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- using Ryujinx.Common.Logging;
- using Ryujinx.Graphics.GAL;
- using Ryujinx.Graphics.Texture;
- using System;
- using System.Collections.Concurrent;
- using System.Collections.Generic;
- namespace Ryujinx.Graphics.Gpu.Image
- {
- /// <summary>
- /// Texture pool.
- /// </summary>
- class TexturePool : Pool<Texture, TextureDescriptor>, IPool<TexturePool>
- {
- private readonly GpuChannel _channel;
- private readonly ConcurrentQueue<Texture> _dereferenceQueue = new ConcurrentQueue<Texture>();
- private TextureDescriptor _defaultDescriptor;
- /// <summary>
- /// Linked list node used on the texture pool cache.
- /// </summary>
- public LinkedListNode<TexturePool> CacheNode { get; set; }
- /// <summary>
- /// Timestamp used by the texture pool cache, updated on every use of this texture pool.
- /// </summary>
- public ulong CacheTimestamp { get; set; }
- /// <summary>
- /// Creates a new instance of the texture pool.
- /// </summary>
- /// <param name="context">GPU context that the texture pool belongs to</param>
- /// <param name="channel">GPU channel that the texture pool belongs to</param>
- /// <param name="address">Address of the texture pool in guest memory</param>
- /// <param name="maximumId">Maximum texture ID of the texture pool (equal to maximum textures minus one)</param>
- public TexturePool(GpuContext context, GpuChannel channel, ulong address, int maximumId) : base(context, channel.MemoryManager.Physical, address, maximumId)
- {
- _channel = channel;
- }
- /// <summary>
- /// Gets the texture descripor and texture with the given ID with no bounds check or synchronization.
- /// </summary>
- /// <param name="id">ID of the texture. This is effectively a zero-based index</param>
- /// <param name="texture">The texture with the given ID</param>
- /// <returns>The texture descriptor with the given ID</returns>
- private ref readonly TextureDescriptor GetInternal(int id, out Texture texture)
- {
- texture = Items[id];
- ref readonly TextureDescriptor descriptor = ref GetDescriptorRef(id);
- if (texture == null)
- {
- TextureInfo info = GetInfo(descriptor, out int layerSize);
- ProcessDereferenceQueue();
- texture = PhysicalMemory.TextureCache.FindOrCreateTexture(_channel.MemoryManager, TextureSearchFlags.ForSampler, info, layerSize);
- // If this happens, then the texture address is invalid, we can't add it to the cache.
- if (texture == null)
- {
- return ref descriptor;
- }
- texture.IncrementReferenceCount(this, id);
- Items[id] = texture;
- DescriptorCache[id] = descriptor;
- }
- else
- {
- if (texture.ChangedSize)
- {
- // Texture changed size at one point - it may be a different size than the sampler expects.
- // This can be triggered when the size is changed by a size hint on copy or draw, but the texture has been sampled before.
- int baseLevel = descriptor.UnpackBaseLevel();
- int width = Math.Max(1, descriptor.UnpackWidth() >> baseLevel);
- int height = Math.Max(1, descriptor.UnpackHeight() >> baseLevel);
- if (texture.Info.Width != width || texture.Info.Height != height)
- {
- texture.ChangeSize(width, height, texture.Info.DepthOrLayers);
- }
- }
- // Memory is automatically synchronized on texture creation.
- texture.SynchronizeMemory();
- }
- return ref descriptor;
- }
- /// <summary>
- /// Gets the texture with the given ID.
- /// </summary>
- /// <param name="id">ID of the texture. This is effectively a zero-based index</param>
- /// <returns>The texture with the given ID</returns>
- public override Texture Get(int id)
- {
- if ((uint)id >= Items.Length)
- {
- return null;
- }
- if (SequenceNumber != Context.SequenceNumber)
- {
- SequenceNumber = Context.SequenceNumber;
- SynchronizeMemory();
- }
- GetInternal(id, out Texture texture);
- return texture;
- }
- /// <summary>
- /// Gets the texture descriptor and texture with the given ID.
- /// </summary>
- /// <remarks>
- /// This method assumes that the pool has been manually synchronized before doing binding.
- /// </remarks>
- /// <param name="id">ID of the texture. This is effectively a zero-based index</param>
- /// <param name="texture">The texture with the given ID</param>
- /// <returns>The texture descriptor with the given ID</returns>
- public ref readonly TextureDescriptor GetForBinding(int id, out Texture texture)
- {
- if ((uint)id >= Items.Length)
- {
- texture = null;
- return ref _defaultDescriptor;
- }
- // When getting for binding, assume the pool has already been synchronized.
- return ref GetInternal(id, out texture);
- }
- /// <summary>
- /// Checks if the pool was modified, and returns the last sequence number where a modification was detected.
- /// </summary>
- /// <returns>A number that increments each time a modification is detected</returns>
- public int CheckModified()
- {
- if (SequenceNumber != Context.SequenceNumber)
- {
- SequenceNumber = Context.SequenceNumber;
- SynchronizeMemory();
- }
- return ModifiedSequenceNumber;
- }
- /// <summary>
- /// Forcibly remove a texture from this pool's items.
- /// If deferred, the dereference will be queued to occur on the render thread.
- /// </summary>
- /// <param name="texture">The texture being removed</param>
- /// <param name="id">The ID of the texture in this pool</param>
- /// <param name="deferred">If true, queue the dereference to happen on the render thread, otherwise dereference immediately</param>
- public void ForceRemove(Texture texture, int id, bool deferred)
- {
- Items[id] = null;
- if (deferred)
- {
- _dereferenceQueue.Enqueue(texture);
- }
- else
- {
- texture.DecrementReferenceCount();
- }
- }
- /// <summary>
- /// Process the dereference queue, decrementing the reference count for each texture in it.
- /// This is used to ensure that texture disposal happens on the render thread.
- /// </summary>
- private void ProcessDereferenceQueue()
- {
- while (_dereferenceQueue.TryDequeue(out Texture toRemove))
- {
- toRemove.DecrementReferenceCount();
- }
- }
- /// <summary>
- /// Implementation of the texture pool range invalidation.
- /// </summary>
- /// <param name="address">Start address of the range of the texture pool</param>
- /// <param name="size">Size of the range being invalidated</param>
- protected override void InvalidateRangeImpl(ulong address, ulong size)
- {
- ProcessDereferenceQueue();
- ulong endAddress = address + size;
- for (; address < endAddress; address += DescriptorSize)
- {
- int id = (int)((address - Address) / DescriptorSize);
- Texture texture = Items[id];
- if (texture != null)
- {
- TextureDescriptor descriptor = PhysicalMemory.Read<TextureDescriptor>(address);
- // If the descriptors are the same, the texture is the same,
- // we don't need to remove as it was not modified. Just continue.
- if (descriptor.Equals(ref DescriptorCache[id]))
- {
- continue;
- }
- texture.DecrementReferenceCount(this, id);
- Items[id] = null;
- }
- }
- }
- /// <summary>
- /// Gets texture information from a texture descriptor.
- /// </summary>
- /// <param name="descriptor">The texture descriptor</param>
- /// <param name="layerSize">Layer size for textures using a sub-range of mipmap levels, otherwise 0</param>
- /// <returns>The texture information</returns>
- private TextureInfo GetInfo(in TextureDescriptor descriptor, out int layerSize)
- {
- int depthOrLayers = descriptor.UnpackDepth();
- int levels = descriptor.UnpackLevels();
- TextureMsaaMode msaaMode = descriptor.UnpackTextureMsaaMode();
- int samplesInX = msaaMode.SamplesInX();
- int samplesInY = msaaMode.SamplesInY();
- int stride = descriptor.UnpackStride();
- TextureDescriptorType descriptorType = descriptor.UnpackTextureDescriptorType();
- bool isLinear = descriptorType == TextureDescriptorType.Linear;
- Target target = descriptor.UnpackTextureTarget().Convert((samplesInX | samplesInY) != 1);
- int width = target == Target.TextureBuffer ? descriptor.UnpackBufferTextureWidth() : descriptor.UnpackWidth();
- int height = descriptor.UnpackHeight();
- if (target == Target.Texture2DMultisample || target == Target.Texture2DMultisampleArray)
- {
- // This is divided back before the backend texture is created.
- width *= samplesInX;
- height *= samplesInY;
- }
- // We use 2D targets for 1D textures as that makes texture cache
- // management easier. We don't know the target for render target
- // and copies, so those would normally use 2D targets, which are
- // not compatible with 1D targets. By doing that we also allow those
- // to match when looking for compatible textures on the cache.
- if (target == Target.Texture1D)
- {
- target = Target.Texture2D;
- height = 1;
- }
- else if (target == Target.Texture1DArray)
- {
- target = Target.Texture2DArray;
- height = 1;
- }
- uint format = descriptor.UnpackFormat();
- bool srgb = descriptor.UnpackSrgb();
- ulong gpuVa = descriptor.UnpackAddress();
- if (!FormatTable.TryGetTextureFormat(format, srgb, out FormatInfo formatInfo))
- {
- if (gpuVa != 0 && (int)format > 0)
- {
- Logger.Error?.Print(LogClass.Gpu, $"Invalid texture format 0x{format:X} (sRGB: {srgb}).");
- }
- formatInfo = FormatInfo.Default;
- }
- int gobBlocksInY = descriptor.UnpackGobBlocksInY();
- int gobBlocksInZ = descriptor.UnpackGobBlocksInZ();
- int gobBlocksInTileX = descriptor.UnpackGobBlocksInTileX();
- layerSize = 0;
- int minLod = descriptor.UnpackBaseLevel();
- int maxLod = descriptor.UnpackMaxLevelInclusive();
- // Linear textures don't support mipmaps, so we don't handle this case here.
- if ((minLod != 0 || maxLod + 1 != levels) && target != Target.TextureBuffer && !isLinear)
- {
- int depth = TextureInfo.GetDepth(target, depthOrLayers);
- int layers = TextureInfo.GetLayers(target, depthOrLayers);
- SizeInfo sizeInfo = SizeCalculator.GetBlockLinearTextureSize(
- width,
- height,
- depth,
- levels,
- layers,
- formatInfo.BlockWidth,
- formatInfo.BlockHeight,
- formatInfo.BytesPerPixel,
- gobBlocksInY,
- gobBlocksInZ,
- gobBlocksInTileX);
- layerSize = sizeInfo.LayerSize;
- if (minLod != 0 && minLod < levels)
- {
- // If the base level is not zero, we additionally add the mip level offset
- // to the address, this allows the texture manager to find the base level from the
- // address if there is a overlapping texture on the cache that can contain the new texture.
- gpuVa += (ulong)sizeInfo.GetMipOffset(minLod);
- width = Math.Max(1, width >> minLod);
- height = Math.Max(1, height >> minLod);
- if (target == Target.Texture3D)
- {
- depthOrLayers = Math.Max(1, depthOrLayers >> minLod);
- }
- (gobBlocksInY, gobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(height, depth, formatInfo.BlockHeight, gobBlocksInY, gobBlocksInZ);
- }
- levels = (maxLod - minLod) + 1;
- }
- SwizzleComponent swizzleR = descriptor.UnpackSwizzleR().Convert();
- SwizzleComponent swizzleG = descriptor.UnpackSwizzleG().Convert();
- SwizzleComponent swizzleB = descriptor.UnpackSwizzleB().Convert();
- SwizzleComponent swizzleA = descriptor.UnpackSwizzleA().Convert();
- DepthStencilMode depthStencilMode = GetDepthStencilMode(
- formatInfo.Format,
- swizzleR,
- swizzleG,
- swizzleB,
- swizzleA);
- if (formatInfo.Format.IsDepthOrStencil())
- {
- swizzleR = SwizzleComponent.Red;
- swizzleG = SwizzleComponent.Red;
- swizzleB = SwizzleComponent.Red;
- if (depthStencilMode == DepthStencilMode.Depth)
- {
- swizzleA = SwizzleComponent.One;
- }
- else
- {
- swizzleA = SwizzleComponent.Red;
- }
- }
- return new TextureInfo(
- gpuVa,
- width,
- height,
- depthOrLayers,
- levels,
- samplesInX,
- samplesInY,
- stride,
- isLinear,
- gobBlocksInY,
- gobBlocksInZ,
- gobBlocksInTileX,
- target,
- formatInfo,
- depthStencilMode,
- swizzleR,
- swizzleG,
- swizzleB,
- swizzleA);
- }
- /// <summary>
- /// Gets the texture depth-stencil mode, based on the swizzle components of each color channel.
- /// The depth-stencil mode is determined based on how the driver sets those parameters.
- /// </summary>
- /// <param name="format">The format of the texture</param>
- /// <param name="components">The texture swizzle components</param>
- /// <returns>The depth-stencil mode</returns>
- private static DepthStencilMode GetDepthStencilMode(Format format, params SwizzleComponent[] components)
- {
- // R = Depth, G = Stencil.
- // On 24-bits depth formats, this is inverted (Stencil is R etc).
- // NVN setup:
- // For depth, A is set to 1.0f, the other components are set to Depth.
- // For stencil, all components are set to Stencil.
- SwizzleComponent component = components[0];
- for (int index = 1; index < 4 && !IsRG(component); index++)
- {
- component = components[index];
- }
- if (!IsRG(component))
- {
- return DepthStencilMode.Depth;
- }
- if (format == Format.D24UnormS8Uint)
- {
- return component == SwizzleComponent.Red
- ? DepthStencilMode.Stencil
- : DepthStencilMode.Depth;
- }
- else
- {
- return component == SwizzleComponent.Red
- ? DepthStencilMode.Depth
- : DepthStencilMode.Stencil;
- }
- }
- /// <summary>
- /// Checks if the swizzle component is equal to the red or green channels.
- /// </summary>
- /// <param name="component">The swizzle component to check</param>
- /// <returns>True if the swizzle component is equal to the red or green, false otherwise</returns>
- private static bool IsRG(SwizzleComponent component)
- {
- return component == SwizzleComponent.Red ||
- component == SwizzleComponent.Green;
- }
- /// <summary>
- /// Decrements the reference count of the texture.
- /// This indicates that the texture pool is not using it anymore.
- /// </summary>
- /// <param name="item">The texture to be deleted</param>
- protected override void Delete(Texture item)
- {
- item?.DecrementReferenceCount(this);
- }
- public override void Dispose()
- {
- ProcessDereferenceQueue();
- base.Dispose();
- }
- }
- }
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