ThreadedTexture.cs 4.7 KB

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  1. using Ryujinx.Graphics.GAL.Multithreading.Commands.Texture;
  2. using Ryujinx.Graphics.GAL.Multithreading.Model;
  3. using System;
  4. namespace Ryujinx.Graphics.GAL.Multithreading.Resources
  5. {
  6. /// <summary>
  7. /// Threaded representation of a texture.
  8. /// </summary>
  9. class ThreadedTexture : ITexture
  10. {
  11. private ThreadedRenderer _renderer;
  12. private TextureCreateInfo _info;
  13. public ITexture Base;
  14. public int Width => _info.Width;
  15. public int Height => _info.Height;
  16. public float ScaleFactor { get; }
  17. public ThreadedTexture(ThreadedRenderer renderer, TextureCreateInfo info, float scale)
  18. {
  19. _renderer = renderer;
  20. _info = info;
  21. ScaleFactor = scale;
  22. }
  23. private TableRef<T> Ref<T>(T reference)
  24. {
  25. return new TableRef<T>(_renderer, reference);
  26. }
  27. public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
  28. {
  29. _renderer.New<TextureCopyToCommand>().Set(Ref(this), Ref((ThreadedTexture)destination), firstLayer, firstLevel);
  30. _renderer.QueueCommand();
  31. }
  32. public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
  33. {
  34. _renderer.New<TextureCopyToSliceCommand>().Set(Ref(this), Ref((ThreadedTexture)destination), srcLayer, dstLayer, srcLevel, dstLevel);
  35. _renderer.QueueCommand();
  36. }
  37. public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
  38. {
  39. ThreadedTexture dest = (ThreadedTexture)destination;
  40. if (_renderer.IsGpuThread())
  41. {
  42. _renderer.New<TextureCopyToScaledCommand>().Set(Ref(this), Ref(dest), srcRegion, dstRegion, linearFilter);
  43. _renderer.QueueCommand();
  44. }
  45. else
  46. {
  47. // Scaled copy can happen on another thread for a res scale flush.
  48. ThreadedHelpers.SpinUntilNonNull(ref Base);
  49. ThreadedHelpers.SpinUntilNonNull(ref dest.Base);
  50. Base.CopyTo(dest.Base, srcRegion, dstRegion, linearFilter);
  51. }
  52. }
  53. public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
  54. {
  55. ThreadedTexture newTex = new ThreadedTexture(_renderer, info, ScaleFactor);
  56. _renderer.New<TextureCreateViewCommand>().Set(Ref(this), Ref(newTex), info, firstLayer, firstLevel);
  57. _renderer.QueueCommand();
  58. return newTex;
  59. }
  60. public ReadOnlySpan<byte> GetData()
  61. {
  62. if (_renderer.IsGpuThread())
  63. {
  64. ResultBox<PinnedSpan<byte>> box = new ResultBox<PinnedSpan<byte>>();
  65. _renderer.New<TextureGetDataCommand>().Set(Ref(this), Ref(box));
  66. _renderer.InvokeCommand();
  67. return box.Result.Get();
  68. }
  69. else
  70. {
  71. ThreadedHelpers.SpinUntilNonNull(ref Base);
  72. return Base.GetData();
  73. }
  74. }
  75. public ReadOnlySpan<byte> GetData(int layer, int level)
  76. {
  77. if (_renderer.IsGpuThread())
  78. {
  79. ResultBox<PinnedSpan<byte>> box = new ResultBox<PinnedSpan<byte>>();
  80. _renderer.New<TextureGetDataSliceCommand>().Set(Ref(this), Ref(box), layer, level);
  81. _renderer.InvokeCommand();
  82. return box.Result.Get();
  83. }
  84. else
  85. {
  86. ThreadedHelpers.SpinUntilNonNull(ref Base);
  87. return Base.GetData(layer, level);
  88. }
  89. }
  90. public void SetData(ReadOnlySpan<byte> data)
  91. {
  92. _renderer.New<TextureSetDataCommand>().Set(Ref(this), Ref(data.ToArray()));
  93. _renderer.QueueCommand();
  94. }
  95. public void SetData(ReadOnlySpan<byte> data, int layer, int level)
  96. {
  97. _renderer.New<TextureSetDataSliceCommand>().Set(Ref(this), Ref(data.ToArray()), layer, level);
  98. _renderer.QueueCommand();
  99. }
  100. public void SetData(ReadOnlySpan<byte> data, int layer, int level, Rectangle<int> region)
  101. {
  102. _renderer.New<TextureSetDataSliceRegionCommand>().Set(Ref(this), Ref(data.ToArray()), layer, level, region);
  103. _renderer.QueueCommand();
  104. }
  105. public void SetStorage(BufferRange buffer)
  106. {
  107. _renderer.New<TextureSetStorageCommand>().Set(Ref(this), buffer);
  108. _renderer.QueueCommand();
  109. }
  110. public void Release()
  111. {
  112. _renderer.New<TextureReleaseCommand>().Set(Ref(this));
  113. _renderer.QueueCommand();
  114. }
  115. }
  116. }