TextureManager.cs 15 KB

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  1. using Ryujinx.Graphics.GAL;
  2. using Ryujinx.Graphics.Gpu.State;
  3. using System;
  4. namespace Ryujinx.Graphics.Gpu.Image
  5. {
  6. /// <summary>
  7. /// Texture manager.
  8. /// </summary>
  9. class TextureManager : IDisposable
  10. {
  11. private readonly GpuContext _context;
  12. private readonly TextureBindingsManager _cpBindingsManager;
  13. private readonly TextureBindingsManager _gpBindingsManager;
  14. private readonly Texture[] _rtColors;
  15. private readonly ITexture[] _rtHostColors;
  16. private Texture _rtDepthStencil;
  17. private ITexture _rtHostDs;
  18. /// <summary>
  19. /// The scaling factor applied to all currently bound render targets.
  20. /// </summary>
  21. public float RenderTargetScale { get; private set; } = 1f;
  22. /// <summary>
  23. /// Creates a new instance of the texture manager.
  24. /// </summary>
  25. /// <param name="context">GPU context that the texture manager belongs to</param>
  26. /// <param name="channel">GPU channel that the texture manager belongs to</param>
  27. public TextureManager(GpuContext context, GpuChannel channel)
  28. {
  29. _context = context;
  30. TexturePoolCache texturePoolCache = new TexturePoolCache(context);
  31. _cpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, isCompute: true);
  32. _gpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, isCompute: false);
  33. _rtColors = new Texture[Constants.TotalRenderTargets];
  34. _rtHostColors = new ITexture[Constants.TotalRenderTargets];
  35. }
  36. /// <summary>
  37. /// Sets texture bindings on the compute pipeline.
  38. /// </summary>
  39. /// <param name="bindings">The texture bindings</param>
  40. public void SetComputeTextures(TextureBindingInfo[] bindings)
  41. {
  42. _cpBindingsManager.SetTextures(0, bindings);
  43. }
  44. /// <summary>
  45. /// Sets texture bindings on the graphics pipeline.
  46. /// </summary>
  47. /// <param name="stage">The index of the shader stage to bind the textures</param>
  48. /// <param name="bindings">The texture bindings</param>
  49. public void SetGraphicsTextures(int stage, TextureBindingInfo[] bindings)
  50. {
  51. _gpBindingsManager.SetTextures(stage, bindings);
  52. }
  53. /// <summary>
  54. /// Sets image bindings on the compute pipeline.
  55. /// </summary>
  56. /// <param name="bindings">The image bindings</param>
  57. public void SetComputeImages(TextureBindingInfo[] bindings)
  58. {
  59. _cpBindingsManager.SetImages(0, bindings);
  60. }
  61. /// <summary>
  62. /// Sets image bindings on the graphics pipeline.
  63. /// </summary>
  64. /// <param name="stage">The index of the shader stage to bind the images</param>
  65. /// <param name="bindings">The image bindings</param>
  66. public void SetGraphicsImages(int stage, TextureBindingInfo[] bindings)
  67. {
  68. _gpBindingsManager.SetImages(stage, bindings);
  69. }
  70. /// <summary>
  71. /// Sets the texture constant buffer index on the compute pipeline.
  72. /// </summary>
  73. /// <param name="index">The texture constant buffer index</param>
  74. public void SetComputeTextureBufferIndex(int index)
  75. {
  76. _cpBindingsManager.SetTextureBufferIndex(index);
  77. }
  78. /// <summary>
  79. /// Sets the texture constant buffer index on the graphics pipeline.
  80. /// </summary>
  81. /// <param name="index">The texture constant buffer index</param>
  82. public void SetGraphicsTextureBufferIndex(int index)
  83. {
  84. _gpBindingsManager.SetTextureBufferIndex(index);
  85. }
  86. /// <summary>
  87. /// Sets the current sampler pool on the compute pipeline.
  88. /// </summary>
  89. /// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
  90. /// <param name="maximumId">The maximum ID of the sampler pool</param>
  91. /// <param name="samplerIndex">The indexing type of the sampler pool</param>
  92. public void SetComputeSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
  93. {
  94. _cpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
  95. }
  96. /// <summary>
  97. /// Sets the current sampler pool on the graphics pipeline.
  98. /// </summary>
  99. /// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
  100. /// <param name="maximumId">The maximum ID of the sampler pool</param>
  101. /// <param name="samplerIndex">The indexing type of the sampler pool</param>
  102. public void SetGraphicsSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
  103. {
  104. _gpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
  105. }
  106. /// <summary>
  107. /// Sets the current texture pool on the compute pipeline.
  108. /// </summary>
  109. /// <param name="gpuVa">The start GPU virtual address of the texture pool</param>
  110. /// <param name="maximumId">The maximum ID of the texture pool</param>
  111. public void SetComputeTexturePool(ulong gpuVa, int maximumId)
  112. {
  113. _cpBindingsManager.SetTexturePool(gpuVa, maximumId);
  114. }
  115. /// <summary>
  116. /// Sets the current texture pool on the graphics pipeline.
  117. /// </summary>
  118. /// <param name="gpuVa">The start GPU virtual address of the texture pool</param>
  119. /// <param name="maximumId">The maximum ID of the texture pool</param>
  120. public void SetGraphicsTexturePool(ulong gpuVa, int maximumId)
  121. {
  122. _gpBindingsManager.SetTexturePool(gpuVa, maximumId);
  123. }
  124. /// <summary>
  125. /// Sets the render target color buffer.
  126. /// </summary>
  127. /// <param name="index">The index of the color buffer to set (up to 8)</param>
  128. /// <param name="color">The color buffer texture</param>
  129. /// <returns>True if render target scale must be updated.</returns>
  130. public bool SetRenderTargetColor(int index, Texture color)
  131. {
  132. bool hasValue = color != null;
  133. bool changesScale = (hasValue != (_rtColors[index] != null)) || (hasValue && RenderTargetScale != color.ScaleFactor);
  134. if (_rtColors[index] != color)
  135. {
  136. _rtColors[index]?.SignalModifying(false);
  137. if (color != null)
  138. {
  139. color.SynchronizeMemory();
  140. color.SignalModifying(true);
  141. }
  142. _rtColors[index] = color;
  143. }
  144. return changesScale || (hasValue && color.ScaleMode != TextureScaleMode.Blacklisted && color.ScaleFactor != GraphicsConfig.ResScale);
  145. }
  146. /// <summary>
  147. /// Sets the render target depth-stencil buffer.
  148. /// </summary>
  149. /// <param name="depthStencil">The depth-stencil buffer texture</param>
  150. /// <returns>True if render target scale must be updated.</returns>
  151. public bool SetRenderTargetDepthStencil(Texture depthStencil)
  152. {
  153. bool hasValue = depthStencil != null;
  154. bool changesScale = (hasValue != (_rtDepthStencil != null)) || (hasValue && RenderTargetScale != depthStencil.ScaleFactor);
  155. if (_rtDepthStencil != depthStencil)
  156. {
  157. _rtDepthStencil?.SignalModifying(false);
  158. if (depthStencil != null)
  159. {
  160. depthStencil.SynchronizeMemory();
  161. depthStencil.SignalModifying(true);
  162. }
  163. _rtDepthStencil = depthStencil;
  164. }
  165. return changesScale || (hasValue && depthStencil.ScaleMode != TextureScaleMode.Blacklisted && depthStencil.ScaleFactor != GraphicsConfig.ResScale);
  166. }
  167. /// <summary>
  168. /// Gets the first available bound colour target, or the depth stencil target if not present.
  169. /// </summary>
  170. /// <returns>The first bound colour target, otherwise the depth stencil target</returns>
  171. public Texture GetAnyRenderTarget()
  172. {
  173. return _rtColors[0] ?? _rtDepthStencil;
  174. }
  175. /// <summary>
  176. /// Updates the Render Target scale, given the currently bound render targets.
  177. /// This will update scale to match the configured scale, scale textures that are eligible but not scaled,
  178. /// and propagate blacklisted status from one texture to the ones bound with it.
  179. /// </summary>
  180. /// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
  181. public void UpdateRenderTargetScale(int singleUse)
  182. {
  183. // Make sure all scales for render targets are at the highest they should be. Blacklisted targets should propagate their scale to the other targets.
  184. bool mismatch = false;
  185. bool blacklisted = false;
  186. bool hasUpscaled = false;
  187. float targetScale = GraphicsConfig.ResScale;
  188. void ConsiderTarget(Texture target)
  189. {
  190. if (target == null) return;
  191. float scale = target.ScaleFactor;
  192. switch (target.ScaleMode)
  193. {
  194. case TextureScaleMode.Blacklisted:
  195. mismatch |= scale != 1f;
  196. blacklisted = true;
  197. break;
  198. case TextureScaleMode.Eligible:
  199. mismatch = true; // We must make a decision.
  200. break;
  201. case TextureScaleMode.Scaled:
  202. hasUpscaled = true;
  203. mismatch |= scale != targetScale; // If the target scale has changed, reset the scale for all targets.
  204. break;
  205. }
  206. }
  207. if (singleUse != -1)
  208. {
  209. // If only one target is in use (by a clear, for example) the others do not need to be checked for mismatching scale.
  210. ConsiderTarget(_rtColors[singleUse]);
  211. }
  212. else
  213. {
  214. foreach (Texture color in _rtColors)
  215. {
  216. ConsiderTarget(color);
  217. }
  218. }
  219. ConsiderTarget(_rtDepthStencil);
  220. mismatch |= blacklisted && hasUpscaled;
  221. if (blacklisted)
  222. {
  223. targetScale = 1f;
  224. }
  225. if (mismatch)
  226. {
  227. if (blacklisted)
  228. {
  229. // Propagate the blacklisted state to the other textures.
  230. foreach (Texture color in _rtColors)
  231. {
  232. color?.BlacklistScale();
  233. }
  234. _rtDepthStencil?.BlacklistScale();
  235. }
  236. else
  237. {
  238. // Set the scale of the other textures.
  239. foreach (Texture color in _rtColors)
  240. {
  241. color?.SetScale(targetScale);
  242. }
  243. _rtDepthStencil?.SetScale(targetScale);
  244. }
  245. }
  246. RenderTargetScale = targetScale;
  247. }
  248. /// <summary>
  249. /// Commits bindings on the compute pipeline.
  250. /// </summary>
  251. public void CommitComputeBindings()
  252. {
  253. // Every time we switch between graphics and compute work,
  254. // we must rebind everything.
  255. // Since compute work happens less often, we always do that
  256. // before and after the compute dispatch.
  257. _cpBindingsManager.Rebind();
  258. _cpBindingsManager.CommitBindings();
  259. _gpBindingsManager.Rebind();
  260. }
  261. /// <summary>
  262. /// Commits bindings on the graphics pipeline.
  263. /// </summary>
  264. public void CommitGraphicsBindings()
  265. {
  266. _gpBindingsManager.CommitBindings();
  267. UpdateRenderTargets();
  268. }
  269. /// <summary>
  270. /// Gets a texture descriptor used on the compute pipeline.
  271. /// </summary>
  272. /// <param name="state">Current GPU state</param>
  273. /// <param name="handle">Shader "fake" handle of the texture</param>
  274. /// <param name="cbufSlot">Shader constant buffer slot of the texture</param>
  275. /// <returns>The texture descriptor</returns>
  276. public TextureDescriptor GetComputeTextureDescriptor(GpuState state, int handle, int cbufSlot)
  277. {
  278. return _cpBindingsManager.GetTextureDescriptor(state, 0, handle, cbufSlot);
  279. }
  280. /// <summary>
  281. /// Gets a texture descriptor used on the graphics pipeline.
  282. /// </summary>
  283. /// <param name="state">Current GPU state</param>
  284. /// <param name="stageIndex">Index of the shader stage where the texture is bound</param>
  285. /// <param name="handle">Shader "fake" handle of the texture</param>
  286. /// <param name="cbufSlot">Shader constant buffer slot of the texture</param>
  287. /// <returns>The texture descriptor</returns>
  288. public TextureDescriptor GetGraphicsTextureDescriptor(GpuState state, int stageIndex, int handle, int cbufSlot)
  289. {
  290. return _gpBindingsManager.GetTextureDescriptor(state, stageIndex, handle, cbufSlot);
  291. }
  292. /// <summary>
  293. /// Update host framebuffer attachments based on currently bound render target buffers.
  294. /// </summary>
  295. public void UpdateRenderTargets()
  296. {
  297. bool anyChanged = false;
  298. if (_rtHostDs != _rtDepthStencil?.HostTexture)
  299. {
  300. _rtHostDs = _rtDepthStencil?.HostTexture;
  301. anyChanged = true;
  302. }
  303. for (int index = 0; index < _rtColors.Length; index++)
  304. {
  305. ITexture hostTexture = _rtColors[index]?.HostTexture;
  306. if (_rtHostColors[index] != hostTexture)
  307. {
  308. _rtHostColors[index] = hostTexture;
  309. anyChanged = true;
  310. }
  311. }
  312. if (anyChanged)
  313. {
  314. _context.Renderer.Pipeline.SetRenderTargets(_rtHostColors, _rtHostDs);
  315. }
  316. }
  317. /// <summary>
  318. /// Forces all textures, samplers, images and render targets to be rebound the next time
  319. /// CommitGraphicsBindings is called.
  320. /// </summary>
  321. public void Rebind()
  322. {
  323. _gpBindingsManager.Rebind();
  324. for (int index = 0; index < _rtHostColors.Length; index++)
  325. {
  326. _rtHostColors[index] = null;
  327. }
  328. _rtHostDs = null;
  329. }
  330. /// <summary>
  331. /// Disposes the texture manager.
  332. /// It's an error to use the texture manager after disposal.
  333. /// </summary>
  334. public void Dispose()
  335. {
  336. _cpBindingsManager.Dispose();
  337. _gpBindingsManager.Dispose();
  338. for (int i = 0; i < _rtColors.Length; i++)
  339. {
  340. _rtColors[i]?.DecrementReferenceCount();
  341. _rtColors[i] = null;
  342. }
  343. _rtDepthStencil?.DecrementReferenceCount();
  344. _rtDepthStencil = null;
  345. }
  346. }
  347. }