TextureBindingsManager.cs 25 KB

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  1. using Ryujinx.Common.Logging;
  2. using Ryujinx.Graphics.GAL;
  3. using Ryujinx.Graphics.Gpu.Engine.Types;
  4. using Ryujinx.Graphics.Shader;
  5. using System;
  6. namespace Ryujinx.Graphics.Gpu.Image
  7. {
  8. /// <summary>
  9. /// Texture bindings manager.
  10. /// </summary>
  11. class TextureBindingsManager : IDisposable
  12. {
  13. private const int InitialTextureStateSize = 32;
  14. private const int InitialImageStateSize = 8;
  15. private readonly GpuContext _context;
  16. private readonly bool _isCompute;
  17. private SamplerPool _samplerPool;
  18. private SamplerIndex _samplerIndex;
  19. private ulong _texturePoolAddress;
  20. private int _texturePoolMaximumId;
  21. private readonly GpuChannel _channel;
  22. private readonly TexturePoolCache _texturePoolCache;
  23. private readonly TextureBindingInfo[][] _textureBindings;
  24. private readonly TextureBindingInfo[][] _imageBindings;
  25. private struct TextureStatePerStage
  26. {
  27. public ITexture Texture;
  28. public ISampler Sampler;
  29. }
  30. private readonly TextureStatePerStage[][] _textureState;
  31. private readonly TextureStatePerStage[][] _imageState;
  32. private int[] _textureBindingsCount;
  33. private int[] _imageBindingsCount;
  34. private int _textureBufferIndex;
  35. private bool _rebind;
  36. private readonly float[] _scales;
  37. private bool _scaleChanged;
  38. /// <summary>
  39. /// Constructs a new instance of the texture bindings manager.
  40. /// </summary>
  41. /// <param name="context">The GPU context that the texture bindings manager belongs to</param>
  42. /// <param name="channel">The GPU channel that the texture bindings manager belongs to</param>
  43. /// <param name="poolCache">Texture pools cache used to get texture pools from</param>
  44. /// <param name="scales">Array where the scales for the currently bound textures are stored</param>
  45. /// <param name="isCompute">True if the bindings manager is used for the compute engine</param>
  46. public TextureBindingsManager(GpuContext context, GpuChannel channel, TexturePoolCache poolCache, float[] scales, bool isCompute)
  47. {
  48. _context = context;
  49. _channel = channel;
  50. _texturePoolCache = poolCache;
  51. _scales = scales;
  52. _isCompute = isCompute;
  53. int stages = isCompute ? 1 : Constants.ShaderStages;
  54. _textureBindings = new TextureBindingInfo[stages][];
  55. _imageBindings = new TextureBindingInfo[stages][];
  56. _textureState = new TextureStatePerStage[stages][];
  57. _imageState = new TextureStatePerStage[stages][];
  58. _textureBindingsCount = new int[stages];
  59. _imageBindingsCount = new int[stages];
  60. for (int stage = 0; stage < stages; stage++)
  61. {
  62. _textureBindings[stage] = new TextureBindingInfo[InitialTextureStateSize];
  63. _imageBindings[stage] = new TextureBindingInfo[InitialImageStateSize];
  64. _textureState[stage] = new TextureStatePerStage[InitialTextureStateSize];
  65. _imageState[stage] = new TextureStatePerStage[InitialImageStateSize];
  66. }
  67. }
  68. /// <summary>
  69. /// Rents the texture bindings array for a given stage, so that they can be modified.
  70. /// </summary>
  71. /// <param name="stage">Shader stage number, or 0 for compute shaders</param>
  72. /// <param name="count">The number of bindings needed</param>
  73. /// <returns>The texture bindings array</returns>
  74. public TextureBindingInfo[] RentTextureBindings(int stage, int count)
  75. {
  76. if (count > _textureBindings[stage].Length)
  77. {
  78. Array.Resize(ref _textureBindings[stage], count);
  79. Array.Resize(ref _textureState[stage], count);
  80. }
  81. int toClear = Math.Max(_textureBindingsCount[stage], count);
  82. TextureStatePerStage[] state = _textureState[stage];
  83. for (int i = 0; i < toClear; i++)
  84. {
  85. state[i] = new TextureStatePerStage();
  86. }
  87. _textureBindingsCount[stage] = count;
  88. return _textureBindings[stage];
  89. }
  90. /// <summary>
  91. /// Rents the image bindings array for a given stage, so that they can be modified.
  92. /// </summary>
  93. /// <param name="stage">Shader stage number, or 0 for compute shaders</param>
  94. /// <param name="count">The number of bindings needed</param>
  95. /// <returns>The image bindings array</returns>
  96. public TextureBindingInfo[] RentImageBindings(int stage, int count)
  97. {
  98. if (count > _imageBindings[stage].Length)
  99. {
  100. Array.Resize(ref _imageBindings[stage], count);
  101. Array.Resize(ref _imageState[stage], count);
  102. }
  103. int toClear = Math.Max(_imageBindingsCount[stage], count);
  104. TextureStatePerStage[] state = _imageState[stage];
  105. for (int i = 0; i < toClear; i++)
  106. {
  107. state[i] = new TextureStatePerStage();
  108. }
  109. _imageBindingsCount[stage] = count;
  110. return _imageBindings[stage];
  111. }
  112. /// <summary>
  113. /// Sets the textures constant buffer index.
  114. /// The constant buffer specified holds the texture handles.
  115. /// </summary>
  116. /// <param name="index">Constant buffer index</param>
  117. public void SetTextureBufferIndex(int index)
  118. {
  119. _textureBufferIndex = index;
  120. }
  121. /// <summary>
  122. /// Sets the current texture sampler pool to be used.
  123. /// </summary>
  124. /// <param name="gpuVa">Start GPU virtual address of the pool</param>
  125. /// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
  126. /// <param name="samplerIndex">Type of the sampler pool indexing used for bound samplers</param>
  127. public void SetSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
  128. {
  129. if (gpuVa != 0)
  130. {
  131. ulong address = _channel.MemoryManager.Translate(gpuVa);
  132. if (_samplerPool != null && _samplerPool.Address == address && _samplerPool.MaximumId >= maximumId)
  133. {
  134. return;
  135. }
  136. _samplerPool?.Dispose();
  137. _samplerPool = new SamplerPool(_context, _channel.MemoryManager.Physical, address, maximumId);
  138. }
  139. else
  140. {
  141. _samplerPool?.Dispose();
  142. _samplerPool = null;
  143. }
  144. _samplerIndex = samplerIndex;
  145. }
  146. /// <summary>
  147. /// Sets the current texture pool to be used.
  148. /// </summary>
  149. /// <param name="gpuVa">Start GPU virtual address of the pool</param>
  150. /// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
  151. public void SetTexturePool(ulong gpuVa, int maximumId)
  152. {
  153. if (gpuVa != 0)
  154. {
  155. ulong address = _channel.MemoryManager.Translate(gpuVa);
  156. _texturePoolAddress = address;
  157. _texturePoolMaximumId = maximumId;
  158. }
  159. else
  160. {
  161. _texturePoolAddress = 0;
  162. _texturePoolMaximumId = 0;
  163. }
  164. }
  165. /// <summary>
  166. /// Gets a texture and a sampler from their respective pools from a texture ID and a sampler ID.
  167. /// </summary>
  168. /// <param name="textureId">ID of the texture</param>
  169. /// <param name="samplerId">ID of the sampler</param>
  170. public (Texture, Sampler) GetTextureAndSampler(int textureId, int samplerId)
  171. {
  172. ulong texturePoolAddress = _texturePoolAddress;
  173. TexturePool texturePool = texturePoolAddress != 0
  174. ? _texturePoolCache.FindOrCreate(_channel, texturePoolAddress, _texturePoolMaximumId)
  175. : null;
  176. return (texturePool.Get(textureId), _samplerPool.Get(samplerId));
  177. }
  178. /// <summary>
  179. /// Updates the texture scale for a given texture or image.
  180. /// </summary>
  181. /// <param name="texture">Start GPU virtual address of the pool</param>
  182. /// <param name="binding">The related texture binding</param>
  183. /// <param name="index">The texture/image binding index</param>
  184. /// <param name="stage">The active shader stage</param>
  185. /// <returns>True if the given texture has become blacklisted, indicating that its host texture may have changed.</returns>
  186. private bool UpdateScale(Texture texture, TextureBindingInfo binding, int index, ShaderStage stage)
  187. {
  188. float result = 1f;
  189. bool changed = false;
  190. if ((binding.Flags & TextureUsageFlags.NeedsScaleValue) != 0 && texture != null)
  191. {
  192. if ((binding.Flags & TextureUsageFlags.ResScaleUnsupported) != 0)
  193. {
  194. changed = texture.ScaleMode != TextureScaleMode.Blacklisted;
  195. texture.BlacklistScale();
  196. }
  197. else
  198. {
  199. switch (stage)
  200. {
  201. case ShaderStage.Fragment:
  202. float scale = texture.ScaleFactor;
  203. if (scale != 1)
  204. {
  205. Texture activeTarget = _channel.TextureManager.GetAnyRenderTarget();
  206. if (activeTarget != null && (activeTarget.Info.Width / (float)texture.Info.Width) == (activeTarget.Info.Height / (float)texture.Info.Height))
  207. {
  208. // 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)
  209. result = -scale;
  210. break;
  211. }
  212. }
  213. result = scale;
  214. break;
  215. case ShaderStage.Vertex:
  216. int fragmentIndex = (int)ShaderStage.Fragment - 1;
  217. index += _textureBindingsCount[fragmentIndex] + _imageBindingsCount[fragmentIndex];
  218. result = texture.ScaleFactor;
  219. break;
  220. case ShaderStage.Compute:
  221. result = texture.ScaleFactor;
  222. break;
  223. }
  224. }
  225. }
  226. if (result != _scales[index])
  227. {
  228. _scaleChanged = true;
  229. _scales[index] = result;
  230. }
  231. return changed;
  232. }
  233. /// <summary>
  234. /// Uploads texture and image scales to the backend when they are used.
  235. /// </summary>
  236. private void CommitRenderScale()
  237. {
  238. if (_scaleChanged)
  239. {
  240. int fragmentTotal = 0;
  241. int total;
  242. if (!_isCompute)
  243. {
  244. int fragmentIndex = (int)ShaderStage.Fragment - 1;
  245. fragmentTotal = _textureBindingsCount[fragmentIndex] + _imageBindingsCount[fragmentIndex];
  246. int vertexIndex = (int)ShaderStage.Vertex - 1;
  247. int vertexTotal = _textureBindingsCount[vertexIndex] + _imageBindingsCount[vertexIndex];
  248. total = fragmentTotal + vertexTotal;
  249. }
  250. else
  251. {
  252. total = _textureBindingsCount[0] + _imageBindingsCount[0];
  253. }
  254. _context.Renderer.Pipeline.UpdateRenderScale(_scales, total, fragmentTotal);
  255. _scaleChanged = false;
  256. }
  257. }
  258. /// <summary>
  259. /// Ensures that the bindings are visible to the host GPU.
  260. /// Note: this actually performs the binding using the host graphics API.
  261. /// </summary>
  262. public void CommitBindings()
  263. {
  264. ulong texturePoolAddress = _texturePoolAddress;
  265. TexturePool texturePool = texturePoolAddress != 0
  266. ? _texturePoolCache.FindOrCreate(_channel, texturePoolAddress, _texturePoolMaximumId)
  267. : null;
  268. if (_isCompute)
  269. {
  270. CommitTextureBindings(texturePool, ShaderStage.Compute, 0);
  271. CommitImageBindings (texturePool, ShaderStage.Compute, 0);
  272. }
  273. else
  274. {
  275. for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
  276. {
  277. int stageIndex = (int)stage - 1;
  278. CommitTextureBindings(texturePool, stage, stageIndex);
  279. CommitImageBindings (texturePool, stage, stageIndex);
  280. }
  281. }
  282. CommitRenderScale();
  283. _rebind = false;
  284. }
  285. /// <summary>
  286. /// Ensures that the texture bindings are visible to the host GPU.
  287. /// Note: this actually performs the binding using the host graphics API.
  288. /// </summary>
  289. /// <param name="pool">The current texture pool</param>
  290. /// <param name="stage">The shader stage using the textures to be bound</param>
  291. /// <param name="stageIndex">The stage number of the specified shader stage</param>
  292. private void CommitTextureBindings(TexturePool pool, ShaderStage stage, int stageIndex)
  293. {
  294. int textureCount = _textureBindingsCount[stageIndex];
  295. if (textureCount == 0)
  296. {
  297. return;
  298. }
  299. var samplerPool = _samplerPool;
  300. if (pool == null)
  301. {
  302. Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses textures, but texture pool was not set.");
  303. return;
  304. }
  305. for (int index = 0; index < textureCount; index++)
  306. {
  307. TextureBindingInfo bindingInfo = _textureBindings[stageIndex][index];
  308. (int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
  309. int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
  310. int textureId = UnpackTextureId(packedId);
  311. int samplerId;
  312. if (_samplerIndex == SamplerIndex.ViaHeaderIndex)
  313. {
  314. samplerId = textureId;
  315. }
  316. else
  317. {
  318. samplerId = UnpackSamplerId(packedId);
  319. }
  320. Texture texture = pool.Get(textureId);
  321. ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
  322. if (hostTexture != null && texture.Target == Target.TextureBuffer)
  323. {
  324. // Ensure that the buffer texture is using the correct buffer as storage.
  325. // Buffers are frequently re-created to accomodate larger data, so we need to re-bind
  326. // to ensure we're not using a old buffer that was already deleted.
  327. _channel.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, bindingInfo.Format, false);
  328. }
  329. else
  330. {
  331. if (_textureState[stageIndex][index].Texture != hostTexture || _rebind)
  332. {
  333. if (UpdateScale(texture, bindingInfo, index, stage))
  334. {
  335. hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
  336. }
  337. _textureState[stageIndex][index].Texture = hostTexture;
  338. _context.Renderer.Pipeline.SetTexture(bindingInfo.Binding, hostTexture);
  339. }
  340. Sampler sampler = samplerPool?.Get(samplerId);
  341. ISampler hostSampler = sampler?.GetHostSampler(texture);
  342. if (_textureState[stageIndex][index].Sampler != hostSampler || _rebind)
  343. {
  344. _textureState[stageIndex][index].Sampler = hostSampler;
  345. _context.Renderer.Pipeline.SetSampler(bindingInfo.Binding, hostSampler);
  346. }
  347. }
  348. }
  349. }
  350. /// <summary>
  351. /// Ensures that the image bindings are visible to the host GPU.
  352. /// Note: this actually performs the binding using the host graphics API.
  353. /// </summary>
  354. /// <param name="pool">The current texture pool</param>
  355. /// <param name="stage">The shader stage using the textures to be bound</param>
  356. /// <param name="stageIndex">The stage number of the specified shader stage</param>
  357. private void CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex)
  358. {
  359. int imageCount = _imageBindingsCount[stageIndex];
  360. if (imageCount == 0)
  361. {
  362. return;
  363. }
  364. if (pool == null)
  365. {
  366. Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses images, but texture pool was not set.");
  367. return;
  368. }
  369. // Scales for images appear after the texture ones.
  370. int baseScaleIndex = _textureBindingsCount[stageIndex];
  371. for (int index = 0; index < imageCount; index++)
  372. {
  373. TextureBindingInfo bindingInfo = _imageBindings[stageIndex][index];
  374. (int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
  375. int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
  376. int textureId = UnpackTextureId(packedId);
  377. Texture texture = pool.Get(textureId);
  378. ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
  379. bool isStore = bindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);
  380. if (hostTexture != null && texture.Target == Target.TextureBuffer)
  381. {
  382. // Ensure that the buffer texture is using the correct buffer as storage.
  383. // Buffers are frequently re-created to accomodate larger data, so we need to re-bind
  384. // to ensure we're not using a old buffer that was already deleted.
  385. Format format = bindingInfo.Format;
  386. if (format == 0 && texture != null)
  387. {
  388. format = texture.Format;
  389. }
  390. _channel.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, format, true);
  391. }
  392. else
  393. {
  394. if (isStore)
  395. {
  396. texture?.SignalModified();
  397. }
  398. if (_imageState[stageIndex][index].Texture != hostTexture || _rebind)
  399. {
  400. if (UpdateScale(texture, bindingInfo, baseScaleIndex + index, stage))
  401. {
  402. hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
  403. }
  404. _imageState[stageIndex][index].Texture = hostTexture;
  405. Format format = bindingInfo.Format;
  406. if (format == 0 && texture != null)
  407. {
  408. format = texture.Format;
  409. }
  410. _context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTexture, format);
  411. }
  412. }
  413. }
  414. }
  415. /// <summary>
  416. /// Gets the texture descriptor for a given texture handle.
  417. /// </summary>
  418. /// <param name="poolGpuVa">GPU virtual address of the texture pool</param>
  419. /// <param name="bufferIndex">Index of the constant buffer with texture handles</param>
  420. /// <param name="maximumId">Maximum ID of the texture pool</param>
  421. /// <param name="stageIndex">The stage number where the texture is bound</param>
  422. /// <param name="handle">The texture handle</param>
  423. /// <param name="cbufSlot">The texture handle's constant buffer slot</param>
  424. /// <returns>The texture descriptor for the specified texture</returns>
  425. public TextureDescriptor GetTextureDescriptor(
  426. ulong poolGpuVa,
  427. int bufferIndex,
  428. int maximumId,
  429. int stageIndex,
  430. int handle,
  431. int cbufSlot)
  432. {
  433. (int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(cbufSlot, bufferIndex);
  434. int packedId = ReadPackedId(stageIndex, handle, textureBufferIndex, samplerBufferIndex);
  435. int textureId = UnpackTextureId(packedId);
  436. ulong poolAddress = _channel.MemoryManager.Translate(poolGpuVa);
  437. TexturePool texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, maximumId);
  438. return texturePool.GetDescriptor(textureId);
  439. }
  440. /// <summary>
  441. /// Reads a packed texture and sampler ID (basically, the real texture handle)
  442. /// from the texture constant buffer.
  443. /// </summary>
  444. /// <param name="stageIndex">The number of the shader stage where the texture is bound</param>
  445. /// <param name="wordOffset">A word offset of the handle on the buffer (the "fake" shader handle)</param>
  446. /// <param name="textureBufferIndex">Index of the constant buffer holding the texture handles</param>
  447. /// <param name="samplerBufferIndex">Index of the constant buffer holding the sampler handles</param>
  448. /// <returns>The packed texture and sampler ID (the real texture handle)</returns>
  449. private int ReadPackedId(int stageIndex, int wordOffset, int textureBufferIndex, int samplerBufferIndex)
  450. {
  451. (int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = TextureHandle.UnpackOffsets(wordOffset);
  452. ulong textureBufferAddress = _isCompute
  453. ? _channel.BufferManager.GetComputeUniformBufferAddress(textureBufferIndex)
  454. : _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
  455. int handle = _channel.MemoryManager.Physical.Read<int>(textureBufferAddress + (uint)textureWordOffset * 4);
  456. // The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
  457. // is a 13-bit value. However, in order to also support separate samplers and textures (which uses
  458. // bindless textures on the shader), we extend it with another value on the higher 16 bits with
  459. // another offset for the sampler.
  460. // The shader translator has code to detect separate texture and sampler uses with a bindless texture,
  461. // turn that into a regular texture access and produce those special handles with values on the higher 16 bits.
  462. if (handleType != TextureHandleType.CombinedSampler)
  463. {
  464. ulong samplerBufferAddress = _isCompute
  465. ? _channel.BufferManager.GetComputeUniformBufferAddress(samplerBufferIndex)
  466. : _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, samplerBufferIndex);
  467. int samplerHandle = _channel.MemoryManager.Physical.Read<int>(samplerBufferAddress + (uint)samplerWordOffset * 4);
  468. if (handleType == TextureHandleType.SeparateSamplerId)
  469. {
  470. samplerHandle <<= 20;
  471. }
  472. handle |= samplerHandle;
  473. }
  474. return handle;
  475. }
  476. /// <summary>
  477. /// Unpacks the texture ID from the real texture handle.
  478. /// </summary>
  479. /// <param name="packedId">The real texture handle</param>
  480. /// <returns>The texture ID</returns>
  481. private static int UnpackTextureId(int packedId)
  482. {
  483. return (packedId >> 0) & 0xfffff;
  484. }
  485. /// <summary>
  486. /// Unpacks the sampler ID from the real texture handle.
  487. /// </summary>
  488. /// <param name="packedId">The real texture handle</param>
  489. /// <returns>The sampler ID</returns>
  490. private static int UnpackSamplerId(int packedId)
  491. {
  492. return (packedId >> 20) & 0xfff;
  493. }
  494. /// <summary>
  495. /// Force all bound textures and images to be rebound the next time CommitBindings is called.
  496. /// </summary>
  497. public void Rebind()
  498. {
  499. _rebind = true;
  500. }
  501. /// <summary>
  502. /// Disposes all textures and samplers in the cache.
  503. /// </summary>
  504. public void Dispose()
  505. {
  506. _samplerPool?.Dispose();
  507. }
  508. }
  509. }