mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-08-19 07:08:43 +02:00
* Changes 1 * Changes 2 * Better ModifiedSequence handling This should handle PreciseEvents properly, and simplifies a few things. * Minor changes, remove debug log * Handle stage.Info being null Hopefully fixes Catherine crash * Fix shader specialization fast texture lookup * Fix some things. * Address Feedback Part 1 * Make method static.
769 lines
32 KiB
C#
769 lines
32 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Texture bindings manager.
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/// </summary>
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class TextureBindingsManager : IDisposable
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{
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private const int InitialTextureStateSize = 32;
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private const int InitialImageStateSize = 8;
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private readonly GpuContext _context;
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private readonly bool _isCompute;
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private SamplerPool _samplerPool;
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private SamplerIndex _samplerIndex;
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private ulong _texturePoolAddress;
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private int _texturePoolMaximumId;
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private readonly GpuChannel _channel;
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private readonly TexturePoolCache _texturePoolCache;
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private readonly TextureBindingInfo[][] _textureBindings;
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private readonly TextureBindingInfo[][] _imageBindings;
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private struct TextureStatePerStage
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{
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public ITexture Texture;
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public ISampler Sampler;
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public int TextureHandle;
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public int SamplerHandle;
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public int InvalidatedSequence;
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public Texture CachedTexture;
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public Sampler CachedSampler;
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}
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private TextureStatePerStage[] _textureState;
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private TextureStatePerStage[] _imageState;
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private int[] _textureBindingsCount;
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private int[] _imageBindingsCount;
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private int _texturePoolSequence;
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private int _samplerPoolSequence;
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private int _textureBufferIndex;
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private readonly float[] _scales;
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private bool _scaleChanged;
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private int _lastFragmentTotal;
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/// <summary>
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/// Constructs a new instance of the texture bindings manager.
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/// </summary>
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/// <param name="context">The GPU context that the texture bindings manager belongs to</param>
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/// <param name="channel">The GPU channel that the texture bindings manager belongs to</param>
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/// <param name="poolCache">Texture pools cache used to get texture pools from</param>
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/// <param name="scales">Array where the scales for the currently bound textures are stored</param>
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/// <param name="isCompute">True if the bindings manager is used for the compute engine</param>
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public TextureBindingsManager(GpuContext context, GpuChannel channel, TexturePoolCache poolCache, float[] scales, bool isCompute)
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{
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_context = context;
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_channel = channel;
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_texturePoolCache = poolCache;
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_scales = scales;
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_isCompute = isCompute;
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int stages = isCompute ? 1 : Constants.ShaderStages;
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_textureBindings = new TextureBindingInfo[stages][];
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_imageBindings = new TextureBindingInfo[stages][];
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_textureState = new TextureStatePerStage[InitialTextureStateSize];
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_imageState = new TextureStatePerStage[InitialImageStateSize];
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_textureBindingsCount = new int[stages];
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_imageBindingsCount = new int[stages];
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for (int stage = 0; stage < stages; stage++)
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{
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_textureBindings[stage] = new TextureBindingInfo[InitialTextureStateSize];
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_imageBindings[stage] = new TextureBindingInfo[InitialImageStateSize];
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}
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}
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/// <summary>
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/// Rents the texture bindings array for a given stage, so that they can be modified.
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/// </summary>
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/// <param name="stage">Shader stage number, or 0 for compute shaders</param>
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/// <param name="count">The number of bindings needed</param>
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/// <returns>The texture bindings array</returns>
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public TextureBindingInfo[] RentTextureBindings(int stage, int count)
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{
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if (count > _textureBindings[stage].Length)
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{
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Array.Resize(ref _textureBindings[stage], count);
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}
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_textureBindingsCount[stage] = count;
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return _textureBindings[stage];
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}
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/// <summary>
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/// Rents the image bindings array for a given stage, so that they can be modified.
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/// </summary>
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/// <param name="stage">Shader stage number, or 0 for compute shaders</param>
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/// <param name="count">The number of bindings needed</param>
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/// <returns>The image bindings array</returns>
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public TextureBindingInfo[] RentImageBindings(int stage, int count)
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{
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if (count > _imageBindings[stage].Length)
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{
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Array.Resize(ref _imageBindings[stage], count);
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}
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_imageBindingsCount[stage] = count;
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return _imageBindings[stage];
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}
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/// <summary>
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/// Sets the max binding indexes for textures and images.
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/// </summary>
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/// <param name="maxTextureBinding">The maximum texture binding</param>
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/// <param name="maxImageBinding">The maximum image binding</param>
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public void SetMaxBindings(int maxTextureBinding, int maxImageBinding)
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{
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if (maxTextureBinding >= _textureState.Length)
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{
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Array.Resize(ref _textureState, maxTextureBinding + 1);
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}
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if (maxImageBinding >= _imageState.Length)
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{
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Array.Resize(ref _imageState, maxImageBinding + 1);
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}
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}
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/// <summary>
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/// Sets the textures constant buffer index.
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/// The constant buffer specified holds the texture handles.
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/// </summary>
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/// <param name="index">Constant buffer index</param>
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public void SetTextureBufferIndex(int index)
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{
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_textureBufferIndex = index;
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}
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/// <summary>
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/// Sets the current texture sampler pool to be used.
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/// </summary>
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/// <param name="gpuVa">Start GPU virtual address of the pool</param>
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/// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
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/// <param name="samplerIndex">Type of the sampler pool indexing used for bound samplers</param>
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public void SetSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
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{
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if (gpuVa != 0)
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{
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ulong address = _channel.MemoryManager.Translate(gpuVa);
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if (_samplerPool != null && _samplerPool.Address == address && _samplerPool.MaximumId >= maximumId)
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{
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return;
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}
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_samplerPool?.Dispose();
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_samplerPool = new SamplerPool(_context, _channel.MemoryManager.Physical, address, maximumId);
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}
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else
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{
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_samplerPool?.Dispose();
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_samplerPool = null;
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}
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_samplerIndex = samplerIndex;
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}
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/// <summary>
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/// Sets the current texture pool to be used.
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/// </summary>
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/// <param name="gpuVa">Start GPU virtual address of the pool</param>
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/// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
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public void SetTexturePool(ulong gpuVa, int maximumId)
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{
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if (gpuVa != 0)
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{
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ulong address = _channel.MemoryManager.Translate(gpuVa);
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_texturePoolAddress = address;
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_texturePoolMaximumId = maximumId;
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}
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else
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{
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_texturePoolAddress = 0;
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_texturePoolMaximumId = 0;
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}
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}
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/// <summary>
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/// Gets a texture and a sampler from their respective pools from a texture ID and a sampler ID.
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/// </summary>
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/// <param name="textureId">ID of the texture</param>
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/// <param name="samplerId">ID of the sampler</param>
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public (Texture, Sampler) GetTextureAndSampler(int textureId, int samplerId)
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{
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ulong texturePoolAddress = _texturePoolAddress;
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TexturePool texturePool = texturePoolAddress != 0
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? _texturePoolCache.FindOrCreate(_channel, texturePoolAddress, _texturePoolMaximumId)
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: null;
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return (texturePool.Get(textureId), _samplerPool.Get(samplerId));
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}
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/// <summary>
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/// Updates the texture scale for a given texture or image.
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/// </summary>
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/// <param name="texture">Start GPU virtual address of the pool</param>
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/// <param name="binding">The related texture binding</param>
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/// <param name="index">The texture/image binding index</param>
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/// <param name="stage">The active shader stage</param>
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/// <returns>True if the given texture has become blacklisted, indicating that its host texture may have changed.</returns>
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private bool UpdateScale(Texture texture, TextureBindingInfo binding, int index, ShaderStage stage)
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{
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float result = 1f;
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bool changed = false;
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if ((binding.Flags & TextureUsageFlags.NeedsScaleValue) != 0 && texture != null)
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{
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if ((binding.Flags & TextureUsageFlags.ResScaleUnsupported) != 0)
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{
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changed = texture.ScaleMode != TextureScaleMode.Blacklisted;
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texture.BlacklistScale();
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}
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else
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{
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switch (stage)
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{
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case ShaderStage.Fragment:
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float scale = texture.ScaleFactor;
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if (scale != 1)
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{
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Texture activeTarget = _channel.TextureManager.GetAnyRenderTarget();
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if (activeTarget != null && (activeTarget.Info.Width / (float)texture.Info.Width) == (activeTarget.Info.Height / (float)texture.Info.Height))
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{
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// If the texture's size is a multiple of the sampler size, enable interpolation using gl_FragCoord. (helps "invent" new integer values between scaled pixels)
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result = -scale;
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break;
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}
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}
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result = scale;
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break;
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case ShaderStage.Vertex:
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int fragmentIndex = (int)ShaderStage.Fragment - 1;
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index += _textureBindingsCount[fragmentIndex] + _imageBindingsCount[fragmentIndex];
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result = texture.ScaleFactor;
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break;
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case ShaderStage.Compute:
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result = texture.ScaleFactor;
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break;
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}
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}
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}
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if (result != _scales[index])
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{
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_scaleChanged = true;
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_scales[index] = result;
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}
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return changed;
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}
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/// <summary>
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/// Uploads texture and image scales to the backend when they are used.
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/// </summary>
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private void CommitRenderScale()
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{
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// Stage 0 total: Compute or Vertex.
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int total = _textureBindingsCount[0] + _imageBindingsCount[0];
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int fragmentIndex = (int)ShaderStage.Fragment - 1;
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int fragmentTotal = _isCompute ? 0 : (_textureBindingsCount[fragmentIndex] + _imageBindingsCount[fragmentIndex]);
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if (total != 0 && fragmentTotal != _lastFragmentTotal)
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{
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// Must update scales in the support buffer if:
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// - Vertex stage has bindings.
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// - Fragment stage binding count has been updated since last render scale update.
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_scaleChanged = true;
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}
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if (_scaleChanged)
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{
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if (!_isCompute)
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{
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total += fragmentTotal; // Add the fragment bindings to the total.
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}
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_lastFragmentTotal = fragmentTotal;
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_context.Renderer.Pipeline.UpdateRenderScale(_scales, total, fragmentTotal);
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_scaleChanged = false;
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}
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}
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/// <summary>
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/// Ensures that the bindings are visible to the host GPU.
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/// Note: this actually performs the binding using the host graphics API.
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/// </summary>
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/// <param name="specState">Specialization state for the bound shader</param>
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/// <returns>True if all bound textures match the current shader specialiation state, false otherwise</returns>
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public bool CommitBindings(ShaderSpecializationState specState)
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{
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ulong texturePoolAddress = _texturePoolAddress;
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TexturePool texturePool = texturePoolAddress != 0
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? _texturePoolCache.FindOrCreate(_channel, texturePoolAddress, _texturePoolMaximumId)
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: null;
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// Check if the texture pool has been modified since bindings were last committed.
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// If it wasn't, then it's possible to avoid looking up textures again when the handle remains the same.
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bool poolModified = false;
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if (texturePool != null)
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{
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int texturePoolSequence = texturePool.CheckModified();
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if (_texturePoolSequence != texturePoolSequence)
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{
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poolModified = true;
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_texturePoolSequence = texturePoolSequence;
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}
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}
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if (_samplerPool != null)
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{
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int samplerPoolSequence = _samplerPool.CheckModified();
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if (_samplerPoolSequence != samplerPoolSequence)
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{
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poolModified = true;
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_samplerPoolSequence = samplerPoolSequence;
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}
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}
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bool specStateMatches = true;
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if (_isCompute)
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{
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specStateMatches &= CommitTextureBindings(texturePool, ShaderStage.Compute, 0, poolModified, specState);
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specStateMatches &= CommitImageBindings(texturePool, ShaderStage.Compute, 0, poolModified, specState);
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}
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else
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{
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for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
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{
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int stageIndex = (int)stage - 1;
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specStateMatches &= CommitTextureBindings(texturePool, stage, stageIndex, poolModified, specState);
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specStateMatches &= CommitImageBindings(texturePool, stage, stageIndex, poolModified, specState);
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}
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}
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CommitRenderScale();
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return specStateMatches;
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}
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/// <summary>
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/// Fetch the constant buffers used for a texture to cache.
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/// </summary>
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/// <param name="stageIndex">Stage index of the constant buffer</param>
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/// <param name="cachedTextureBufferIndex">The currently cached texture buffer index</param>
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/// <param name="cachedSamplerBufferIndex">The currently cached sampler buffer index</param>
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/// <param name="cachedTextureBuffer">The currently cached texture buffer data</param>
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/// <param name="cachedSamplerBuffer">The currently cached sampler buffer data</param>
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/// <param name="textureBufferIndex">The new texture buffer index</param>
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/// <param name="samplerBufferIndex">The new sampler buffer index</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void UpdateCachedBuffer(
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int stageIndex,
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ref int cachedTextureBufferIndex,
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ref int cachedSamplerBufferIndex,
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ref ReadOnlySpan<int> cachedTextureBuffer,
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ref ReadOnlySpan<int> cachedSamplerBuffer,
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int textureBufferIndex,
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int samplerBufferIndex)
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{
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if (textureBufferIndex != cachedTextureBufferIndex)
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{
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ref BufferBounds bounds = ref _channel.BufferManager.GetUniformBufferBounds(_isCompute, stageIndex, textureBufferIndex);
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cachedTextureBuffer = MemoryMarshal.Cast<byte, int>(_channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
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cachedTextureBufferIndex = textureBufferIndex;
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if (samplerBufferIndex == textureBufferIndex)
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{
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cachedSamplerBuffer = cachedTextureBuffer;
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cachedSamplerBufferIndex = samplerBufferIndex;
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}
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}
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if (samplerBufferIndex != cachedSamplerBufferIndex)
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{
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ref BufferBounds bounds = ref _channel.BufferManager.GetUniformBufferBounds(_isCompute, stageIndex, samplerBufferIndex);
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cachedSamplerBuffer = MemoryMarshal.Cast<byte, int>(_channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
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cachedSamplerBufferIndex = samplerBufferIndex;
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}
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}
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/// <summary>
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/// Ensures that the texture bindings are visible to the host GPU.
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/// Note: this actually performs the binding using the host graphics API.
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/// </summary>
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/// <param name="pool">The current texture pool</param>
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/// <param name="stage">The shader stage using the textures to be bound</param>
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/// <param name="stageIndex">The stage number of the specified shader stage</param
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/// <param name="poolModified">True if either the texture or sampler pool was modified, false otherwise</param>
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/// <param name="specState">Specialization state for the bound shader</param>
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/// <returns>True if all bound textures match the current shader specialiation state, false otherwise</returns>
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private bool CommitTextureBindings(TexturePool pool, ShaderStage stage, int stageIndex, bool poolModified, ShaderSpecializationState specState)
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{
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int textureCount = _textureBindingsCount[stageIndex];
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if (textureCount == 0)
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{
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return true;
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}
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var samplerPool = _samplerPool;
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if (pool == null)
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{
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Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses textures, but texture pool was not set.");
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return true;
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}
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bool specStateMatches = true;
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int cachedTextureBufferIndex = -1;
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int cachedSamplerBufferIndex = -1;
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ReadOnlySpan<int> cachedTextureBuffer = Span<int>.Empty;
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ReadOnlySpan<int> cachedSamplerBuffer = Span<int>.Empty;
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for (int index = 0; index < textureCount; index++)
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{
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TextureBindingInfo bindingInfo = _textureBindings[stageIndex][index];
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(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
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UpdateCachedBuffer(stageIndex, ref cachedTextureBufferIndex, ref cachedSamplerBufferIndex, ref cachedTextureBuffer, ref cachedSamplerBuffer, textureBufferIndex, samplerBufferIndex);
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int packedId = TextureHandle.ReadPackedId(bindingInfo.Handle, cachedTextureBuffer, cachedSamplerBuffer);
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int textureId = TextureHandle.UnpackTextureId(packedId);
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int samplerId;
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if (_samplerIndex == SamplerIndex.ViaHeaderIndex)
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{
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samplerId = textureId;
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}
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else
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{
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samplerId = TextureHandle.UnpackSamplerId(packedId);
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}
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ref TextureStatePerStage state = ref _textureState[bindingInfo.Binding];
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if (!poolModified &&
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state.TextureHandle == textureId &&
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state.SamplerHandle == samplerId &&
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state.CachedTexture != null &&
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state.CachedTexture.InvalidatedSequence == state.InvalidatedSequence &&
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state.CachedSampler?.IsDisposed != true)
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{
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// The texture is already bound.
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state.CachedTexture.SynchronizeMemory();
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continue;
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}
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state.TextureHandle = textureId;
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state.SamplerHandle = samplerId;
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ref readonly TextureDescriptor descriptor = ref pool.GetForBinding(textureId, out Texture texture);
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specStateMatches &= specState.MatchesTexture(stage, index, descriptor);
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ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
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if (hostTexture != null && texture.Target == Target.TextureBuffer)
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{
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// Ensure that the buffer texture is using the correct buffer as storage.
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// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
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// to ensure we're not using a old buffer that was already deleted.
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_channel.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, bindingInfo.Format, false);
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}
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else
|
|
{
|
|
if (state.Texture != hostTexture)
|
|
{
|
|
if (UpdateScale(texture, bindingInfo, index, stage))
|
|
{
|
|
hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
|
|
}
|
|
|
|
state.Texture = hostTexture;
|
|
|
|
_context.Renderer.Pipeline.SetTexture(bindingInfo.Binding, hostTexture);
|
|
}
|
|
|
|
Sampler sampler = samplerPool?.Get(samplerId);
|
|
state.CachedSampler = sampler;
|
|
|
|
ISampler hostSampler = sampler?.GetHostSampler(texture);
|
|
|
|
if (state.Sampler != hostSampler)
|
|
{
|
|
state.Sampler = hostSampler;
|
|
|
|
_context.Renderer.Pipeline.SetSampler(bindingInfo.Binding, hostSampler);
|
|
}
|
|
|
|
state.CachedTexture = texture;
|
|
state.InvalidatedSequence = texture?.InvalidatedSequence ?? 0;
|
|
}
|
|
}
|
|
|
|
return specStateMatches;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ensures that the image bindings are visible to the host GPU.
|
|
/// Note: this actually performs the binding using the host graphics API.
|
|
/// </summary>
|
|
/// <param name="pool">The current texture pool</param>
|
|
/// <param name="stage">The shader stage using the textures to be bound</param>
|
|
/// <param name="stageIndex">The stage number of the specified shader stage</param>
|
|
/// <param name="poolModified">True if either the texture or sampler pool was modified, false otherwise</param>
|
|
/// <param name="specState">Specialization state for the bound shader</param>
|
|
/// <returns>True if all bound images match the current shader specialiation state, false otherwise</returns>
|
|
private bool CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex, bool poolModified, ShaderSpecializationState specState)
|
|
{
|
|
int imageCount = _imageBindingsCount[stageIndex];
|
|
if (imageCount == 0)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (pool == null)
|
|
{
|
|
Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses images, but texture pool was not set.");
|
|
return true;
|
|
}
|
|
|
|
// Scales for images appear after the texture ones.
|
|
int baseScaleIndex = _textureBindingsCount[stageIndex];
|
|
|
|
int cachedTextureBufferIndex = -1;
|
|
int cachedSamplerBufferIndex = -1;
|
|
ReadOnlySpan<int> cachedTextureBuffer = Span<int>.Empty;
|
|
ReadOnlySpan<int> cachedSamplerBuffer = Span<int>.Empty;
|
|
|
|
bool specStateMatches = true;
|
|
|
|
for (int index = 0; index < imageCount; index++)
|
|
{
|
|
TextureBindingInfo bindingInfo = _imageBindings[stageIndex][index];
|
|
|
|
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
|
|
|
|
UpdateCachedBuffer(stageIndex, ref cachedTextureBufferIndex, ref cachedSamplerBufferIndex, ref cachedTextureBuffer, ref cachedSamplerBuffer, textureBufferIndex, samplerBufferIndex);
|
|
|
|
int packedId = TextureHandle.ReadPackedId(bindingInfo.Handle, cachedTextureBuffer, cachedSamplerBuffer);
|
|
int textureId = TextureHandle.UnpackTextureId(packedId);
|
|
|
|
ref TextureStatePerStage state = ref _imageState[bindingInfo.Binding];
|
|
|
|
bool isStore = bindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);
|
|
|
|
if (!poolModified &&
|
|
state.TextureHandle == textureId &&
|
|
state.CachedTexture != null &&
|
|
state.CachedTexture.InvalidatedSequence == state.InvalidatedSequence)
|
|
{
|
|
// The texture is already bound.
|
|
state.CachedTexture.SynchronizeMemory();
|
|
|
|
if (isStore)
|
|
{
|
|
state.CachedTexture?.SignalModified();
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
state.TextureHandle = textureId;
|
|
|
|
ref readonly TextureDescriptor descriptor = ref pool.GetForBinding(textureId, out Texture texture);
|
|
|
|
specStateMatches &= specState.MatchesImage(stage, index, descriptor);
|
|
|
|
ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
|
|
|
|
if (hostTexture != null && texture.Target == Target.TextureBuffer)
|
|
{
|
|
// Ensure that the buffer texture is using the correct buffer as storage.
|
|
// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
|
|
// to ensure we're not using a old buffer that was already deleted.
|
|
|
|
Format format = bindingInfo.Format;
|
|
|
|
if (format == 0 && texture != null)
|
|
{
|
|
format = texture.Format;
|
|
}
|
|
|
|
_channel.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, format, true);
|
|
}
|
|
else
|
|
{
|
|
if (isStore)
|
|
{
|
|
texture?.SignalModified();
|
|
}
|
|
|
|
if (state.Texture != hostTexture)
|
|
{
|
|
if (UpdateScale(texture, bindingInfo, baseScaleIndex + index, stage))
|
|
{
|
|
hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
|
|
}
|
|
|
|
state.Texture = hostTexture;
|
|
|
|
Format format = bindingInfo.Format;
|
|
|
|
if (format == 0 && texture != null)
|
|
{
|
|
format = texture.Format;
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTexture, format);
|
|
}
|
|
|
|
state.CachedTexture = texture;
|
|
state.InvalidatedSequence = texture?.InvalidatedSequence ?? 0;
|
|
}
|
|
}
|
|
|
|
return specStateMatches;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the texture descriptor for a given texture handle.
|
|
/// </summary>
|
|
/// <param name="poolGpuVa">GPU virtual address of the texture pool</param>
|
|
/// <param name="bufferIndex">Index of the constant buffer with texture handles</param>
|
|
/// <param name="maximumId">Maximum ID of the texture pool</param>
|
|
/// <param name="stageIndex">The stage number where the texture is bound</param>
|
|
/// <param name="handle">The texture handle</param>
|
|
/// <param name="cbufSlot">The texture handle's constant buffer slot</param>
|
|
/// <returns>The texture descriptor for the specified texture</returns>
|
|
public TextureDescriptor GetTextureDescriptor(
|
|
ulong poolGpuVa,
|
|
int bufferIndex,
|
|
int maximumId,
|
|
int stageIndex,
|
|
int handle,
|
|
int cbufSlot)
|
|
{
|
|
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(cbufSlot, bufferIndex);
|
|
|
|
int packedId = ReadPackedId(stageIndex, handle, textureBufferIndex, samplerBufferIndex);
|
|
int textureId = TextureHandle.UnpackTextureId(packedId);
|
|
|
|
ulong poolAddress = _channel.MemoryManager.Translate(poolGpuVa);
|
|
|
|
TexturePool texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, maximumId);
|
|
|
|
return texturePool.GetDescriptor(textureId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reads a packed texture and sampler ID (basically, the real texture handle)
|
|
/// from the texture constant buffer.
|
|
/// </summary>
|
|
/// <param name="stageIndex">The number of the shader stage where the texture is bound</param>
|
|
/// <param name="wordOffset">A word offset of the handle on the buffer (the "fake" shader handle)</param>
|
|
/// <param name="textureBufferIndex">Index of the constant buffer holding the texture handles</param>
|
|
/// <param name="samplerBufferIndex">Index of the constant buffer holding the sampler handles</param>
|
|
/// <returns>The packed texture and sampler ID (the real texture handle)</returns>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private int ReadPackedId(int stageIndex, int wordOffset, int textureBufferIndex, int samplerBufferIndex)
|
|
{
|
|
(int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = TextureHandle.UnpackOffsets(wordOffset);
|
|
|
|
ulong textureBufferAddress = _isCompute
|
|
? _channel.BufferManager.GetComputeUniformBufferAddress(textureBufferIndex)
|
|
: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
|
|
|
|
int handle = _channel.MemoryManager.Physical.Read<int>(textureBufferAddress + (uint)textureWordOffset * 4);
|
|
|
|
// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
|
|
// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
|
|
// bindless textures on the shader), we extend it with another value on the higher 16 bits with
|
|
// another offset for the sampler.
|
|
// The shader translator has code to detect separate texture and sampler uses with a bindless texture,
|
|
// turn that into a regular texture access and produce those special handles with values on the higher 16 bits.
|
|
if (handleType != TextureHandleType.CombinedSampler)
|
|
{
|
|
ulong samplerBufferAddress = _isCompute
|
|
? _channel.BufferManager.GetComputeUniformBufferAddress(samplerBufferIndex)
|
|
: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, samplerBufferIndex);
|
|
|
|
int samplerHandle = _channel.MemoryManager.Physical.Read<int>(samplerBufferAddress + (uint)samplerWordOffset * 4);
|
|
|
|
if (handleType == TextureHandleType.SeparateSamplerId)
|
|
{
|
|
samplerHandle <<= 20;
|
|
}
|
|
|
|
handle |= samplerHandle;
|
|
}
|
|
|
|
return handle;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Force all bound textures and images to be rebound the next time CommitBindings is called.
|
|
/// </summary>
|
|
public void Rebind()
|
|
{
|
|
Array.Clear(_textureState);
|
|
Array.Clear(_imageState);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Disposes all textures and samplers in the cache.
|
|
/// </summary>
|
|
public void Dispose()
|
|
{
|
|
_samplerPool?.Dispose();
|
|
}
|
|
}
|
|
} |