TextureManager.cs 15 KB

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  1. using Ryujinx.Graphics.GAL;
  2. using Ryujinx.Graphics.Gpu.State;
  3. using System;
  4. namespace Ryujinx.Graphics.Gpu.Image
  5. {
  6. /// <summary>
  7. /// Texture manager.
  8. /// </summary>
  9. class TextureManager : IDisposable
  10. {
  11. private readonly GpuContext _context;
  12. private readonly TextureBindingsManager _cpBindingsManager;
  13. private readonly TextureBindingsManager _gpBindingsManager;
  14. private readonly Texture[] _rtColors;
  15. private readonly ITexture[] _rtHostColors;
  16. private Texture _rtDepthStencil;
  17. private ITexture _rtHostDs;
  18. /// <summary>
  19. /// The scaling factor applied to all currently bound render targets.
  20. /// </summary>
  21. public float RenderTargetScale { get; private set; } = 1f;
  22. /// <summary>
  23. /// Creates a new instance of the texture manager.
  24. /// </summary>
  25. /// <param name="context">GPU context that the texture manager belongs to</param>
  26. /// <param name="channel">GPU channel that the texture manager belongs to</param>
  27. public TextureManager(GpuContext context, GpuChannel channel)
  28. {
  29. _context = context;
  30. TexturePoolCache texturePoolCache = new TexturePoolCache(context);
  31. _cpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, isCompute: true);
  32. _gpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, isCompute: false);
  33. _rtColors = new Texture[Constants.TotalRenderTargets];
  34. _rtHostColors = new ITexture[Constants.TotalRenderTargets];
  35. }
  36. /// <summary>
  37. /// Sets texture bindings on the compute pipeline.
  38. /// </summary>
  39. /// <param name="bindings">The texture bindings</param>
  40. public void SetComputeTextures(TextureBindingInfo[] bindings)
  41. {
  42. _cpBindingsManager.SetTextures(0, bindings);
  43. }
  44. /// <summary>
  45. /// Sets texture bindings on the graphics pipeline.
  46. /// </summary>
  47. /// <param name="stage">The index of the shader stage to bind the textures</param>
  48. /// <param name="bindings">The texture bindings</param>
  49. public void SetGraphicsTextures(int stage, TextureBindingInfo[] bindings)
  50. {
  51. _gpBindingsManager.SetTextures(stage, bindings);
  52. }
  53. /// <summary>
  54. /// Sets image bindings on the compute pipeline.
  55. /// </summary>
  56. /// <param name="bindings">The image bindings</param>
  57. public void SetComputeImages(TextureBindingInfo[] bindings)
  58. {
  59. _cpBindingsManager.SetImages(0, bindings);
  60. }
  61. /// <summary>
  62. /// Sets image bindings on the graphics pipeline.
  63. /// </summary>
  64. /// <param name="stage">The index of the shader stage to bind the images</param>
  65. /// <param name="bindings">The image bindings</param>
  66. public void SetGraphicsImages(int stage, TextureBindingInfo[] bindings)
  67. {
  68. _gpBindingsManager.SetImages(stage, bindings);
  69. }
  70. /// <summary>
  71. /// Sets the texture constant buffer index on the compute pipeline.
  72. /// </summary>
  73. /// <param name="index">The texture constant buffer index</param>
  74. public void SetComputeTextureBufferIndex(int index)
  75. {
  76. _cpBindingsManager.SetTextureBufferIndex(index);
  77. }
  78. /// <summary>
  79. /// Sets the texture constant buffer index on the graphics pipeline.
  80. /// </summary>
  81. /// <param name="index">The texture constant buffer index</param>
  82. public void SetGraphicsTextureBufferIndex(int index)
  83. {
  84. _gpBindingsManager.SetTextureBufferIndex(index);
  85. }
  86. /// <summary>
  87. /// Sets the current sampler pool on the compute pipeline.
  88. /// </summary>
  89. /// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
  90. /// <param name="maximumId">The maximum ID of the sampler pool</param>
  91. /// <param name="samplerIndex">The indexing type of the sampler pool</param>
  92. public void SetComputeSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
  93. {
  94. _cpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
  95. }
  96. /// <summary>
  97. /// Sets the current sampler pool on the graphics pipeline.
  98. /// </summary>
  99. /// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
  100. /// <param name="maximumId">The maximum ID of the sampler pool</param>
  101. /// <param name="samplerIndex">The indexing type of the sampler pool</param>
  102. public void SetGraphicsSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
  103. {
  104. _gpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
  105. }
  106. /// <summary>
  107. /// Sets the current texture pool on the compute pipeline.
  108. /// </summary>
  109. /// <param name="gpuVa">The start GPU virtual address of the texture pool</param>
  110. /// <param name="maximumId">The maximum ID of the texture pool</param>
  111. public void SetComputeTexturePool(ulong gpuVa, int maximumId)
  112. {
  113. _cpBindingsManager.SetTexturePool(gpuVa, maximumId);
  114. }
  115. /// <summary>
  116. /// Sets the current texture pool on the graphics pipeline.
  117. /// </summary>
  118. /// <param name="gpuVa">The start GPU virtual address of the texture pool</param>
  119. /// <param name="maximumId">The maximum ID of the texture pool</param>
  120. public void SetGraphicsTexturePool(ulong gpuVa, int maximumId)
  121. {
  122. _gpBindingsManager.SetTexturePool(gpuVa, maximumId);
  123. }
  124. /// <summary>
  125. /// Sets the render target color buffer.
  126. /// </summary>
  127. /// <param name="index">The index of the color buffer to set (up to 8)</param>
  128. /// <param name="color">The color buffer texture</param>
  129. /// <returns>True if render target scale must be updated.</returns>
  130. public bool SetRenderTargetColor(int index, Texture color)
  131. {
  132. bool hasValue = color != null;
  133. bool changesScale = (hasValue != (_rtColors[index] != null)) || (hasValue && RenderTargetScale != color.ScaleFactor);
  134. if (_rtColors[index] != color)
  135. {
  136. _rtColors[index]?.SignalModifying(false);
  137. color?.SignalModifying(true);
  138. _rtColors[index] = color;
  139. }
  140. return changesScale || (hasValue && color.ScaleMode != TextureScaleMode.Blacklisted && color.ScaleFactor != GraphicsConfig.ResScale);
  141. }
  142. /// <summary>
  143. /// Sets the render target depth-stencil buffer.
  144. /// </summary>
  145. /// <param name="depthStencil">The depth-stencil buffer texture</param>
  146. /// <returns>True if render target scale must be updated.</returns>
  147. public bool SetRenderTargetDepthStencil(Texture depthStencil)
  148. {
  149. bool hasValue = depthStencil != null;
  150. bool changesScale = (hasValue != (_rtDepthStencil != null)) || (hasValue && RenderTargetScale != depthStencil.ScaleFactor);
  151. if (_rtDepthStencil != depthStencil)
  152. {
  153. _rtDepthStencil?.SignalModifying(false);
  154. depthStencil?.SignalModifying(true);
  155. _rtDepthStencil = depthStencil;
  156. }
  157. return changesScale || (hasValue && depthStencil.ScaleMode != TextureScaleMode.Blacklisted && depthStencil.ScaleFactor != GraphicsConfig.ResScale);
  158. }
  159. /// <summary>
  160. /// Gets the first available bound colour target, or the depth stencil target if not present.
  161. /// </summary>
  162. /// <returns>The first bound colour target, otherwise the depth stencil target</returns>
  163. public Texture GetAnyRenderTarget()
  164. {
  165. return _rtColors[0] ?? _rtDepthStencil;
  166. }
  167. /// <summary>
  168. /// Updates the Render Target scale, given the currently bound render targets.
  169. /// This will update scale to match the configured scale, scale textures that are eligible but not scaled,
  170. /// and propagate blacklisted status from one texture to the ones bound with it.
  171. /// </summary>
  172. /// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
  173. public void UpdateRenderTargetScale(int singleUse)
  174. {
  175. // Make sure all scales for render targets are at the highest they should be. Blacklisted targets should propagate their scale to the other targets.
  176. bool mismatch = false;
  177. bool blacklisted = false;
  178. bool hasUpscaled = false;
  179. float targetScale = GraphicsConfig.ResScale;
  180. void ConsiderTarget(Texture target)
  181. {
  182. if (target == null) return;
  183. float scale = target.ScaleFactor;
  184. switch (target.ScaleMode)
  185. {
  186. case TextureScaleMode.Blacklisted:
  187. mismatch |= scale != 1f;
  188. blacklisted = true;
  189. break;
  190. case TextureScaleMode.Eligible:
  191. mismatch = true; // We must make a decision.
  192. break;
  193. case TextureScaleMode.Scaled:
  194. hasUpscaled = true;
  195. mismatch |= scale != targetScale; // If the target scale has changed, reset the scale for all targets.
  196. break;
  197. }
  198. }
  199. if (singleUse != -1)
  200. {
  201. // If only one target is in use (by a clear, for example) the others do not need to be checked for mismatching scale.
  202. ConsiderTarget(_rtColors[singleUse]);
  203. }
  204. else
  205. {
  206. foreach (Texture color in _rtColors)
  207. {
  208. ConsiderTarget(color);
  209. }
  210. }
  211. ConsiderTarget(_rtDepthStencil);
  212. mismatch |= blacklisted && hasUpscaled;
  213. if (blacklisted)
  214. {
  215. targetScale = 1f;
  216. }
  217. if (mismatch)
  218. {
  219. if (blacklisted)
  220. {
  221. // Propagate the blacklisted state to the other textures.
  222. foreach (Texture color in _rtColors)
  223. {
  224. color?.BlacklistScale();
  225. }
  226. _rtDepthStencil?.BlacklistScale();
  227. }
  228. else
  229. {
  230. // Set the scale of the other textures.
  231. foreach (Texture color in _rtColors)
  232. {
  233. color?.SetScale(targetScale);
  234. }
  235. _rtDepthStencil?.SetScale(targetScale);
  236. }
  237. }
  238. RenderTargetScale = targetScale;
  239. }
  240. /// <summary>
  241. /// Commits bindings on the compute pipeline.
  242. /// </summary>
  243. public void CommitComputeBindings()
  244. {
  245. // Every time we switch between graphics and compute work,
  246. // we must rebind everything.
  247. // Since compute work happens less often, we always do that
  248. // before and after the compute dispatch.
  249. _cpBindingsManager.Rebind();
  250. _cpBindingsManager.CommitBindings();
  251. _gpBindingsManager.Rebind();
  252. }
  253. /// <summary>
  254. /// Commits bindings on the graphics pipeline.
  255. /// </summary>
  256. public void CommitGraphicsBindings()
  257. {
  258. _gpBindingsManager.CommitBindings();
  259. UpdateRenderTargets();
  260. }
  261. /// <summary>
  262. /// Gets a texture descriptor used on the compute pipeline.
  263. /// </summary>
  264. /// <param name="state">Current GPU state</param>
  265. /// <param name="handle">Shader "fake" handle of the texture</param>
  266. /// <param name="cbufSlot">Shader constant buffer slot of the texture</param>
  267. /// <returns>The texture descriptor</returns>
  268. public TextureDescriptor GetComputeTextureDescriptor(GpuState state, int handle, int cbufSlot)
  269. {
  270. return _cpBindingsManager.GetTextureDescriptor(state, 0, handle, cbufSlot);
  271. }
  272. /// <summary>
  273. /// Gets a texture descriptor used on the graphics pipeline.
  274. /// </summary>
  275. /// <param name="state">Current GPU state</param>
  276. /// <param name="stageIndex">Index of the shader stage where the texture is bound</param>
  277. /// <param name="handle">Shader "fake" handle of the texture</param>
  278. /// <param name="cbufSlot">Shader constant buffer slot of the texture</param>
  279. /// <returns>The texture descriptor</returns>
  280. public TextureDescriptor GetGraphicsTextureDescriptor(GpuState state, int stageIndex, int handle, int cbufSlot)
  281. {
  282. return _gpBindingsManager.GetTextureDescriptor(state, stageIndex, handle, cbufSlot);
  283. }
  284. /// <summary>
  285. /// Update host framebuffer attachments based on currently bound render target buffers.
  286. /// </summary>
  287. public void UpdateRenderTargets()
  288. {
  289. bool anyChanged = false;
  290. if (_rtHostDs != _rtDepthStencil?.HostTexture)
  291. {
  292. _rtHostDs = _rtDepthStencil?.HostTexture;
  293. anyChanged = true;
  294. }
  295. for (int index = 0; index < _rtColors.Length; index++)
  296. {
  297. ITexture hostTexture = _rtColors[index]?.HostTexture;
  298. if (_rtHostColors[index] != hostTexture)
  299. {
  300. _rtHostColors[index] = hostTexture;
  301. anyChanged = true;
  302. }
  303. }
  304. if (anyChanged)
  305. {
  306. _context.Renderer.Pipeline.SetRenderTargets(_rtHostColors, _rtHostDs);
  307. }
  308. }
  309. /// <summary>
  310. /// Forces all textures, samplers, images and render targets to be rebound the next time
  311. /// CommitGraphicsBindings is called.
  312. /// </summary>
  313. public void Rebind()
  314. {
  315. _gpBindingsManager.Rebind();
  316. for (int index = 0; index < _rtHostColors.Length; index++)
  317. {
  318. _rtHostColors[index] = null;
  319. }
  320. _rtHostDs = null;
  321. }
  322. /// <summary>
  323. /// Disposes the texture manager.
  324. /// It's an error to use the texture manager after disposal.
  325. /// </summary>
  326. public void Dispose()
  327. {
  328. _cpBindingsManager.Dispose();
  329. _gpBindingsManager.Dispose();
  330. for (int i = 0; i < _rtColors.Length; i++)
  331. {
  332. _rtColors[i]?.DecrementReferenceCount();
  333. _rtColors[i] = null;
  334. }
  335. _rtDepthStencil?.DecrementReferenceCount();
  336. _rtDepthStencil = null;
  337. }
  338. }
  339. }