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- using Ryujinx.Graphics.GAL;
- using Ryujinx.Graphics.Gpu.State;
- using Ryujinx.Graphics.Shader;
- using System;
- using System.Runtime.InteropServices;
- namespace Ryujinx.Graphics.Gpu.Image
- {
- /// <summary>
- /// Texture bindings manager.
- /// </summary>
- class TextureBindingsManager
- {
- private GpuContext _context;
- private bool _isCompute;
- private SamplerPool _samplerPool;
- private SamplerIndex _samplerIndex;
- private ulong _texturePoolAddress;
- private int _texturePoolMaximumId;
- private TexturePoolCache _texturePoolCache;
- private TextureBindingInfo[][] _textureBindings;
- private TextureBindingInfo[][] _imageBindings;
- private struct TextureStatePerStage
- {
- public ITexture Texture;
- public ISampler Sampler;
- }
- private TextureStatePerStage[][] _textureState;
- private TextureStatePerStage[][] _imageState;
- private int _textureBufferIndex;
- private bool _rebind;
- /// <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="texturePoolCache">Texture pools cache used to get texture pools from</param>
- /// <param name="isCompute">True if the bindings manager is used for the compute engine</param>
- public TextureBindingsManager(GpuContext context, TexturePoolCache texturePoolCache, bool isCompute)
- {
- _context = context;
- _texturePoolCache = texturePoolCache;
- _isCompute = isCompute;
- int stages = isCompute ? 1 : Constants.ShaderStages;
- _textureBindings = new TextureBindingInfo[stages][];
- _imageBindings = new TextureBindingInfo[stages][];
- _textureState = new TextureStatePerStage[stages][];
- _imageState = new TextureStatePerStage[stages][];
- }
- /// <summary>
- /// Binds textures for a given shader stage.
- /// </summary>
- /// <param name="stage">Shader stage number, or 0 for compute shaders</param>
- /// <param name="bindings">Texture bindings</param>
- public void SetTextures(int stage, TextureBindingInfo[] bindings)
- {
- _textureBindings[stage] = bindings;
- _textureState[stage] = new TextureStatePerStage[bindings.Length];
- }
- /// <summary>
- /// Binds images for a given shader stage.
- /// </summary>
- /// <param name="stage">Shader stage number, or 0 for compute shaders</param>
- /// <param name="bindings">Image bindings</param>
- public void SetImages(int stage, TextureBindingInfo[] bindings)
- {
- _imageBindings[stage] = bindings;
- _imageState[stage] = new TextureStatePerStage[bindings.Length];
- }
- /// <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)
- {
- ulong address = _context.MemoryManager.Translate(gpuVa);
- if (_samplerPool != null)
- {
- if (_samplerPool.Address == address && _samplerPool.MaximumId >= maximumId)
- {
- return;
- }
- _samplerPool.Dispose();
- }
- _samplerPool = new SamplerPool(_context, address, maximumId);
- _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)
- {
- ulong address = _context.MemoryManager.Translate(gpuVa);
- _texturePoolAddress = address;
- _texturePoolMaximumId = maximumId;
- }
- /// <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()
- {
- TexturePool texturePool = _texturePoolCache.FindOrCreate(
- _texturePoolAddress,
- _texturePoolMaximumId);
- 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);
- }
- }
- _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)
- {
- if (_textureBindings[stageIndex] == null)
- {
- return;
- }
- for (int index = 0; index < _textureBindings[stageIndex].Length; index++)
- {
- TextureBindingInfo binding = _textureBindings[stageIndex][index];
- int packedId;
- if (binding.IsBindless)
- {
- ulong address;
- var bufferManager = _context.Methods.BufferManager;
- if (_isCompute)
- {
- address = bufferManager.GetComputeUniformBufferAddress(binding.CbufSlot);
- }
- else
- {
- address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, binding.CbufSlot);
- }
- packedId = MemoryMarshal.Cast<byte, int>(_context.PhysicalMemory.GetSpan(address + (ulong)binding.CbufOffset * 4, 4))[0];
- }
- else
- {
- packedId = ReadPackedId(stageIndex, binding.Handle);
- }
- 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(binding.Target);
- if (_textureState[stageIndex][index].Texture != hostTexture || _rebind)
- {
- _textureState[stageIndex][index].Texture = hostTexture;
- _context.Renderer.Pipeline.SetTexture(index, stage, hostTexture);
- }
- Sampler sampler = _samplerPool.Get(samplerId);
- ISampler hostSampler = sampler?.HostSampler;
- if (_textureState[stageIndex][index].Sampler != hostSampler || _rebind)
- {
- _textureState[stageIndex][index].Sampler = hostSampler;
- _context.Renderer.Pipeline.SetSampler(index, stage, 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)
- {
- if (_imageBindings[stageIndex] == null)
- {
- return;
- }
- for (int index = 0; index < _imageBindings[stageIndex].Length; index++)
- {
- TextureBindingInfo binding = _imageBindings[stageIndex][index];
- int packedId = ReadPackedId(stageIndex, binding.Handle);
- int textureId = UnpackTextureId(packedId);
- Texture texture = pool.Get(textureId);
- ITexture hostTexture = texture?.GetTargetTexture(binding.Target);
- if (_imageState[stageIndex][index].Texture != hostTexture || _rebind)
- {
- _imageState[stageIndex][index].Texture = hostTexture;
- _context.Renderer.Pipeline.SetImage(index, stage, hostTexture);
- }
- }
- }
- /// <summary>
- /// Gets the texture descriptor for a given texture handle.
- /// </summary>
- /// <param name="state">The current GPU state</param>
- /// <param name="stageIndex">The stage number where the texture is bound</param>
- /// <param name="handle">The texture handle</param>
- /// <returns>The texture descriptor for the specified texture</returns>
- public TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int handle)
- {
- int packedId = ReadPackedId(stageIndex, handle);
- int textureId = UnpackTextureId(packedId);
- var poolState = state.Get<PoolState>(MethodOffset.TexturePoolState);
- ulong poolAddress = _context.MemoryManager.Translate(poolState.Address.Pack());
- TexturePool texturePool = _texturePoolCache.FindOrCreate(poolAddress, poolState.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>
- /// <returns>The packed texture and sampler ID (the real texture handle)</returns>
- private int ReadPackedId(int stageIndex, int wordOffset)
- {
- ulong address;
- var bufferManager = _context.Methods.BufferManager;
- if (_isCompute)
- {
- address = bufferManager.GetComputeUniformBufferAddress(_textureBufferIndex);
- }
- else
- {
- address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, _textureBufferIndex);
- }
- address += (uint)wordOffset * 4;
- return BitConverter.ToInt32(_context.PhysicalMemory.GetSpan(address, 4));
- }
- /// <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>
- /// Invalidates a range of memory on all GPU resource pools (both texture and sampler pools).
- /// </summary>
- /// <param name="address">Start address of the range to invalidate</param>
- /// <param name="size">Size of the range to invalidate</param>
- public void InvalidatePoolRange(ulong address, ulong size)
- {
- _samplerPool?.InvalidateRange(address, size);
- _texturePoolCache.InvalidateRange(address, size);
- }
- /// <summary>
- /// Force all bound textures and images to be rebound the next time CommitBindings is called.
- /// </summary>
- public void Rebind()
- {
- _rebind = true;
- }
- }
- }
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