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- using Ryujinx.Common.Logging;
- using Ryujinx.Graphics.GAL;
- using Ryujinx.Graphics.Gpu.Engine.Types;
- using Ryujinx.Graphics.Gpu.Memory;
- using Ryujinx.Graphics.Gpu.Shader;
- using Ryujinx.Graphics.Shader;
- using System;
- using System.Runtime.CompilerServices;
- using System.Runtime.InteropServices;
- namespace Ryujinx.Graphics.Gpu.Image
- {
- /// <summary>
- /// Texture bindings manager.
- /// </summary>
- class TextureBindingsManager
- {
- private const int InitialTextureStateSize = 32;
- private const int InitialImageStateSize = 8;
- private readonly GpuContext _context;
- private readonly bool _isCompute;
- private ulong _texturePoolGpuVa;
- private int _texturePoolMaximumId;
- private TexturePool _texturePool;
- private ulong _samplerPoolGpuVa;
- private int _samplerPoolMaximumId;
- private SamplerIndex _samplerIndex;
- private SamplerPool _samplerPool;
- private readonly GpuChannel _channel;
- private readonly TexturePoolCache _texturePoolCache;
- private readonly SamplerPoolCache _samplerPoolCache;
- private TexturePool _cachedTexturePool;
- private SamplerPool _cachedSamplerPool;
- private readonly TextureBindingInfo[][] _textureBindings;
- private readonly TextureBindingInfo[][] _imageBindings;
- private struct TextureState
- {
- public ITexture Texture;
- public ISampler Sampler;
- public int TextureHandle;
- public int SamplerHandle;
- public Format ImageFormat;
- public int InvalidatedSequence;
- public Texture CachedTexture;
- public Sampler CachedSampler;
- }
- private TextureState[] _textureState;
- private TextureState[] _imageState;
- private int[] _textureBindingsCount;
- private int[] _imageBindingsCount;
- private int _texturePoolSequence;
- private int _samplerPoolSequence;
- private int _textureBufferIndex;
- private readonly float[] _scales;
- private bool _scaleChanged;
- private int _lastFragmentTotal;
- /// <summary>
- /// Constructs a new instance of the texture bindings manager.
- /// </summary>
- /// <param name="context">The GPU context that the texture bindings manager belongs to</param>
- /// <param name="channel">The GPU channel that the texture bindings manager belongs to</param>
- /// <param name="texturePoolCache">Texture pools cache used to get texture pools from</param>
- /// <param name="samplerPoolCache">Sampler pools cache used to get sampler pools from</param>
- /// <param name="scales">Array where the scales for the currently bound textures are stored</param>
- /// <param name="isCompute">True if the bindings manager is used for the compute engine</param>
- public TextureBindingsManager(
- GpuContext context,
- GpuChannel channel,
- TexturePoolCache texturePoolCache,
- SamplerPoolCache samplerPoolCache,
- float[] scales,
- bool isCompute)
- {
- _context = context;
- _channel = channel;
- _texturePoolCache = texturePoolCache;
- _samplerPoolCache = samplerPoolCache;
- _scales = scales;
- _isCompute = isCompute;
- int stages = isCompute ? 1 : Constants.ShaderStages;
- _textureBindings = new TextureBindingInfo[stages][];
- _imageBindings = new TextureBindingInfo[stages][];
- _textureState = new TextureState[InitialTextureStateSize];
- _imageState = new TextureState[InitialImageStateSize];
- _textureBindingsCount = new int[stages];
- _imageBindingsCount = new int[stages];
- for (int stage = 0; stage < stages; stage++)
- {
- _textureBindings[stage] = new TextureBindingInfo[InitialTextureStateSize];
- _imageBindings[stage] = new TextureBindingInfo[InitialImageStateSize];
- }
- }
- /// <summary>
- /// Rents the texture bindings array for a given stage, so that they can be modified.
- /// </summary>
- /// <param name="stage">Shader stage number, or 0 for compute shaders</param>
- /// <param name="count">The number of bindings needed</param>
- /// <returns>The texture bindings array</returns>
- public TextureBindingInfo[] RentTextureBindings(int stage, int count)
- {
- if (count > _textureBindings[stage].Length)
- {
- Array.Resize(ref _textureBindings[stage], count);
- }
- _textureBindingsCount[stage] = count;
- return _textureBindings[stage];
- }
- /// <summary>
- /// Rents the image bindings array for a given stage, so that they can be modified.
- /// </summary>
- /// <param name="stage">Shader stage number, or 0 for compute shaders</param>
- /// <param name="count">The number of bindings needed</param>
- /// <returns>The image bindings array</returns>
- public TextureBindingInfo[] RentImageBindings(int stage, int count)
- {
- if (count > _imageBindings[stage].Length)
- {
- Array.Resize(ref _imageBindings[stage], count);
- }
- _imageBindingsCount[stage] = count;
- return _imageBindings[stage];
- }
- /// <summary>
- /// Sets the max binding indexes for textures and images.
- /// </summary>
- /// <param name="maxTextureBinding">The maximum texture binding</param>
- /// <param name="maxImageBinding">The maximum image binding</param>
- public void SetMaxBindings(int maxTextureBinding, int maxImageBinding)
- {
- if (maxTextureBinding >= _textureState.Length)
- {
- Array.Resize(ref _textureState, maxTextureBinding + 1);
- }
- if (maxImageBinding >= _imageState.Length)
- {
- Array.Resize(ref _imageState, maxImageBinding + 1);
- }
- }
- /// <summary>
- /// Sets the textures constant buffer index.
- /// The constant buffer specified holds the texture handles.
- /// </summary>
- /// <param name="index">Constant buffer index</param>
- public void SetTextureBufferIndex(int index)
- {
- _textureBufferIndex = index;
- }
- /// <summary>
- /// Sets the current texture sampler pool to be used.
- /// </summary>
- /// <param name="gpuVa">Start GPU virtual address of the pool</param>
- /// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
- /// <param name="samplerIndex">Type of the sampler pool indexing used for bound samplers</param>
- public void SetSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
- {
- _samplerPoolGpuVa = gpuVa;
- _samplerPoolMaximumId = maximumId;
- _samplerIndex = samplerIndex;
- _samplerPool = null;
- }
- /// <summary>
- /// Sets the current texture pool to be used.
- /// </summary>
- /// <param name="gpuVa">Start GPU virtual address of the pool</param>
- /// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
- public void SetTexturePool(ulong gpuVa, int maximumId)
- {
- _texturePoolGpuVa = gpuVa;
- _texturePoolMaximumId = maximumId;
- _texturePool = null;
- }
- /// <summary>
- /// Gets a texture and a sampler from their respective pools from a texture ID and a sampler ID.
- /// </summary>
- /// <param name="textureId">ID of the texture</param>
- /// <param name="samplerId">ID of the sampler</param>
- public (Texture, Sampler) GetTextureAndSampler(int textureId, int samplerId)
- {
- (TexturePool texturePool, SamplerPool samplerPool) = GetPools();
- return (texturePool.Get(textureId), samplerPool.Get(samplerId));
- }
- /// <summary>
- /// Updates the texture scale for a given texture or image.
- /// </summary>
- /// <param name="texture">Start GPU virtual address of the pool</param>
- /// <param name="usageFlags">The related texture usage flags</param>
- /// <param name="index">The texture/image binding index</param>
- /// <param name="stage">The active shader stage</param>
- /// <returns>True if the given texture has become blacklisted, indicating that its host texture may have changed.</returns>
- private bool UpdateScale(Texture texture, TextureUsageFlags usageFlags, int index, ShaderStage stage)
- {
- float result = 1f;
- bool changed = false;
- if ((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 && texture != null)
- {
- if ((usageFlags & TextureUsageFlags.ResScaleUnsupported) != 0)
- {
- changed = texture.ScaleMode != TextureScaleMode.Blacklisted;
- texture.BlacklistScale();
- }
- else
- {
- switch (stage)
- {
- case ShaderStage.Fragment:
- float scale = texture.ScaleFactor;
- if (scale != 1)
- {
- Texture activeTarget = _channel.TextureManager.GetAnyRenderTarget();
- if (activeTarget != null && (activeTarget.Info.Width / (float)texture.Info.Width) == (activeTarget.Info.Height / (float)texture.Info.Height))
- {
- // 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)
- result = -scale;
- break;
- }
- }
- result = scale;
- break;
- case ShaderStage.Vertex:
- int fragmentIndex = (int)ShaderStage.Fragment - 1;
- index += _textureBindingsCount[fragmentIndex] + _imageBindingsCount[fragmentIndex];
- result = texture.ScaleFactor;
- break;
- case ShaderStage.Compute:
- result = texture.ScaleFactor;
- break;
- }
- }
- }
- if (result != _scales[index])
- {
- _scaleChanged = true;
- _scales[index] = result;
- }
- return changed;
- }
- /// <summary>
- /// Determines if the vertex stage requires a scale value.
- /// </summary>
- private bool VertexRequiresScale()
- {
- for (int i = 0; i < _textureBindingsCount[0]; i++)
- {
- if ((_textureBindings[0][i].Flags & TextureUsageFlags.NeedsScaleValue) != 0)
- {
- return true;
- }
- }
- for (int i = 0; i < _imageBindingsCount[0]; i++)
- {
- if ((_imageBindings[0][i].Flags & TextureUsageFlags.NeedsScaleValue) != 0)
- {
- return true;
- }
- }
- return false;
- }
- /// <summary>
- /// Uploads texture and image scales to the backend when they are used.
- /// </summary>
- private void CommitRenderScale()
- {
- // Stage 0 total: Compute or Vertex.
- int total = _textureBindingsCount[0] + _imageBindingsCount[0];
- int fragmentIndex = (int)ShaderStage.Fragment - 1;
- int fragmentTotal = _isCompute ? 0 : (_textureBindingsCount[fragmentIndex] + _imageBindingsCount[fragmentIndex]);
- if (total != 0 && fragmentTotal != _lastFragmentTotal && VertexRequiresScale())
- {
- // Must update scales in the support buffer if:
- // - Vertex stage has bindings that require scale.
- // - Fragment stage binding count has been updated since last render scale update.
- _scaleChanged = true;
- }
- if (_scaleChanged)
- {
- if (!_isCompute)
- {
- total += fragmentTotal; // Add the fragment bindings to the total.
- }
- _lastFragmentTotal = fragmentTotal;
- _context.Renderer.Pipeline.UpdateRenderScale(_scales, total, fragmentTotal);
- _scaleChanged = false;
- }
- }
- /// <summary>
- /// Ensures that the bindings are visible to the host GPU.
- /// Note: this actually performs the binding using the host graphics API.
- /// </summary>
- /// <param name="specState">Specialization state for the bound shader</param>
- /// <returns>True if all bound textures match the current shader specialiation state, false otherwise</returns>
- public bool CommitBindings(ShaderSpecializationState specState)
- {
- (TexturePool texturePool, SamplerPool samplerPool) = GetPools();
- // Check if the texture pool has been modified since bindings were last committed.
- // If it wasn't, then it's possible to avoid looking up textures again when the handle remains the same.
- bool poolModified = _cachedTexturePool != texturePool || _cachedSamplerPool != samplerPool;
- _cachedTexturePool = texturePool;
- _cachedSamplerPool = samplerPool;
- if (texturePool != null)
- {
- int texturePoolSequence = texturePool.CheckModified();
- if (_texturePoolSequence != texturePoolSequence)
- {
- poolModified = true;
- _texturePoolSequence = texturePoolSequence;
- }
- }
- if (samplerPool != null)
- {
- int samplerPoolSequence = samplerPool.CheckModified();
- if (_samplerPoolSequence != samplerPoolSequence)
- {
- poolModified = true;
- _samplerPoolSequence = samplerPoolSequence;
- }
- }
- bool specStateMatches = true;
- if (_isCompute)
- {
- specStateMatches &= CommitTextureBindings(texturePool, samplerPool, ShaderStage.Compute, 0, poolModified, specState);
- specStateMatches &= CommitImageBindings(texturePool, ShaderStage.Compute, 0, poolModified, specState);
- }
- else
- {
- for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
- {
- int stageIndex = (int)stage - 1;
- specStateMatches &= CommitTextureBindings(texturePool, samplerPool, stage, stageIndex, poolModified, specState);
- specStateMatches &= CommitImageBindings(texturePool, stage, stageIndex, poolModified, specState);
- }
- }
- CommitRenderScale();
- return specStateMatches;
- }
- /// <summary>
- /// Fetch the constant buffers used for a texture to cache.
- /// </summary>
- /// <param name="stageIndex">Stage index of the constant buffer</param>
- /// <param name="cachedTextureBufferIndex">The currently cached texture buffer index</param>
- /// <param name="cachedSamplerBufferIndex">The currently cached sampler buffer index</param>
- /// <param name="cachedTextureBuffer">The currently cached texture buffer data</param>
- /// <param name="cachedSamplerBuffer">The currently cached sampler buffer data</param>
- /// <param name="textureBufferIndex">The new texture buffer index</param>
- /// <param name="samplerBufferIndex">The new sampler buffer index</param>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- private void UpdateCachedBuffer(
- int stageIndex,
- ref int cachedTextureBufferIndex,
- ref int cachedSamplerBufferIndex,
- ref ReadOnlySpan<int> cachedTextureBuffer,
- ref ReadOnlySpan<int> cachedSamplerBuffer,
- int textureBufferIndex,
- int samplerBufferIndex)
- {
- if (textureBufferIndex != cachedTextureBufferIndex)
- {
- ref BufferBounds bounds = ref _channel.BufferManager.GetUniformBufferBounds(_isCompute, stageIndex, textureBufferIndex);
- cachedTextureBuffer = MemoryMarshal.Cast<byte, int>(_channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
- cachedTextureBufferIndex = textureBufferIndex;
- if (samplerBufferIndex == textureBufferIndex)
- {
- cachedSamplerBuffer = cachedTextureBuffer;
- cachedSamplerBufferIndex = samplerBufferIndex;
- }
- }
- if (samplerBufferIndex != cachedSamplerBufferIndex)
- {
- ref BufferBounds bounds = ref _channel.BufferManager.GetUniformBufferBounds(_isCompute, stageIndex, samplerBufferIndex);
- cachedSamplerBuffer = MemoryMarshal.Cast<byte, int>(_channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
- cachedSamplerBufferIndex = samplerBufferIndex;
- }
- }
- /// <summary>
- /// Counts the total number of texture bindings used by all shader stages.
- /// </summary>
- /// <returns>The total amount of textures used</returns>
- private int GetTextureBindingsCount()
- {
- int count = 0;
- for (int i = 0; i < _textureBindings.Length; i++)
- {
- if (_textureBindings[i] != null)
- {
- count += _textureBindings[i].Length;
- }
- }
- return count;
- }
- /// <summary>
- /// Ensures that the texture bindings are visible to the host GPU.
- /// Note: this actually performs the binding using the host graphics API.
- /// </summary>
- /// <param name="texturePool">The current texture pool</param>
- /// <param name="samplerPool">The current sampler 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 textures match the current shader specialiation state, false otherwise</returns>
- private bool CommitTextureBindings(
- TexturePool texturePool,
- SamplerPool samplerPool,
- ShaderStage stage,
- int stageIndex,
- bool poolModified,
- ShaderSpecializationState specState)
- {
- int textureCount = _textureBindingsCount[stageIndex];
- if (textureCount == 0)
- {
- return true;
- }
- if (texturePool == null)
- {
- Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses textures, but texture pool was not set.");
- return true;
- }
- bool specStateMatches = true;
- int cachedTextureBufferIndex = -1;
- int cachedSamplerBufferIndex = -1;
- ReadOnlySpan<int> cachedTextureBuffer = Span<int>.Empty;
- ReadOnlySpan<int> cachedSamplerBuffer = Span<int>.Empty;
- for (int index = 0; index < textureCount; index++)
- {
- TextureBindingInfo bindingInfo = _textureBindings[stageIndex][index];
- TextureUsageFlags usageFlags = bindingInfo.Flags;
- (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);
- int samplerId;
- if (_samplerIndex == SamplerIndex.ViaHeaderIndex)
- {
- samplerId = textureId;
- }
- else
- {
- samplerId = TextureHandle.UnpackSamplerId(packedId);
- }
- ref TextureState state = ref _textureState[bindingInfo.Binding];
- if (!poolModified &&
- state.TextureHandle == textureId &&
- state.SamplerHandle == samplerId &&
- state.CachedTexture != null &&
- state.CachedTexture.InvalidatedSequence == state.InvalidatedSequence &&
- state.CachedSampler?.IsDisposed != true)
- {
- // The texture is already bound.
- state.CachedTexture.SynchronizeMemory();
- if ((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 &&
- UpdateScale(state.CachedTexture, usageFlags, index, stage))
- {
- ITexture hostTextureRebind = state.CachedTexture.GetTargetTexture(bindingInfo.Target);
- state.Texture = hostTextureRebind;
- _context.Renderer.Pipeline.SetTextureAndSampler(stage, bindingInfo.Binding, hostTextureRebind, state.Sampler);
- }
- continue;
- }
- state.TextureHandle = textureId;
- state.SamplerHandle = samplerId;
- ref readonly TextureDescriptor descriptor = ref texturePool.GetForBinding(textureId, out Texture texture);
- specStateMatches &= specState.MatchesTexture(stage, index, descriptor);
- Sampler sampler = samplerPool?.Get(samplerId);
- ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
- ISampler hostSampler = sampler?.GetHostSampler(texture);
- 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.
- _channel.BufferManager.SetBufferTextureStorage(stage, hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, bindingInfo.Format, false);
- // Cache is not used for buffer texture, it must always rebind.
- state.CachedTexture = null;
- }
- else
- {
- bool textureOrSamplerChanged = state.Texture != hostTexture || state.Sampler != hostSampler;
- if ((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 &&
- UpdateScale(texture, usageFlags, index, stage))
- {
- hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
- textureOrSamplerChanged = true;
- }
- if (textureOrSamplerChanged)
- {
- state.Texture = hostTexture;
- state.Sampler = hostSampler;
- _context.Renderer.Pipeline.SetTextureAndSampler(stage, bindingInfo.Binding, hostTexture, hostSampler);
- }
- state.CachedTexture = texture;
- state.CachedSampler = sampler;
- 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];
- TextureUsageFlags usageFlags = bindingInfo.Flags;
- int scaleIndex = baseScaleIndex + 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 TextureState 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)
- {
- Texture cachedTexture = state.CachedTexture;
- // The texture is already bound.
- cachedTexture.SynchronizeMemory();
- if (isStore)
- {
- cachedTexture?.SignalModified();
- }
- Format format = bindingInfo.Format == 0 ? cachedTexture.Format : bindingInfo.Format;
- if (state.ImageFormat != format ||
- ((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 &&
- UpdateScale(state.CachedTexture, usageFlags, scaleIndex, stage)))
- {
- ITexture hostTextureRebind = state.CachedTexture.GetTargetTexture(bindingInfo.Target);
- state.Texture = hostTextureRebind;
- state.ImageFormat = format;
- _context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTextureRebind, format);
- }
- 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(stage, hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, format, true);
- // Cache is not used for buffer texture, it must always rebind.
- state.CachedTexture = null;
- }
- else
- {
- if (isStore)
- {
- texture?.SignalModified();
- }
- if ((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 &&
- UpdateScale(texture, usageFlags, scaleIndex, stage))
- {
- hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
- }
- if (state.Texture != hostTexture)
- {
- state.Texture = hostTexture;
- Format format = bindingInfo.Format;
- if (format == 0 && texture != null)
- {
- format = texture.Format;
- }
- state.ImageFormat = 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);
- TextureDescriptor descriptor;
- if (texturePool.IsValidId(textureId))
- {
- descriptor = texturePool.GetDescriptor(textureId);
- }
- else
- {
- // If the ID is not valid, we just return a default descriptor with the most common state.
- // Since this is used for shader specialization, doing so might avoid the need for recompilations.
- descriptor = new TextureDescriptor();
- descriptor.Word4 |= (uint)TextureTarget.Texture2D << 23;
- descriptor.Word5 |= 1u << 31; // Coords normalized.
- }
- return descriptor;
- }
- /// <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 = textureBufferAddress != 0
- ? _channel.MemoryManager.Physical.Read<int>(textureBufferAddress + (uint)textureWordOffset * 4)
- : 0;
- // 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)
- {
- int samplerHandle;
- if (handleType != TextureHandleType.SeparateConstantSamplerHandle)
- {
- ulong samplerBufferAddress = _isCompute
- ? _channel.BufferManager.GetComputeUniformBufferAddress(samplerBufferIndex)
- : _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, samplerBufferIndex);
- samplerHandle = samplerBufferAddress != 0
- ? _channel.MemoryManager.Physical.Read<int>(samplerBufferAddress + (uint)samplerWordOffset * 4)
- : 0;
- }
- else
- {
- samplerHandle = samplerWordOffset;
- }
- if (handleType == TextureHandleType.SeparateSamplerId ||
- handleType == TextureHandleType.SeparateConstantSamplerHandle)
- {
- samplerHandle <<= 20;
- }
- handle |= samplerHandle;
- }
- return handle;
- }
- /// <summary>
- /// Gets the texture and sampler pool for the GPU virtual address that are currently set.
- /// </summary>
- /// <returns>The texture and sampler pools</returns>
- private (TexturePool, SamplerPool) GetPools()
- {
- MemoryManager memoryManager = _channel.MemoryManager;
- TexturePool texturePool = _texturePool;
- SamplerPool samplerPool = _samplerPool;
- if (texturePool == null)
- {
- ulong poolAddress = memoryManager.Translate(_texturePoolGpuVa);
- if (poolAddress != MemoryManager.PteUnmapped)
- {
- texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, _texturePoolMaximumId);
- _texturePool = texturePool;
- }
- }
- if (samplerPool == null)
- {
- ulong poolAddress = memoryManager.Translate(_samplerPoolGpuVa);
- if (poolAddress != MemoryManager.PteUnmapped)
- {
- samplerPool = _samplerPoolCache.FindOrCreate(_channel, poolAddress, _samplerPoolMaximumId);
- _samplerPool = samplerPool;
- }
- }
- return (texturePool, samplerPool);
- }
- /// <summary>
- /// Forces the texture and sampler pools to be re-loaded from the cache on next use.
- /// </summary>
- /// <remarks>
- /// This should be called if the memory mappings change, to ensure the correct pools are being used.
- /// </remarks>
- public void ReloadPools()
- {
- _samplerPool = null;
- _texturePool = null;
- }
- /// <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);
- }
- }
- }
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