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- using Ryujinx.Graphics.GAL;
- using Ryujinx.Graphics.Gpu.Engine.Types;
- using System;
- namespace Ryujinx.Graphics.Gpu.Image
- {
- /// <summary>
- /// Texture manager.
- /// </summary>
- class TextureManager : IDisposable
- {
- private readonly GpuContext _context;
- private readonly TextureBindingsManager _cpBindingsManager;
- private readonly TextureBindingsManager _gpBindingsManager;
- private readonly Texture[] _rtColors;
- private readonly ITexture[] _rtHostColors;
- private Texture _rtDepthStencil;
- private ITexture _rtHostDs;
- /// <summary>
- /// The scaling factor applied to all currently bound render targets.
- /// </summary>
- public float RenderTargetScale { get; private set; } = 1f;
- /// <summary>
- /// Creates a new instance of the texture manager.
- /// </summary>
- /// <param name="context">GPU context that the texture manager belongs to</param>
- /// <param name="channel">GPU channel that the texture manager belongs to</param>
- public TextureManager(GpuContext context, GpuChannel channel)
- {
- _context = context;
- TexturePoolCache texturePoolCache = new TexturePoolCache(context);
- float[] scales = new float[64];
- new Span<float>(scales).Fill(1f);
- _cpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, scales, isCompute: true);
- _gpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, scales, isCompute: false);
- _rtColors = new Texture[Constants.TotalRenderTargets];
- _rtHostColors = new ITexture[Constants.TotalRenderTargets];
- }
- /// <summary>
- /// Rents the texture bindings array of the compute pipeline.
- /// </summary>
- /// <param name="count">The number of bindings needed</param>
- /// <returns>The texture bindings array</returns>
- public TextureBindingInfo[] RentComputeTextureBindings(int count)
- {
- return _cpBindingsManager.RentTextureBindings(0, count);
- }
- /// <summary>
- /// Rents the texture bindings array for a given stage on the graphics pipeline.
- /// </summary>
- /// <param name="stage">The index of the shader stage to bind the textures</param>
- /// <param name="count">The number of bindings needed</param>
- /// <returns>The texture bindings array</returns>
- public TextureBindingInfo[] RentGraphicsTextureBindings(int stage, int count)
- {
- return _gpBindingsManager.RentTextureBindings(stage, count);
- }
- /// <summary>
- /// Rents the image bindings array of the compute pipeline.
- /// </summary>
- /// <param name="count">The number of bindings needed</param>
- /// <returns>The image bindings array</returns>
- public TextureBindingInfo[] RentComputeImageBindings(int count)
- {
- return _cpBindingsManager.RentImageBindings(0, count);
- }
- /// <summary>
- /// Rents the image bindings array for a given stage on the graphics pipeline.
- /// </summary>
- /// <param name="stage">The index of the shader stage to bind the images</param>
- /// <param name="count">The number of bindings needed</param>
- /// <returns>The image bindings array</returns>
- public TextureBindingInfo[] RentGraphicsImageBindings(int stage, int count)
- {
- return _gpBindingsManager.RentImageBindings(stage, count);
- }
- /// <summary>
- /// Sets the texture constant buffer index on the compute pipeline.
- /// </summary>
- /// <param name="index">The texture constant buffer index</param>
- public void SetComputeTextureBufferIndex(int index)
- {
- _cpBindingsManager.SetTextureBufferIndex(index);
- }
- /// <summary>
- /// Sets the texture constant buffer index on the graphics pipeline.
- /// </summary>
- /// <param name="index">The texture constant buffer index</param>
- public void SetGraphicsTextureBufferIndex(int index)
- {
- _gpBindingsManager.SetTextureBufferIndex(index);
- }
- /// <summary>
- /// Sets the current sampler pool on the compute pipeline.
- /// </summary>
- /// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
- /// <param name="maximumId">The maximum ID of the sampler pool</param>
- /// <param name="samplerIndex">The indexing type of the sampler pool</param>
- public void SetComputeSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
- {
- _cpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
- }
- /// <summary>
- /// Sets the current sampler pool on the graphics pipeline.
- /// </summary>
- /// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
- /// <param name="maximumId">The maximum ID of the sampler pool</param>
- /// <param name="samplerIndex">The indexing type of the sampler pool</param>
- public void SetGraphicsSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
- {
- _gpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
- }
- /// <summary>
- /// Sets the current texture pool on the compute pipeline.
- /// </summary>
- /// <param name="gpuVa">The start GPU virtual address of the texture pool</param>
- /// <param name="maximumId">The maximum ID of the texture pool</param>
- public void SetComputeTexturePool(ulong gpuVa, int maximumId)
- {
- _cpBindingsManager.SetTexturePool(gpuVa, maximumId);
- }
- /// <summary>
- /// Sets the current texture pool on the graphics pipeline.
- /// </summary>
- /// <param name="gpuVa">The start GPU virtual address of the texture pool</param>
- /// <param name="maximumId">The maximum ID of the texture pool</param>
- public void SetGraphicsTexturePool(ulong gpuVa, int maximumId)
- {
- _gpBindingsManager.SetTexturePool(gpuVa, maximumId);
- }
- /// <summary>
- /// Check if a texture's scale must be updated to match the configured resolution scale.
- /// </summary>
- /// <param name="texture">The texture to check</param>
- /// <returns>True if the scale needs updating, false if the scale is up to date</returns>
- private bool ScaleNeedsUpdated(Texture texture)
- {
- return texture != null && !(texture.ScaleMode == TextureScaleMode.Blacklisted || texture.ScaleMode == TextureScaleMode.Undesired) && texture.ScaleFactor != GraphicsConfig.ResScale;
- }
- /// <summary>
- /// Sets the render target color buffer.
- /// </summary>
- /// <param name="index">The index of the color buffer to set (up to 8)</param>
- /// <param name="color">The color buffer texture</param>
- /// <returns>True if render target scale must be updated.</returns>
- public bool SetRenderTargetColor(int index, Texture color)
- {
- bool hasValue = color != null;
- bool changesScale = (hasValue != (_rtColors[index] != null)) || (hasValue && RenderTargetScale != color.ScaleFactor);
- if (_rtColors[index] != color)
- {
- _rtColors[index]?.SignalModifying(false);
- if (color != null)
- {
- color.SynchronizeMemory();
- color.SignalModifying(true);
- }
- _rtColors[index] = color;
- }
- return changesScale || ScaleNeedsUpdated(color);
- }
- /// <summary>
- /// Sets the render target depth-stencil buffer.
- /// </summary>
- /// <param name="depthStencil">The depth-stencil buffer texture</param>
- /// <returns>True if render target scale must be updated.</returns>
- public bool SetRenderTargetDepthStencil(Texture depthStencil)
- {
- bool hasValue = depthStencil != null;
- bool changesScale = (hasValue != (_rtDepthStencil != null)) || (hasValue && RenderTargetScale != depthStencil.ScaleFactor);
- if (_rtDepthStencil != depthStencil)
- {
- _rtDepthStencil?.SignalModifying(false);
- if (depthStencil != null)
- {
- depthStencil.SynchronizeMemory();
- depthStencil.SignalModifying(true);
- }
- _rtDepthStencil = depthStencil;
- }
- return changesScale || ScaleNeedsUpdated(depthStencil);
- }
- /// <summary>
- /// Gets the first available bound colour target, or the depth stencil target if not present.
- /// </summary>
- /// <returns>The first bound colour target, otherwise the depth stencil target</returns>
- public Texture GetAnyRenderTarget()
- {
- return _rtColors[0] ?? _rtDepthStencil;
- }
- /// <summary>
- /// Updates the Render Target scale, given the currently bound render targets.
- /// This will update scale to match the configured scale, scale textures that are eligible but not scaled,
- /// and propagate blacklisted status from one texture to the ones bound with it.
- /// </summary>
- /// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
- public void UpdateRenderTargetScale(int singleUse)
- {
- // Make sure all scales for render targets are at the highest they should be. Blacklisted targets should propagate their scale to the other targets.
- bool mismatch = false;
- bool blacklisted = false;
- bool hasUpscaled = false;
- bool hasUndesired = false;
- float targetScale = GraphicsConfig.ResScale;
- void ConsiderTarget(Texture target)
- {
- if (target == null) return;
- float scale = target.ScaleFactor;
- switch (target.ScaleMode)
- {
- case TextureScaleMode.Blacklisted:
- mismatch |= scale != 1f;
- blacklisted = true;
- break;
- case TextureScaleMode.Eligible:
- mismatch = true; // We must make a decision.
- break;
- case TextureScaleMode.Undesired:
- hasUndesired = true;
- mismatch |= scale != 1f || hasUpscaled; // If another target is upscaled, scale this one up too.
- break;
- case TextureScaleMode.Scaled:
- hasUpscaled = true;
- mismatch |= hasUndesired || scale != targetScale; // If the target scale has changed, reset the scale for all targets.
- break;
- }
- }
- if (singleUse != -1)
- {
- // If only one target is in use (by a clear, for example) the others do not need to be checked for mismatching scale.
- ConsiderTarget(_rtColors[singleUse]);
- }
- else
- {
- foreach (Texture color in _rtColors)
- {
- ConsiderTarget(color);
- }
- }
- ConsiderTarget(_rtDepthStencil);
- mismatch |= blacklisted && hasUpscaled;
- if (blacklisted || (hasUndesired && !hasUpscaled))
- {
- targetScale = 1f;
- }
- if (mismatch)
- {
- if (blacklisted)
- {
- // Propagate the blacklisted state to the other textures.
- foreach (Texture color in _rtColors)
- {
- color?.BlacklistScale();
- }
- _rtDepthStencil?.BlacklistScale();
- }
- else
- {
- // Set the scale of the other textures.
- foreach (Texture color in _rtColors)
- {
- color?.SetScale(targetScale);
- }
- _rtDepthStencil?.SetScale(targetScale);
- }
- }
- RenderTargetScale = targetScale;
- }
- /// <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) GetGraphicsTextureAndSampler(int textureId, int samplerId)
- {
- return _gpBindingsManager.GetTextureAndSampler(textureId, samplerId);
- }
- /// <summary>
- /// Commits bindings on the compute pipeline.
- /// </summary>
- public void CommitComputeBindings()
- {
- // Every time we switch between graphics and compute work,
- // we must rebind everything.
- // Since compute work happens less often, we always do that
- // before and after the compute dispatch.
- _cpBindingsManager.Rebind();
- _cpBindingsManager.CommitBindings();
- _gpBindingsManager.Rebind();
- }
- /// <summary>
- /// Commits bindings on the graphics pipeline.
- /// </summary>
- public void CommitGraphicsBindings()
- {
- _gpBindingsManager.CommitBindings();
- UpdateRenderTargets();
- }
- /// <summary>
- /// Gets a texture descriptor used on the compute pipeline.
- /// </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="handle">Shader "fake" handle of the texture</param>
- /// <param name="cbufSlot">Shader constant buffer slot of the texture</param>
- /// <returns>The texture descriptor</returns>
- public TextureDescriptor GetComputeTextureDescriptor(ulong poolGpuVa, int bufferIndex, int maximumId, int handle, int cbufSlot)
- {
- return _cpBindingsManager.GetTextureDescriptor(poolGpuVa, bufferIndex, maximumId, 0, handle, cbufSlot);
- }
- /// <summary>
- /// Gets a texture descriptor used on the graphics pipeline.
- /// </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">Index of the shader stage where the texture is bound</param>
- /// <param name="handle">Shader "fake" handle of the texture</param>
- /// <param name="cbufSlot">Shader constant buffer slot of the texture</param>
- /// <returns>The texture descriptor</returns>
- public TextureDescriptor GetGraphicsTextureDescriptor(
- ulong poolGpuVa,
- int bufferIndex,
- int maximumId,
- int stageIndex,
- int handle,
- int cbufSlot)
- {
- return _gpBindingsManager.GetTextureDescriptor(poolGpuVa, bufferIndex, maximumId, stageIndex, handle, cbufSlot);
- }
- /// <summary>
- /// Update host framebuffer attachments based on currently bound render target buffers.
- /// </summary>
- public void UpdateRenderTargets()
- {
- bool anyChanged = false;
- if (_rtHostDs != _rtDepthStencil?.HostTexture)
- {
- _rtHostDs = _rtDepthStencil?.HostTexture;
- anyChanged = true;
- }
- for (int index = 0; index < _rtColors.Length; index++)
- {
- ITexture hostTexture = _rtColors[index]?.HostTexture;
- if (_rtHostColors[index] != hostTexture)
- {
- _rtHostColors[index] = hostTexture;
- anyChanged = true;
- }
- }
- if (anyChanged)
- {
- _context.Renderer.Pipeline.SetRenderTargets(_rtHostColors, _rtHostDs);
- }
- }
- /// <summary>
- /// Forces all textures, samplers, images and render targets to be rebound the next time
- /// CommitGraphicsBindings is called.
- /// </summary>
- public void Rebind()
- {
- _gpBindingsManager.Rebind();
- for (int index = 0; index < _rtHostColors.Length; index++)
- {
- _rtHostColors[index] = null;
- }
- _rtHostDs = null;
- }
- /// <summary>
- /// Disposes the texture manager.
- /// It's an error to use the texture manager after disposal.
- /// </summary>
- public void Dispose()
- {
- _cpBindingsManager.Dispose();
- _gpBindingsManager.Dispose();
- for (int i = 0; i < _rtColors.Length; i++)
- {
- _rtColors[i]?.DecrementReferenceCount();
- _rtColors[i] = null;
- }
- _rtDepthStencil?.DecrementReferenceCount();
- _rtDepthStencil = null;
- }
- }
- }
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