>
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/// Signal that a copy dependent texture has been modified, and must have its data copied to this one.
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/// </summary>
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/// <param name="copyFrom">The texture handle that must defer a copy to this one</param>
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public void DeferCopy(TextureGroupHandle copyFrom)
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{
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DeferredCopy = copyFrom;
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_group.Storage.SignalGroupDirty();
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foreach (Texture overlap in Overlaps)
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{
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overlap.SignalGroupDirty();
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}
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}
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/// <summary>
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/// Create a copy dependency between this handle, and another.
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/// </summary>
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/// <param name="other">The handle to create a copy dependency to</param>
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/// <param name="copyToOther">True if a copy should be deferred to all of the other handle's dependencies</param>
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public void CreateCopyDependency(TextureGroupHandle other, bool copyToOther = false)
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{
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// Does this dependency already exist?
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foreach (TextureDependency existing in Dependencies)
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{
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if (existing.Other.Handle == other)
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{
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// Do not need to create it again. May need to set the dirty flag.
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return;
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}
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}
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_group.HasCopyDependencies = true;
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other._group.HasCopyDependencies = true;
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TextureDependency dependency = new TextureDependency(this);
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TextureDependency otherDependency = new TextureDependency(other);
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dependency.Other = otherDependency;
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otherDependency.Other = dependency;
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Dependencies.Add(dependency);
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other.Dependencies.Add(otherDependency);
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// Recursively create dependency:
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// All of this handle's dependencies must depend on the other.
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foreach (TextureDependency existing in Dependencies.ToArray())
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{
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if (existing != dependency && existing.Other.Handle != other)
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{
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existing.Other.Handle.CreateCopyDependency(other);
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}
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}
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// All of the other handle's dependencies must depend on this.
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foreach (TextureDependency existing in other.Dependencies.ToArray())
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{
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if (existing != otherDependency && existing.Other.Handle != this)
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{
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existing.Other.Handle.CreateCopyDependency(this);
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if (copyToOther)
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{
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existing.Other.Handle.DeferCopy(this);
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}
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}
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}
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}
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/// <summary>
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/// Remove a dependency from this handle's dependency list.
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/// </summary>
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/// <param name="dependency">The dependency to remove</param>
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public void RemoveDependency(TextureDependency dependency)
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{
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Dependencies.Remove(dependency);
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}
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/// <summary>
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/// Check if any of this handle's memory tracking handles are dirty.
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/// </summary>
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/// <returns>True if at least one of the handles is dirty</returns>
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private bool CheckDirty()
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{
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return Handles.Any(handle => handle.Dirty);
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}
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/// <summary>
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/// Perform a copy from the provided handle to this one, or perform a deferred copy if none is provided.
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/// </summary>
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/// <param name="fromHandle">The handle to copy from. If not provided, this method will copy from and clear the deferred copy instead</param>
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/// <returns>True if the copy was performed, false otherwise</returns>
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public bool Copy(TextureGroupHandle fromHandle = null)
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{
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bool result = false;
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if (fromHandle == null)
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{
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fromHandle = DeferredCopy;
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if (fromHandle != null && fromHandle._bindCount == 0)
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{
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// Repeat the copy in future if the bind count is greater than 0.
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DeferredCopy = null;
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}
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}
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if (fromHandle != null)
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{
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// If the copy texture is dirty, do not copy. Its data no longer matters, and this handle should also be dirty.
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if (!fromHandle.CheckDirty())
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{
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Texture from = fromHandle._group.Storage;
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Texture to = _group.Storage;
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if (from.ScaleFactor != to.ScaleFactor)
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{
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to.PropagateScale(from);
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}
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from.HostTexture.CopyTo(
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to.HostTexture,
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fromHandle._firstLayer,
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_firstLayer,
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fromHandle._firstLevel,
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_firstLevel);
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Modified = true;
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_group.RegisterAction(this);
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result = true;
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}
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}
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return result;
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}
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/// <summary>
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/// Inherit modified flags and dependencies from another texture handle.
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/// </summary>
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/// <param name="old">The texture handle to inherit from</param>
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public void Inherit(TextureGroupHandle old)
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{
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Modified |= old.Modified;
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foreach (TextureDependency dependency in old.Dependencies.ToArray())
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{
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CreateCopyDependency(dependency.Other.Handle);
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if (dependency.Other.Handle.DeferredCopy == old)
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{
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dependency.Other.Handle.DeferredCopy = this;
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}
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}
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DeferredCopy = old.DeferredCopy;
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}
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/// <summary>
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/// Check if this region overlaps with another.
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/// </summary>
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/// <param name="address">Base address</param>
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/// <param name="size">Size of the region</param>
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/// <returns>True if overlapping, false otherwise</returns>
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public bool OverlapsWith(int offset, int size)
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{
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return Offset < offset + size && offset < Offset + Size;
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}
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public void Dispose()
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{
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foreach (CpuRegionHandle handle in Handles)
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{
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handle.Dispose();
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}
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foreach (TextureDependency dependency in Dependencies.ToArray())
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{
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dependency.Other.Handle.RemoveDependency(dependency.Other);
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}
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}
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}
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}
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