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- using Ryujinx.Common.Logging;
- using Ryujinx.Graphics.GAL;
- using Ryujinx.Graphics.Gpu.Engine.Types;
- using Ryujinx.Graphics.Shader;
- using System;
- namespace Ryujinx.Graphics.Gpu.Image
- {
- /// <summary>
- /// Texture bindings manager.
- /// </summary>
- class TextureBindingsManager : IDisposable
- {
- private const int InitialTextureStateSize = 32;
- private const int InitialImageStateSize = 8;
- private readonly GpuContext _context;
- private readonly bool _isCompute;
- private SamplerPool _samplerPool;
- private SamplerIndex _samplerIndex;
- private ulong _texturePoolAddress;
- private int _texturePoolMaximumId;
- private readonly GpuChannel _channel;
- private readonly TexturePoolCache _texturePoolCache;
- private readonly TextureBindingInfo[][] _textureBindings;
- private readonly TextureBindingInfo[][] _imageBindings;
- private struct TextureStatePerStage
- {
- public ITexture Texture;
- public ISampler Sampler;
- }
- private readonly TextureStatePerStage[][] _textureState;
- private readonly TextureStatePerStage[][] _imageState;
- private int[] _textureBindingsCount;
- private int[] _imageBindingsCount;
- private int _textureBufferIndex;
- private bool _rebind;
- private readonly float[] _scales;
- private bool _scaleChanged;
- /// <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="poolCache">Texture pools cache used to get texture 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 poolCache, float[] scales, bool isCompute)
- {
- _context = context;
- _channel = channel;
- _texturePoolCache = poolCache;
- _scales = scales;
- _isCompute = isCompute;
- int stages = isCompute ? 1 : Constants.ShaderStages;
- _textureBindings = new TextureBindingInfo[stages][];
- _imageBindings = new TextureBindingInfo[stages][];
- _textureState = new TextureStatePerStage[stages][];
- _imageState = new TextureStatePerStage[stages][];
- _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];
- _textureState[stage] = new TextureStatePerStage[InitialTextureStateSize];
- _imageState[stage] = new TextureStatePerStage[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);
- Array.Resize(ref _textureState[stage], count);
- }
- int toClear = Math.Max(_textureBindingsCount[stage], count);
- TextureStatePerStage[] state = _textureState[stage];
- for (int i = 0; i < toClear; i++)
- {
- state[i] = new TextureStatePerStage();
- }
- _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);
- Array.Resize(ref _imageState[stage], count);
- }
- int toClear = Math.Max(_imageBindingsCount[stage], count);
- TextureStatePerStage[] state = _imageState[stage];
- for (int i = 0; i < toClear; i++)
- {
- state[i] = new TextureStatePerStage();
- }
- _imageBindingsCount[stage] = count;
- return _imageBindings[stage];
- }
- /// <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)
- {
- if (gpuVa != 0)
- {
- ulong address = _channel.MemoryManager.Translate(gpuVa);
- if (_samplerPool != null && _samplerPool.Address == address && _samplerPool.MaximumId >= maximumId)
- {
- return;
- }
- _samplerPool?.Dispose();
- _samplerPool = new SamplerPool(_context, _channel.MemoryManager.Physical, address, maximumId);
- }
- else
- {
- _samplerPool?.Dispose();
- _samplerPool = null;
- }
- _samplerIndex = samplerIndex;
- }
- /// <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)
- {
- if (gpuVa != 0)
- {
- ulong address = _channel.MemoryManager.Translate(gpuVa);
- _texturePoolAddress = address;
- _texturePoolMaximumId = maximumId;
- }
- else
- {
- _texturePoolAddress = 0;
- _texturePoolMaximumId = 0;
- }
- }
- /// <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)
- {
- ulong texturePoolAddress = _texturePoolAddress;
- TexturePool texturePool = texturePoolAddress != 0
- ? _texturePoolCache.FindOrCreate(_channel, texturePoolAddress, _texturePoolMaximumId)
- : null;
- 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="binding">The related texture binding</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, TextureBindingInfo binding, int index, ShaderStage stage)
- {
- float result = 1f;
- bool changed = false;
- if ((binding.Flags & TextureUsageFlags.NeedsScaleValue) != 0 && texture != null)
- {
- if ((binding.Flags & 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>
- /// Uploads texture and image scales to the backend when they are used.
- /// </summary>
- private void CommitRenderScale()
- {
- if (_scaleChanged)
- {
- int fragmentTotal = 0;
- int total;
- if (!_isCompute)
- {
- int fragmentIndex = (int)ShaderStage.Fragment - 1;
- fragmentTotal = _textureBindingsCount[fragmentIndex] + _imageBindingsCount[fragmentIndex];
- int vertexIndex = (int)ShaderStage.Vertex - 1;
- int vertexTotal = _textureBindingsCount[vertexIndex] + _imageBindingsCount[vertexIndex];
- total = fragmentTotal + vertexTotal;
- }
- else
- {
- total = _textureBindingsCount[0] + _imageBindingsCount[0];
- }
- _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>
- public void CommitBindings()
- {
- ulong texturePoolAddress = _texturePoolAddress;
- TexturePool texturePool = texturePoolAddress != 0
- ? _texturePoolCache.FindOrCreate(_channel, texturePoolAddress, _texturePoolMaximumId)
- : null;
- if (_isCompute)
- {
- CommitTextureBindings(texturePool, ShaderStage.Compute, 0);
- CommitImageBindings (texturePool, ShaderStage.Compute, 0);
- }
- else
- {
- for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
- {
- int stageIndex = (int)stage - 1;
- CommitTextureBindings(texturePool, stage, stageIndex);
- CommitImageBindings (texturePool, stage, stageIndex);
- }
- }
- CommitRenderScale();
- _rebind = false;
- }
- /// <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="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>
- private void CommitTextureBindings(TexturePool pool, ShaderStage stage, int stageIndex)
- {
- int textureCount = _textureBindingsCount[stageIndex];
- if (textureCount == 0)
- {
- return;
- }
- var samplerPool = _samplerPool;
- if (pool == null)
- {
- Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses textures, but texture pool was not set.");
- return;
- }
- for (int index = 0; index < textureCount; index++)
- {
- TextureBindingInfo bindingInfo = _textureBindings[stageIndex][index];
- (int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
- int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
- int textureId = UnpackTextureId(packedId);
- int samplerId;
- if (_samplerIndex == SamplerIndex.ViaHeaderIndex)
- {
- samplerId = textureId;
- }
- else
- {
- samplerId = UnpackSamplerId(packedId);
- }
- Texture texture = pool.Get(textureId);
- 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.
- _channel.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, bindingInfo.Format, false);
- }
- else
- {
- if (_textureState[stageIndex][index].Texture != hostTexture || _rebind)
- {
- if (UpdateScale(texture, bindingInfo, index, stage))
- {
- hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
- }
- _textureState[stageIndex][index].Texture = hostTexture;
- _context.Renderer.Pipeline.SetTexture(bindingInfo.Binding, hostTexture);
- }
- Sampler sampler = samplerPool?.Get(samplerId);
- ISampler hostSampler = sampler?.GetHostSampler(texture);
- if (_textureState[stageIndex][index].Sampler != hostSampler || _rebind)
- {
- _textureState[stageIndex][index].Sampler = hostSampler;
- _context.Renderer.Pipeline.SetSampler(bindingInfo.Binding, hostSampler);
- }
- }
- }
- }
- /// <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>
- private void CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex)
- {
- int imageCount = _imageBindingsCount[stageIndex];
- if (imageCount == 0)
- {
- return;
- }
- if (pool == null)
- {
- Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses images, but texture pool was not set.");
- return;
- }
- // Scales for images appear after the texture ones.
- int baseScaleIndex = _textureBindingsCount[stageIndex];
- for (int index = 0; index < imageCount; index++)
- {
- TextureBindingInfo bindingInfo = _imageBindings[stageIndex][index];
- (int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
- int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
- int textureId = UnpackTextureId(packedId);
- Texture texture = pool.Get(textureId);
- ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
- bool isStore = bindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);
- 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 (_imageState[stageIndex][index].Texture != hostTexture || _rebind)
- {
- if (UpdateScale(texture, bindingInfo, baseScaleIndex + index, stage))
- {
- hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
- }
- _imageState[stageIndex][index].Texture = hostTexture;
- Format format = bindingInfo.Format;
- if (format == 0 && texture != null)
- {
- format = texture.Format;
- }
- _context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTexture, format);
- }
- }
- }
- }
- /// <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 = 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>
- 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>
- /// Unpacks the texture ID from the real texture handle.
- /// </summary>
- /// <param name="packedId">The real texture handle</param>
- /// <returns>The texture ID</returns>
- private static int UnpackTextureId(int packedId)
- {
- return (packedId >> 0) & 0xfffff;
- }
- /// <summary>
- /// Unpacks the sampler ID from the real texture handle.
- /// </summary>
- /// <param name="packedId">The real texture handle</param>
- /// <returns>The sampler ID</returns>
- private static int UnpackSamplerId(int packedId)
- {
- return (packedId >> 20) & 0xfff;
- }
- /// <summary>
- /// Force all bound textures and images to be rebound the next time CommitBindings is called.
- /// </summary>
- public void Rebind()
- {
- _rebind = true;
- }
- /// <summary>
- /// Disposes all textures and samplers in the cache.
- /// </summary>
- public void Dispose()
- {
- _samplerPool?.Dispose();
- }
- }
- }
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