f565b0e5a6
* Match texture if the physical range is the same * XML docs and comments
1213 lines
No EOL
49 KiB
C#
1213 lines
No EOL
49 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Texture;
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using Ryujinx.Memory.Range;
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using System;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Texture manager.
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/// </summary>
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class TextureManager : IDisposable
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{
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private struct OverlapInfo
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{
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public TextureViewCompatibility Compatibility { get; }
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public int FirstLayer { get; }
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public int FirstLevel { get; }
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public OverlapInfo(TextureViewCompatibility compatibility, int firstLayer, int firstLevel)
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{
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Compatibility = compatibility;
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FirstLayer = firstLayer;
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FirstLevel = firstLevel;
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}
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}
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private const int OverlapsBufferInitialCapacity = 10;
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private const int OverlapsBufferMaxCapacity = 10000;
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private readonly GpuContext _context;
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private readonly TextureBindingsManager _cpBindingsManager;
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private readonly TextureBindingsManager _gpBindingsManager;
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private readonly Texture[] _rtColors;
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private readonly ITexture[] _rtHostColors;
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private Texture _rtDepthStencil;
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private ITexture _rtHostDs;
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private readonly MultiRangeList<Texture> _textures;
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private Texture[] _textureOverlaps;
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private OverlapInfo[] _overlapInfo;
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private readonly AutoDeleteCache _cache;
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/// <summary>
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/// The scaling factor applied to all currently bound render targets.
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/// </summary>
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public float RenderTargetScale { get; private set; } = 1f;
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/// <summary>
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/// Constructs a new instance of the texture manager.
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/// </summary>
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/// <param name="context">The GPU context that the texture manager belongs to</param>
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public TextureManager(GpuContext context)
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{
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_context = context;
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TexturePoolCache texturePoolCache = new TexturePoolCache(context);
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_cpBindingsManager = new TextureBindingsManager(context, texturePoolCache, isCompute: true);
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_gpBindingsManager = new TextureBindingsManager(context, texturePoolCache, isCompute: false);
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_rtColors = new Texture[Constants.TotalRenderTargets];
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_rtHostColors = new ITexture[Constants.TotalRenderTargets];
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_textures = new MultiRangeList<Texture>();
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_textureOverlaps = new Texture[OverlapsBufferInitialCapacity];
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_overlapInfo = new OverlapInfo[OverlapsBufferInitialCapacity];
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_cache = new AutoDeleteCache();
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}
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/// <summary>
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/// Sets texture bindings on the compute pipeline.
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/// </summary>
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/// <param name="bindings">The texture bindings</param>
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public void SetComputeTextures(TextureBindingInfo[] bindings)
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{
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_cpBindingsManager.SetTextures(0, bindings);
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}
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/// <summary>
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/// Sets texture bindings on the graphics pipeline.
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/// </summary>
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/// <param name="stage">The index of the shader stage to bind the textures</param>
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/// <param name="bindings">The texture bindings</param>
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public void SetGraphicsTextures(int stage, TextureBindingInfo[] bindings)
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{
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_gpBindingsManager.SetTextures(stage, bindings);
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}
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/// <summary>
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/// Sets image bindings on the compute pipeline.
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/// </summary>
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/// <param name="bindings">The image bindings</param>
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public void SetComputeImages(TextureBindingInfo[] bindings)
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{
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_cpBindingsManager.SetImages(0, bindings);
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}
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/// <summary>
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/// Sets image bindings on the graphics pipeline.
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/// </summary>
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/// <param name="stage">The index of the shader stage to bind the images</param>
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/// <param name="bindings">The image bindings</param>
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public void SetGraphicsImages(int stage, TextureBindingInfo[] bindings)
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{
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_gpBindingsManager.SetImages(stage, bindings);
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}
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/// <summary>
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/// Sets the texture constant buffer index on the compute pipeline.
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/// </summary>
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/// <param name="index">The texture constant buffer index</param>
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public void SetComputeTextureBufferIndex(int index)
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{
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_cpBindingsManager.SetTextureBufferIndex(index);
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}
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/// <summary>
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/// Sets the texture constant buffer index on the graphics pipeline.
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/// </summary>
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/// <param name="index">The texture constant buffer index</param>
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public void SetGraphicsTextureBufferIndex(int index)
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{
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_gpBindingsManager.SetTextureBufferIndex(index);
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}
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/// <summary>
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/// Sets the current sampler pool on the compute pipeline.
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/// </summary>
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/// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
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/// <param name="maximumId">The maximum ID of the sampler pool</param>
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/// <param name="samplerIndex">The indexing type of the sampler pool</param>
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public void SetComputeSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
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{
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_cpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
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}
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/// <summary>
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/// Sets the current sampler pool on the graphics pipeline.
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/// </summary>
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/// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
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/// <param name="maximumId">The maximum ID of the sampler pool</param>
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/// <param name="samplerIndex">The indexing type of the sampler pool</param>
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public void SetGraphicsSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
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{
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_gpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
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}
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/// <summary>
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/// Sets the current texture pool on the compute pipeline.
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/// </summary>
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/// <param name="gpuVa">The start GPU virtual address of the texture pool</param>
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/// <param name="maximumId">The maximum ID of the texture pool</param>
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public void SetComputeTexturePool(ulong gpuVa, int maximumId)
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{
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_cpBindingsManager.SetTexturePool(gpuVa, maximumId);
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}
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/// <summary>
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/// Sets the current texture pool on the graphics pipeline.
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/// </summary>
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/// <param name="gpuVa">The start GPU virtual address of the texture pool</param>
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/// <param name="maximumId">The maximum ID of the texture pool</param>
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public void SetGraphicsTexturePool(ulong gpuVa, int maximumId)
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{
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_gpBindingsManager.SetTexturePool(gpuVa, maximumId);
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}
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/// <summary>
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/// Sets the render target color buffer.
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/// </summary>
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/// <param name="index">The index of the color buffer to set (up to 8)</param>
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/// <param name="color">The color buffer texture</param>
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/// <returns>True if render target scale must be updated.</returns>
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public bool SetRenderTargetColor(int index, Texture color)
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{
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bool hasValue = color != null;
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bool changesScale = (hasValue != (_rtColors[index] != null)) || (hasValue && RenderTargetScale != color.ScaleFactor);
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_rtColors[index] = color;
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return changesScale || (hasValue && color.ScaleMode != TextureScaleMode.Blacklisted && color.ScaleFactor != GraphicsConfig.ResScale);
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}
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/// <summary>
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/// Gets the first available bound colour target, or the depth stencil target if not present.
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/// </summary>
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/// <returns>The first bound colour target, otherwise the depth stencil target</returns>
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public Texture GetAnyRenderTarget()
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{
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return _rtColors[0] ?? _rtDepthStencil;
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}
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/// <summary>
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/// Updates the Render Target scale, given the currently bound render targets.
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/// This will update scale to match the configured scale, scale textures that are eligible but not scaled,
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/// and propagate blacklisted status from one texture to the ones bound with it.
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/// </summary>
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/// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
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public void UpdateRenderTargetScale(int singleUse)
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{
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// Make sure all scales for render targets are at the highest they should be. Blacklisted targets should propagate their scale to the other targets.
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bool mismatch = false;
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bool blacklisted = false;
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bool hasUpscaled = false;
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float targetScale = GraphicsConfig.ResScale;
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void ConsiderTarget(Texture target)
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{
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if (target == null) return;
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float scale = target.ScaleFactor;
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switch (target.ScaleMode)
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{
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case TextureScaleMode.Blacklisted:
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mismatch |= scale != 1f;
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blacklisted = true;
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break;
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case TextureScaleMode.Eligible:
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mismatch = true; // We must make a decision.
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break;
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case TextureScaleMode.Scaled:
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hasUpscaled = true;
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mismatch |= scale != targetScale; // If the target scale has changed, reset the scale for all targets.
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break;
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}
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}
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if (singleUse != -1)
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{
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// If only one target is in use (by a clear, for example) the others do not need to be checked for mismatching scale.
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ConsiderTarget(_rtColors[singleUse]);
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}
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else
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{
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foreach (Texture color in _rtColors)
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{
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ConsiderTarget(color);
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}
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}
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ConsiderTarget(_rtDepthStencil);
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mismatch |= blacklisted && hasUpscaled;
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if (blacklisted)
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{
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targetScale = 1f;
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}
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if (mismatch)
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{
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if (blacklisted)
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{
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// Propagate the blacklisted state to the other textures.
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foreach (Texture color in _rtColors)
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{
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color?.BlacklistScale();
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}
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_rtDepthStencil?.BlacklistScale();
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}
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else
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{
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// Set the scale of the other textures.
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foreach (Texture color in _rtColors)
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{
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color?.SetScale(targetScale);
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}
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_rtDepthStencil?.SetScale(targetScale);
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}
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}
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RenderTargetScale = targetScale;
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}
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/// <summary>
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/// Sets the render target depth-stencil buffer.
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/// </summary>
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/// <param name="depthStencil">The depth-stencil buffer texture</param>
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/// <returns>True if render target scale must be updated.</returns>
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public bool SetRenderTargetDepthStencil(Texture depthStencil)
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{
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bool hasValue = depthStencil != null;
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bool changesScale = (hasValue != (_rtDepthStencil != null)) || (hasValue && RenderTargetScale != depthStencil.ScaleFactor);
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_rtDepthStencil = depthStencil;
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return changesScale || (hasValue && depthStencil.ScaleMode != TextureScaleMode.Blacklisted && depthStencil.ScaleFactor != GraphicsConfig.ResScale);
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}
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/// <summary>
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/// Commits bindings on the compute pipeline.
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/// </summary>
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public void CommitComputeBindings()
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{
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// Every time we switch between graphics and compute work,
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// we must rebind everything.
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// Since compute work happens less often, we always do that
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// before and after the compute dispatch.
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_cpBindingsManager.Rebind();
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_cpBindingsManager.CommitBindings();
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_gpBindingsManager.Rebind();
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}
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/// <summary>
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/// Commits bindings on the graphics pipeline.
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/// </summary>
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public void CommitGraphicsBindings()
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{
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_gpBindingsManager.CommitBindings();
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UpdateRenderTargets();
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}
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/// <summary>
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/// Gets a texture descriptor used on the compute pipeline.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="handle">Shader "fake" handle of the texture</param>
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/// <returns>The texture descriptor</returns>
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public TextureDescriptor GetComputeTextureDescriptor(GpuState state, int handle)
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{
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return _cpBindingsManager.GetTextureDescriptor(state, 0, handle);
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}
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/// <summary>
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/// Gets a texture descriptor used on the graphics pipeline.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Index of the shader stage where the texture is bound</param>
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/// <param name="handle">Shader "fake" handle of the texture</param>
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/// <returns>The texture descriptor</returns>
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public TextureDescriptor GetGraphicsTextureDescriptor(GpuState state, int stageIndex, int handle)
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{
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return _gpBindingsManager.GetTextureDescriptor(state, stageIndex, handle);
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}
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/// <summary>
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/// Update host framebuffer attachments based on currently bound render target buffers.
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/// </summary>
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public void UpdateRenderTargets()
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{
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bool anyChanged = false;
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if (_rtHostDs != _rtDepthStencil?.HostTexture)
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{
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_rtHostDs = _rtDepthStencil?.HostTexture;
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anyChanged = true;
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}
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for (int index = 0; index < _rtColors.Length; index++)
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{
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ITexture hostTexture = _rtColors[index]?.HostTexture;
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if (_rtHostColors[index] != hostTexture)
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{
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_rtHostColors[index] = hostTexture;
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anyChanged = true;
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}
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}
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if (anyChanged)
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{
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_context.Renderer.Pipeline.SetRenderTargets(_rtHostColors, _rtHostDs);
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}
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}
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/// <summary>
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/// Determines if a given texture is eligible for upscaling from its info.
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/// </summary>
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/// <param name="info">The texture info to check</param>
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/// <returns>True if eligible</returns>
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public bool IsUpscaleCompatible(TextureInfo info)
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{
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return (info.Target == Target.Texture2D || info.Target == Target.Texture2DArray) && !info.FormatInfo.IsCompressed && UpscaleSafeMode(info);
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}
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/// <summary>
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/// Determines if a given texture is "safe" for upscaling from its info.
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/// Note that this is different from being compatible - this elilinates targets that would have detrimental effects when scaled.
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/// </summary>
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/// <param name="info">The texture info to check</param>
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/// <returns>True if safe</returns>
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public bool UpscaleSafeMode(TextureInfo info)
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{
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// While upscaling works for all targets defined by IsUpscaleCompatible, we additionally blacklist targets here that
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// may have undesirable results (upscaling blur textures) or simply waste GPU resources (upscaling texture atlas).
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if (info.Levels > 3)
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{
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// Textures with more than 3 levels are likely to be game textures, rather than render textures.
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// Small textures with full mips are likely to be removed by the next check.
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return false;
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}
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if (info.Width < 8 || info.Height < 8)
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{
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// Discount textures with small dimensions.
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return false;
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}
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if (!(info.FormatInfo.Format.IsDepthOrStencil() || info.FormatInfo.Components == 1))
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{
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// Discount square textures that aren't depth-stencil like. (excludes game textures, cubemap faces, most 3D texture LUT, texture atlas)
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// Detect if the texture is possibly square. Widths may be aligned, so to remove the uncertainty we align both the width and height.
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int widthAlignment = (info.IsLinear ? 32 : 64) / info.FormatInfo.BytesPerPixel;
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bool possiblySquare = BitUtils.AlignUp(info.Width, widthAlignment) == BitUtils.AlignUp(info.Height, widthAlignment);
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if (possiblySquare)
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{
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return false;
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}
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}
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int aspect = (int)Math.Round((info.Width / (float)info.Height) * 9);
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if (aspect == 16 && info.Height < 360)
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{
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// Targets that are roughly 16:9 can only be rescaled if they're equal to or above 360p. (excludes blur and bloom textures)
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return false;
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}
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return true;
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}
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/// <summary>
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/// Handles removal of textures written to a memory region being unmapped.
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/// </summary>
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/// <param name="sender">Sender object</param>
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/// <param name="e">Event arguments</param>
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public void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
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{
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Texture[] overlaps = new Texture[10];
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int overlapCount;
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lock (_textures)
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{
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overlapCount = _textures.FindOverlaps(_context.MemoryManager.Translate(e.Address), e.Size, ref overlaps);
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}
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for (int i = 0; i < overlapCount; i++)
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{
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overlaps[i].Unmapped();
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}
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}
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/// <summary>
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/// Tries to find an existing texture, or create a new one if not found.
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/// </summary>
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/// <param name="copyTexture">Copy texture to find or create</param>
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/// <param name="formatInfo">Format information of the copy texture</param>
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/// <param name="preferScaling">Indicates if the texture should be scaled from the start</param>
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/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
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/// <returns>The texture</returns>
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public Texture FindOrCreateTexture(CopyTexture copyTexture, FormatInfo formatInfo, bool preferScaling = true, Size? sizeHint = null)
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{
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int gobBlocksInY = copyTexture.MemoryLayout.UnpackGobBlocksInY();
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int gobBlocksInZ = copyTexture.MemoryLayout.UnpackGobBlocksInZ();
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int width;
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if (copyTexture.LinearLayout)
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{
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width = copyTexture.Stride / formatInfo.BytesPerPixel;
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}
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else
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{
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width = copyTexture.Width;
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}
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TextureInfo info = new TextureInfo(
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copyTexture.Address.Pack(),
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width,
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copyTexture.Height,
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copyTexture.Depth,
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1,
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1,
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1,
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copyTexture.Stride,
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copyTexture.LinearLayout,
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gobBlocksInY,
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gobBlocksInZ,
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1,
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Target.Texture2D,
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formatInfo);
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TextureSearchFlags flags = TextureSearchFlags.ForCopy;
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if (preferScaling)
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{
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flags |= TextureSearchFlags.WithUpscale;
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}
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Texture texture = FindOrCreateTexture(flags, info, 0, sizeHint);
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texture?.SynchronizeMemory();
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return texture;
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}
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/// <summary>
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/// Tries to find an existing texture, or create a new one if not found.
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/// </summary>
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/// <param name="colorState">Color buffer texture to find or create</param>
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/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
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/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
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/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
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/// <returns>The texture</returns>
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public Texture FindOrCreateTexture(RtColorState colorState, int samplesInX, int samplesInY, Size sizeHint)
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{
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bool isLinear = colorState.MemoryLayout.UnpackIsLinear();
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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(
|
|
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(TextureSearchFlags.WithUpscale, info, layerSize, sizeHint);
|
|
|
|
texture?.SynchronizeMemory();
|
|
|
|
return texture;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to find an existing texture, or create a new one if not found.
|
|
/// </summary>
|
|
/// <param name="dsState">Depth-stencil buffer texture to find or create</param>
|
|
/// <param name="size">Size of the depth-stencil texture</param>
|
|
/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
|
|
/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
|
|
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
|
|
/// <returns>The texture</returns>
|
|
public Texture FindOrCreateTexture(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(TextureSearchFlags.WithUpscale, info, dsState.LayerSize * 4, sizeHint);
|
|
|
|
texture?.SynchronizeMemory();
|
|
|
|
return texture;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to find an existing texture, or create a new one if not found.
|
|
/// </summary>
|
|
/// <param name="flags">The texture search flags, defines texture comparison rules</param>
|
|
/// <param name="info">Texture information of the texture to be found or created</param>
|
|
/// <param name="layerSize">Size in bytes of a single texture layer</param>
|
|
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
|
|
/// <param name="range">Optional ranges of physical memory where the texture data is located</param>
|
|
/// <returns>The texture</returns>
|
|
public Texture FindOrCreateTexture(TextureSearchFlags flags, TextureInfo info, int layerSize = 0, Size? sizeHint = null, MultiRange? range = null)
|
|
{
|
|
bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0;
|
|
|
|
bool isScalable = IsUpscaleCompatible(info);
|
|
|
|
TextureScaleMode scaleMode = TextureScaleMode.Blacklisted;
|
|
if (isScalable)
|
|
{
|
|
scaleMode = (flags & TextureSearchFlags.WithUpscale) != 0 ? TextureScaleMode.Scaled : TextureScaleMode.Eligible;
|
|
}
|
|
|
|
ulong address;
|
|
|
|
if (range != null)
|
|
{
|
|
address = range.Value.GetSubRange(0).Address;
|
|
}
|
|
else
|
|
{
|
|
address = _context.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 a range of memory was supplied, just check if the ranges match.
|
|
if (range != null && !overlap.Range.Equals(range.Value))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// 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 (overlap.Info.GpuAddress != info.GpuAddress && !_context.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)
|
|
{
|
|
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(texture);
|
|
}
|
|
|
|
ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint);
|
|
|
|
texture.SynchronizeMemory();
|
|
|
|
return texture;
|
|
}
|
|
|
|
// Calculate texture sizes, used to find all overlapping textures.
|
|
SizeInfo sizeInfo = info.CalculateSizeInfo(layerSize);
|
|
|
|
ulong size = (ulong)sizeInfo.TotalSize;
|
|
|
|
if (range == null)
|
|
{
|
|
range = _context.MemoryManager.GetPhysicalRegions(info.GpuAddress, size);
|
|
}
|
|
|
|
// Find view compatible matches.
|
|
int overlapsCount;
|
|
|
|
lock (_textures)
|
|
{
|
|
overlapsCount = _textures.FindOverlaps(range.Value, ref _textureOverlaps);
|
|
}
|
|
|
|
for (int index = 0; index < overlapsCount; index++)
|
|
{
|
|
Texture overlap = _textureOverlaps[index];
|
|
TextureViewCompatibility overlapCompatibility = overlap.IsViewCompatible(info, range.Value, out int firstLayer, out int firstLevel);
|
|
|
|
if (overlapCompatibility == TextureViewCompatibility.Full)
|
|
{
|
|
TextureInfo oInfo = AdjustSizes(overlap, info, firstLevel);
|
|
|
|
if (!isSamplerTexture)
|
|
{
|
|
info = oInfo;
|
|
}
|
|
|
|
texture = overlap.CreateView(oInfo, sizeInfo, range.Value, firstLayer, firstLevel);
|
|
|
|
if (overlap.IsModified)
|
|
{
|
|
texture.SignalModified();
|
|
}
|
|
|
|
ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint);
|
|
|
|
break;
|
|
}
|
|
else if (overlapCompatibility == TextureViewCompatibility.CopyOnly)
|
|
{
|
|
// TODO: Copy rules for targets created after the container texture. See below.
|
|
overlap.DisableMemoryTracking();
|
|
}
|
|
}
|
|
|
|
// No match, create a new texture.
|
|
if (texture == null)
|
|
{
|
|
texture = new Texture(_context, 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;
|
|
bool setData = isSamplerTexture || overlapsCount == 0 || flags.HasFlag(TextureSearchFlags.ForCopy);
|
|
|
|
for (int index = 0; index < overlapsCount; index++)
|
|
{
|
|
Texture overlap = _textureOverlaps[index];
|
|
bool overlapInCache = overlap.CacheNode != null;
|
|
|
|
TextureViewCompatibility compatibility = texture.IsViewCompatible(overlap.Info, overlap.Range, out int firstLayer, out int firstLevel);
|
|
|
|
if (compatibility != TextureViewCompatibility.Incompatible)
|
|
{
|
|
if (_overlapInfo.Length != _textureOverlaps.Length)
|
|
{
|
|
Array.Resize(ref _overlapInfo, _textureOverlaps.Length);
|
|
}
|
|
|
|
_overlapInfo[viewCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel);
|
|
_textureOverlaps[viewCompatible++] = overlap;
|
|
}
|
|
else if (overlapInCache || !setData)
|
|
{
|
|
if (info.GobBlocksInZ > 1 && info.GobBlocksInZ == overlap.Info.GobBlocksInZ)
|
|
{
|
|
// Allow overlapping slices of 3D textures. Could be improved in future by making sure the textures don't overlap.
|
|
continue;
|
|
}
|
|
|
|
// The overlap texture is going to contain garbage data after we draw, or is generally incompatible.
|
|
// If the texture cannot be entirely contained in the new address space, and one of its view children is compatible with us,
|
|
// it must be flushed before removal, so that the data is not lost.
|
|
|
|
// 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 modified = overlap.ConsumeModified();
|
|
|
|
bool flush = overlapInCache && !modified && !texture.Range.Contains(overlap.Range) && overlap.HasViewCompatibleChild(texture);
|
|
|
|
setData |= modified || flush;
|
|
|
|
if (overlapInCache)
|
|
{
|
|
_cache.Remove(overlap, flush);
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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);
|
|
|
|
for (int index = 0; index < viewCompatible; index++)
|
|
{
|
|
Texture overlap = _textureOverlaps[index];
|
|
OverlapInfo oInfo = _overlapInfo[index];
|
|
|
|
if (oInfo.Compatibility != TextureViewCompatibility.Full)
|
|
{
|
|
continue; // Copy only compatibilty.
|
|
}
|
|
|
|
TextureInfo overlapInfo = AdjustSizes(texture, overlap.Info, oInfo.FirstLevel);
|
|
|
|
TextureCreateInfo createInfo = GetCreateInfo(overlapInfo, _context.Capabilities, overlap.ScaleFactor);
|
|
|
|
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);
|
|
}
|
|
|
|
ITexture newView = texture.HostTexture.CreateView(createInfo, oInfo.FirstLayer, oInfo.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 (overlap.IsModified)
|
|
{
|
|
texture.SignalModified();
|
|
}
|
|
|
|
overlap.ReplaceView(texture, overlapInfo, newView, oInfo.FirstLayer, oInfo.FirstLevel);
|
|
}
|
|
|
|
// 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 && viewCompatible > 0)
|
|
{
|
|
// TODO: This copy can currently only happen when the 3D texture is created.
|
|
// If a game clears and redraws the slices, we won't be able to copy the new data to the 3D texture.
|
|
// Disable tracking to try keep at least the original data in there for as long as possible.
|
|
texture.DisableMemoryTracking();
|
|
|
|
for (int index = 0; index < viewCompatible; index++)
|
|
{
|
|
Texture overlap = _textureOverlaps[index];
|
|
OverlapInfo oInfo = _overlapInfo[index];
|
|
|
|
if (oInfo.Compatibility != TextureViewCompatibility.Incompatible)
|
|
{
|
|
overlap.BlacklistScale();
|
|
|
|
overlap.HostTexture.CopyTo(texture.HostTexture, oInfo.FirstLayer, oInfo.FirstLevel);
|
|
|
|
if (overlap.IsModified)
|
|
{
|
|
texture.SignalModified();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
|
|
ShrinkOverlapsBufferIfNeeded();
|
|
|
|
return texture;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
/// <param name="info">The desired texture info</param>
|
|
/// <param name="texture">The texture to resize</param>
|
|
/// <param name="isSamplerTexture">True if the texture will be used for a sampler, false otherwise</param>
|
|
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to find an existing texture matching the given buffer copy destination. If none is found, returns null.
|
|
/// </summary>
|
|
/// <param name="tex">The texture information</param>
|
|
/// <param name="cbp">The copy buffer parameters</param>
|
|
/// <param name="swizzle">The copy buffer swizzle</param>
|
|
/// <param name="linear">True if the texture has a linear layout, false otherwise</param>
|
|
/// <returns>A matching texture, or null if there is no match</returns>
|
|
public Texture FindTexture(CopyBufferTexture tex, CopyBufferParams cbp, CopyBufferSwizzle swizzle, bool linear)
|
|
{
|
|
ulong address = _context.MemoryManager.Translate(cbp.DstAddress.Pack());
|
|
|
|
if (address == MemoryManager.PteUnmapped)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
int bpp = swizzle.UnpackDstComponentsCount() * swizzle.UnpackComponentSize();
|
|
|
|
int addressMatches = _textures.FindOverlaps(address, ref _textureOverlaps);
|
|
|
|
for (int i = 0; i < addressMatches; i++)
|
|
{
|
|
Texture texture = _textureOverlaps[i];
|
|
FormatInfo format = texture.Info.FormatInfo;
|
|
|
|
if (texture.Info.DepthOrLayers > 1)
|
|
{
|
|
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 == cbp.DstStride && tex.RegionY + cbp.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 = cbp.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)
|
|
{
|
|
return texture;
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
|
|
/// </summary>
|
|
private void ShrinkOverlapsBufferIfNeeded()
|
|
{
|
|
if (_textureOverlaps.Length > OverlapsBufferMaxCapacity)
|
|
{
|
|
Array.Resize(ref _textureOverlaps, OverlapsBufferMaxCapacity);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adjusts the size of the texture information for a given mipmap level,
|
|
/// based on the size of a parent texture.
|
|
/// </summary>
|
|
/// <param name="parent">The parent texture</param>
|
|
/// <param name="info">The texture information to be adjusted</param>
|
|
/// <param name="firstLevel">The first level of the texture view</param>
|
|
/// <returns>The adjusted texture information with the new size</returns>
|
|
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.GpuAddress,
|
|
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);
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Gets a texture creation information from texture information.
|
|
/// This can be used to create new host textures.
|
|
/// </summary>
|
|
/// <param name="info">Texture information</param>
|
|
/// <param name="caps">GPU capabilities</param>
|
|
/// <param name="scale">Texture scale factor, to be applied to the texture size</param>
|
|
/// <returns>The texture creation information</returns>
|
|
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);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes a texture from the cache.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This only removes the texture from the internal list, not from the auto-deletion cache.
|
|
/// It may still have live references after the removal.
|
|
/// </remarks>
|
|
/// <param name="texture">The texture to be removed</param>
|
|
public void RemoveTextureFromCache(Texture texture)
|
|
{
|
|
lock (_textures)
|
|
{
|
|
_textures.Remove(texture);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Disposes all textures in the cache.
|
|
/// It's an error to use the texture manager after disposal.
|
|
/// </summary>
|
|
public void Dispose()
|
|
{
|
|
lock (_textures)
|
|
{
|
|
foreach (Texture texture in _textures)
|
|
{
|
|
texture.Dispose();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |