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- using Ryujinx.Common;
- using Ryujinx.Graphics.GAL;
- using Ryujinx.Graphics.Gpu.Image;
- using Ryujinx.Graphics.Gpu.Memory;
- using Ryujinx.Graphics.Gpu.State;
- using Ryujinx.Graphics.Texture;
- using Ryujinx.Memory.Range;
- using System;
- namespace Ryujinx.Graphics.Gpu.Image
- {
- /// <summary>
- /// Texture manager.
- /// </summary>
- class TextureManager : IDisposable
- {
- private struct OverlapInfo
- {
- public TextureViewCompatibility Compatibility { get; }
- public int FirstLayer { get; }
- public int FirstLevel { get; }
- public OverlapInfo(TextureViewCompatibility compatibility, int firstLayer, int firstLevel)
- {
- Compatibility = compatibility;
- FirstLayer = firstLayer;
- FirstLevel = firstLevel;
- }
- }
- private const int OverlapsBufferInitialCapacity = 10;
- private const int OverlapsBufferMaxCapacity = 10000;
- private readonly GpuContext _context;
- private readonly TextureBindingsManager _cpBindingsManager;
- private readonly TextureBindingsManager _gpBindingsManager;
- private readonly Texture[] _rtColors;
- private readonly ITexture[] _rtHostColors;
- private Texture _rtDepthStencil;
- private ITexture _rtHostDs;
- private readonly MultiRangeList<Texture> _textures;
- private Texture[] _textureOverlaps;
- private OverlapInfo[] _overlapInfo;
- private readonly AutoDeleteCache _cache;
- /// <summary>
- /// The scaling factor applied to all currently bound render targets.
- /// </summary>
- public float RenderTargetScale { get; private set; } = 1f;
- /// <summary>
- /// Constructs a new instance of the texture manager.
- /// </summary>
- /// <param name="context">The GPU context that the texture manager belongs to</param>
- public TextureManager(GpuContext context)
- {
- _context = context;
- TexturePoolCache texturePoolCache = new TexturePoolCache(context);
- _cpBindingsManager = new TextureBindingsManager(context, texturePoolCache, isCompute: true);
- _gpBindingsManager = new TextureBindingsManager(context, texturePoolCache, isCompute: false);
- _rtColors = new Texture[Constants.TotalRenderTargets];
- _rtHostColors = new ITexture[Constants.TotalRenderTargets];
- _textures = new MultiRangeList<Texture>();
- _textureOverlaps = new Texture[OverlapsBufferInitialCapacity];
- _overlapInfo = new OverlapInfo[OverlapsBufferInitialCapacity];
- _cache = new AutoDeleteCache();
- }
- /// <summary>
- /// Sets texture bindings on the compute pipeline.
- /// </summary>
- /// <param name="bindings">The texture bindings</param>
- public void SetComputeTextures(TextureBindingInfo[] bindings)
- {
- _cpBindingsManager.SetTextures(0, bindings);
- }
- /// <summary>
- /// Sets texture bindings on the graphics pipeline.
- /// </summary>
- /// <param name="stage">The index of the shader stage to bind the textures</param>
- /// <param name="bindings">The texture bindings</param>
- public void SetGraphicsTextures(int stage, TextureBindingInfo[] bindings)
- {
- _gpBindingsManager.SetTextures(stage, bindings);
- }
- /// <summary>
- /// Sets image bindings on the compute pipeline.
- /// </summary>
- /// <param name="bindings">The image bindings</param>
- public void SetComputeImages(TextureBindingInfo[] bindings)
- {
- _cpBindingsManager.SetImages(0, bindings);
- }
- /// <summary>
- /// Sets image bindings on the graphics pipeline.
- /// </summary>
- /// <param name="stage">The index of the shader stage to bind the images</param>
- /// <param name="bindings">The image bindings</param>
- public void SetGraphicsImages(int stage, TextureBindingInfo[] bindings)
- {
- _gpBindingsManager.SetImages(stage, bindings);
- }
- /// <summary>
- /// Sets the texture constant buffer index on the compute pipeline.
- /// </summary>
- /// <param name="index">The texture constant buffer index</param>
- public void SetComputeTextureBufferIndex(int index)
- {
- _cpBindingsManager.SetTextureBufferIndex(index);
- }
- /// <summary>
- /// Sets the texture constant buffer index on the graphics pipeline.
- /// </summary>
- /// <param name="index">The texture constant buffer index</param>
- public void SetGraphicsTextureBufferIndex(int index)
- {
- _gpBindingsManager.SetTextureBufferIndex(index);
- }
- /// <summary>
- /// Sets the current sampler pool on the compute pipeline.
- /// </summary>
- /// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
- /// <param name="maximumId">The maximum ID of the sampler pool</param>
- /// <param name="samplerIndex">The indexing type of the sampler pool</param>
- public void SetComputeSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
- {
- _cpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
- }
- /// <summary>
- /// Sets the current sampler pool on the graphics pipeline.
- /// </summary>
- /// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
- /// <param name="maximumId">The maximum ID of the sampler pool</param>
- /// <param name="samplerIndex">The indexing type of the sampler pool</param>
- public void SetGraphicsSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
- {
- _gpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
- }
- /// <summary>
- /// Sets the current texture pool on the compute pipeline.
- /// </summary>
- /// <param name="gpuVa">The start GPU virtual address of the texture pool</param>
- /// <param name="maximumId">The maximum ID of the texture pool</param>
- public void SetComputeTexturePool(ulong gpuVa, int maximumId)
- {
- _cpBindingsManager.SetTexturePool(gpuVa, maximumId);
- }
- /// <summary>
- /// Sets the current texture pool on the graphics pipeline.
- /// </summary>
- /// <param name="gpuVa">The start GPU virtual address of the texture pool</param>
- /// <param name="maximumId">The maximum ID of the texture pool</param>
- public void SetGraphicsTexturePool(ulong gpuVa, int maximumId)
- {
- _gpBindingsManager.SetTexturePool(gpuVa, maximumId);
- }
- /// <summary>
- /// Sets the render target color buffer.
- /// </summary>
- /// <param name="index">The index of the color buffer to set (up to 8)</param>
- /// <param name="color">The color buffer texture</param>
- /// <returns>True if render target scale must be updated.</returns>
- public bool SetRenderTargetColor(int index, Texture color)
- {
- bool hasValue = color != null;
- bool changesScale = (hasValue != (_rtColors[index] != null)) || (hasValue && RenderTargetScale != color.ScaleFactor);
- _rtColors[index] = color;
- return changesScale || (hasValue && color.ScaleMode != TextureScaleMode.Blacklisted && color.ScaleFactor != GraphicsConfig.ResScale);
- }
- /// <summary>
- /// Gets the first available bound colour target, or the depth stencil target if not present.
- /// </summary>
- /// <returns>The first bound colour target, otherwise the depth stencil target</returns>
- public Texture GetAnyRenderTarget()
- {
- return _rtColors[0] ?? _rtDepthStencil;
- }
- /// <summary>
- /// Updates the Render Target scale, given the currently bound render targets.
- /// This will update scale to match the configured scale, scale textures that are eligible but not scaled,
- /// and propagate blacklisted status from one texture to the ones bound with it.
- /// </summary>
- /// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
- public void UpdateRenderTargetScale(int singleUse)
- {
- // Make sure all scales for render targets are at the highest they should be. Blacklisted targets should propagate their scale to the other targets.
- bool mismatch = false;
- bool blacklisted = false;
- bool hasUpscaled = false;
- float targetScale = GraphicsConfig.ResScale;
- void ConsiderTarget(Texture target)
- {
- if (target == null) return;
- float scale = target.ScaleFactor;
- switch (target.ScaleMode)
- {
- case TextureScaleMode.Blacklisted:
- mismatch |= scale != 1f;
- blacklisted = true;
- break;
- case TextureScaleMode.Eligible:
- mismatch = true; // We must make a decision.
- break;
- case TextureScaleMode.Scaled:
- hasUpscaled = true;
- mismatch |= scale != targetScale; // If the target scale has changed, reset the scale for all targets.
- break;
- }
- }
- if (singleUse != -1)
- {
- // If only one target is in use (by a clear, for example) the others do not need to be checked for mismatching scale.
- ConsiderTarget(_rtColors[singleUse]);
- }
- else
- {
- foreach (Texture color in _rtColors)
- {
- ConsiderTarget(color);
- }
- }
- ConsiderTarget(_rtDepthStencil);
- mismatch |= blacklisted && hasUpscaled;
- if (blacklisted)
- {
- targetScale = 1f;
- }
- if (mismatch)
- {
- if (blacklisted)
- {
- // Propagate the blacklisted state to the other textures.
- foreach (Texture color in _rtColors)
- {
- color?.BlacklistScale();
- }
- _rtDepthStencil?.BlacklistScale();
- }
- else
- {
- // Set the scale of the other textures.
- foreach (Texture color in _rtColors)
- {
- color?.SetScale(targetScale);
- }
- _rtDepthStencil?.SetScale(targetScale);
- }
- }
- RenderTargetScale = targetScale;
- }
- /// <summary>
- /// Sets the render target depth-stencil buffer.
- /// </summary>
- /// <param name="depthStencil">The depth-stencil buffer texture</param>
- /// <returns>True if render target scale must be updated.</returns>
- public bool SetRenderTargetDepthStencil(Texture depthStencil)
- {
- bool hasValue = depthStencil != null;
- bool changesScale = (hasValue != (_rtDepthStencil != null)) || (hasValue && RenderTargetScale != depthStencil.ScaleFactor);
- _rtDepthStencil = depthStencil;
- return changesScale || (hasValue && depthStencil.ScaleMode != TextureScaleMode.Blacklisted && depthStencil.ScaleFactor != GraphicsConfig.ResScale);
- }
- /// <summary>
- /// Commits bindings on the compute pipeline.
- /// </summary>
- public void CommitComputeBindings()
- {
- // Every time we switch between graphics and compute work,
- // we must rebind everything.
- // Since compute work happens less often, we always do that
- // before and after the compute dispatch.
- _cpBindingsManager.Rebind();
- _cpBindingsManager.CommitBindings();
- _gpBindingsManager.Rebind();
- }
- /// <summary>
- /// Commits bindings on the graphics pipeline.
- /// </summary>
- public void CommitGraphicsBindings()
- {
- _gpBindingsManager.CommitBindings();
- UpdateRenderTargets();
- }
- /// <summary>
- /// Gets a texture descriptor used on the compute pipeline.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- /// <param name="handle">Shader "fake" handle of the texture</param>
- /// <returns>The texture descriptor</returns>
- public TextureDescriptor GetComputeTextureDescriptor(GpuState state, int handle)
- {
- return _cpBindingsManager.GetTextureDescriptor(state, 0, handle);
- }
- /// <summary>
- /// Gets a texture descriptor used on the graphics pipeline.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- /// <param name="stageIndex">Index of the shader stage where the texture is bound</param>
- /// <param name="handle">Shader "fake" handle of the texture</param>
- /// <returns>The texture descriptor</returns>
- public TextureDescriptor GetGraphicsTextureDescriptor(GpuState state, int stageIndex, int handle)
- {
- return _gpBindingsManager.GetTextureDescriptor(state, stageIndex, handle);
- }
- /// <summary>
- /// Update host framebuffer attachments based on currently bound render target buffers.
- /// </summary>
- public void UpdateRenderTargets()
- {
- bool anyChanged = false;
- if (_rtHostDs != _rtDepthStencil?.HostTexture)
- {
- _rtHostDs = _rtDepthStencil?.HostTexture;
- anyChanged = true;
- }
- for (int index = 0; index < _rtColors.Length; index++)
- {
- ITexture hostTexture = _rtColors[index]?.HostTexture;
- if (_rtHostColors[index] != hostTexture)
- {
- _rtHostColors[index] = hostTexture;
- anyChanged = true;
- }
- }
- if (anyChanged)
- {
- _context.Renderer.Pipeline.SetRenderTargets(_rtHostColors, _rtHostDs);
- }
- }
- /// <summary>
- /// Determines if a given texture is eligible for upscaling from its info.
- /// </summary>
- /// <param name="info">The texture info to check</param>
- /// <returns>True if eligible</returns>
- public bool IsUpscaleCompatible(TextureInfo info)
- {
- return (info.Target == Target.Texture2D || info.Target == Target.Texture2DArray) && !info.FormatInfo.IsCompressed && UpscaleSafeMode(info);
- }
- /// <summary>
- /// Determines if a given texture is "safe" for upscaling from its info.
- /// Note that this is different from being compatible - this elilinates targets that would have detrimental effects when scaled.
- /// </summary>
- /// <param name="info">The texture info to check</param>
- /// <returns>True if safe</returns>
- public bool UpscaleSafeMode(TextureInfo info)
- {
- // While upscaling works for all targets defined by IsUpscaleCompatible, we additionally blacklist targets here that
- // may have undesirable results (upscaling blur textures) or simply waste GPU resources (upscaling texture atlas).
- if (info.Levels > 3)
- {
- // Textures with more than 3 levels are likely to be game textures, rather than render textures.
- // Small textures with full mips are likely to be removed by the next check.
- return false;
- }
- if (info.Width < 8 || info.Height < 8)
- {
- // Discount textures with small dimensions.
- return false;
- }
- if (!(info.FormatInfo.Format.IsDepthOrStencil() || info.FormatInfo.Components == 1))
- {
- // Discount square textures that aren't depth-stencil like. (excludes game textures, cubemap faces, most 3D texture LUT, texture atlas)
- // Detect if the texture is possibly square. Widths may be aligned, so to remove the uncertainty we align both the width and height.
- int widthAlignment = (info.IsLinear ? 32 : 64) / info.FormatInfo.BytesPerPixel;
- bool possiblySquare = BitUtils.AlignUp(info.Width, widthAlignment) == BitUtils.AlignUp(info.Height, widthAlignment);
- if (possiblySquare)
- {
- return false;
- }
- }
- int aspect = (int)Math.Round((info.Width / (float)info.Height) * 9);
- if (aspect == 16 && info.Height < 360)
- {
- // Targets that are roughly 16:9 can only be rescaled if they're equal to or above 360p. (excludes blur and bloom textures)
- return false;
- }
- return true;
- }
- /// <summary>
- /// Handles removal of textures written to a memory region being unmapped.
- /// </summary>
- /// <param name="sender">Sender object</param>
- /// <param name="e">Event arguments</param>
- public void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
- {
- Texture[] overlaps = new Texture[10];
- int overlapCount;
- lock (_textures)
- {
- overlapCount = _textures.FindOverlaps(_context.MemoryManager.Translate(e.Address), e.Size, ref overlaps);
- }
- for (int i = 0; i < overlapCount; i++)
- {
- overlaps[i].Unmapped();
- }
- }
- /// <summary>
- /// Tries to find an existing texture, or create a new one if not found.
- /// </summary>
- /// <param name="copyTexture">Copy texture to find or create</param>
- /// <param name="formatInfo">Format information of the copy texture</param>
- /// <param name="preferScaling">Indicates if the texture should be scaled from the start</param>
- /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
- /// <returns>The texture</returns>
- public Texture FindOrCreateTexture(CopyTexture copyTexture, FormatInfo formatInfo, bool preferScaling = true, Size? sizeHint = null)
- {
- int gobBlocksInY = copyTexture.MemoryLayout.UnpackGobBlocksInY();
- int gobBlocksInZ = copyTexture.MemoryLayout.UnpackGobBlocksInZ();
- int width;
- if (copyTexture.LinearLayout)
- {
- width = copyTexture.Stride / formatInfo.BytesPerPixel;
- }
- else
- {
- width = copyTexture.Width;
- }
- TextureInfo info = new TextureInfo(
- copyTexture.Address.Pack(),
- width,
- copyTexture.Height,
- copyTexture.Depth,
- 1,
- 1,
- 1,
- copyTexture.Stride,
- copyTexture.LinearLayout,
- gobBlocksInY,
- gobBlocksInZ,
- 1,
- Target.Texture2D,
- formatInfo);
- TextureSearchFlags flags = TextureSearchFlags.ForCopy;
- if (preferScaling)
- {
- flags |= TextureSearchFlags.WithUpscale;
- }
- Texture texture = FindOrCreateTexture(flags, info, 0, sizeHint);
- texture?.SynchronizeMemory();
- return texture;
- }
- /// <summary>
- /// Tries to find an existing texture, or create a new one if not found.
- /// </summary>
- /// <param name="colorState">Color buffer texture to find or create</param>
- /// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
- /// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
- /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
- /// <returns>The texture</returns>
- public Texture FindOrCreateTexture(RtColorState colorState, int samplesInX, int samplesInY, Size sizeHint)
- {
- bool isLinear = colorState.MemoryLayout.UnpackIsLinear();
- int gobBlocksInY = colorState.MemoryLayout.UnpackGobBlocksInY();
- int gobBlocksInZ = colorState.MemoryLayout.UnpackGobBlocksInZ();
- Target target;
- if (colorState.MemoryLayout.UnpackIsTarget3D())
- {
- target = Target.Texture3D;
- }
- else if ((samplesInX | samplesInY) != 1)
- {
- target = colorState.Depth > 1
- ? Target.Texture2DMultisampleArray
- : Target.Texture2DMultisample;
- }
- else
- {
- target = colorState.Depth > 1
- ? Target.Texture2DArray
- : Target.Texture2D;
- }
- FormatInfo formatInfo = colorState.Format.Convert();
- int width, stride;
- // For linear textures, the width value is actually the stride.
- // We can easily get the width by dividing the stride by the bpp,
- // since the stride is the total number of bytes occupied by a
- // line. The stride should also meet alignment constraints however,
- // so the width we get here is the aligned width.
- if (isLinear)
- {
- width = colorState.WidthOrStride / formatInfo.BytesPerPixel;
- stride = colorState.WidthOrStride;
- }
- else
- {
- width = colorState.WidthOrStride;
- stride = 0;
- }
- TextureInfo info = new TextureInfo(
- colorState.Address.Pack(),
- width,
- colorState.Height,
- colorState.Depth,
- 1,
- samplesInX,
- samplesInY,
- stride,
- isLinear,
- gobBlocksInY,
- gobBlocksInZ,
- 1,
- target,
- formatInfo);
- int layerSize = !isLinear ? colorState.LayerSize * 4 : 0;
- Texture texture = FindOrCreateTexture(TextureSearchFlags.WithUpscale, info, layerSize, sizeHint);
- texture?.SynchronizeMemory();
- return texture;
- }
- /// <summary>
- /// Tries to find an existing texture, or create a new one if not found.
- /// </summary>
- /// <param name="dsState">Depth-stencil buffer texture to find or create</param>
- /// <param name="size">Size of the depth-stencil texture</param>
- /// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
- /// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
- /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
- /// <returns>The texture</returns>
- public Texture FindOrCreateTexture(RtDepthStencilState dsState, Size3D size, int samplesInX, int samplesInY, Size sizeHint)
- {
- int gobBlocksInY = dsState.MemoryLayout.UnpackGobBlocksInY();
- int gobBlocksInZ = dsState.MemoryLayout.UnpackGobBlocksInZ();
- Target target = (samplesInX | samplesInY) != 1
- ? Target.Texture2DMultisample
- : Target.Texture2D;
- FormatInfo formatInfo = dsState.Format.Convert();
- TextureInfo info = new TextureInfo(
- dsState.Address.Pack(),
- size.Width,
- size.Height,
- size.Depth,
- 1,
- samplesInX,
- samplesInY,
- 0,
- false,
- gobBlocksInY,
- gobBlocksInZ,
- 1,
- target,
- formatInfo);
- Texture texture = FindOrCreateTexture(TextureSearchFlags.WithUpscale, info, dsState.LayerSize * 4, sizeHint);
- texture?.SynchronizeMemory();
- return texture;
- }
- /// <summary>
- /// Tries to find an existing texture, or create a new one if not found.
- /// </summary>
- /// <param name="flags">The texture search flags, defines texture comparison rules</param>
- /// <param name="info">Texture information of the texture to be found or created</param>
- /// <param name="layerSize">Size in bytes of a single texture layer</param>
- /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
- /// <param name="range">Optional ranges of physical memory where the texture data is located</param>
- /// <returns>The texture</returns>
- public Texture FindOrCreateTexture(TextureSearchFlags flags, TextureInfo info, int layerSize = 0, Size? sizeHint = null, MultiRange? range = null)
- {
- bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0;
- bool isScalable = IsUpscaleCompatible(info);
- TextureScaleMode scaleMode = TextureScaleMode.Blacklisted;
- if (isScalable)
- {
- scaleMode = (flags & TextureSearchFlags.WithUpscale) != 0 ? TextureScaleMode.Scaled : TextureScaleMode.Eligible;
- }
- ulong address;
- if (range != null)
- {
- address = range.Value.GetSubRange(0).Address;
- }
- else
- {
- address = _context.MemoryManager.Translate(info.GpuAddress);
- if (address == MemoryManager.PteUnmapped)
- {
- return null;
- }
- }
- int sameAddressOverlapsCount;
- lock (_textures)
- {
- // Try to find a perfect texture match, with the same address and parameters.
- sameAddressOverlapsCount = _textures.FindOverlaps(address, ref _textureOverlaps);
- }
- Texture texture = null;
- TextureMatchQuality bestQuality = TextureMatchQuality.NoMatch;
- for (int index = 0; index < sameAddressOverlapsCount; index++)
- {
- Texture overlap = _textureOverlaps[index];
- TextureMatchQuality matchQuality = overlap.IsExactMatch(info, flags);
- if (matchQuality != TextureMatchQuality.NoMatch)
- {
- // If the parameters match, we need to make sure the texture is mapped to the same memory regions.
- // If a range of memory was supplied, just check if the ranges match.
- if (range != null && !overlap.Range.Equals(range.Value))
- {
- continue;
- }
- // If no range was supplied, we can check if the GPU virtual address match. If they do,
- // we know the textures are located at the same memory region.
- // If they don't, it may still be mapped to the same physical region, so we
- // do a more expensive check to tell if they are mapped into the same physical regions.
- if (overlap.Info.GpuAddress != info.GpuAddress && !_context.MemoryManager.CompareRange(overlap.Range, info.GpuAddress))
- {
- continue;
- }
- }
- if (matchQuality == TextureMatchQuality.Perfect)
- {
- texture = overlap;
- break;
- }
- else if (matchQuality > bestQuality)
- {
- texture = overlap;
- bestQuality = matchQuality;
- }
- }
- if (texture != null)
- {
- if (!isSamplerTexture)
- {
- // If not a sampler texture, it is managed by the auto delete
- // cache, ensure that it is on the "top" of the list to avoid
- // deletion.
- _cache.Lift(texture);
- }
- ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint);
- texture.SynchronizeMemory();
- return texture;
- }
- // Calculate texture sizes, used to find all overlapping textures.
- SizeInfo sizeInfo = info.CalculateSizeInfo(layerSize);
- ulong size = (ulong)sizeInfo.TotalSize;
- if (range == null)
- {
- range = _context.MemoryManager.GetPhysicalRegions(info.GpuAddress, size);
- }
- // Find view compatible matches.
- int overlapsCount;
- lock (_textures)
- {
- overlapsCount = _textures.FindOverlaps(range.Value, ref _textureOverlaps);
- }
- for (int index = 0; index < overlapsCount; index++)
- {
- Texture overlap = _textureOverlaps[index];
- TextureViewCompatibility overlapCompatibility = overlap.IsViewCompatible(info, range.Value, out int firstLayer, out int firstLevel);
- if (overlapCompatibility == TextureViewCompatibility.Full)
- {
- TextureInfo oInfo = AdjustSizes(overlap, info, firstLevel);
- if (!isSamplerTexture)
- {
- info = oInfo;
- }
- texture = overlap.CreateView(oInfo, sizeInfo, range.Value, firstLayer, firstLevel);
- if (overlap.IsModified)
- {
- texture.SignalModified();
- }
- ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint);
- break;
- }
- else if (overlapCompatibility == TextureViewCompatibility.CopyOnly)
- {
- // TODO: Copy rules for targets created after the container texture. See below.
- overlap.DisableMemoryTracking();
- }
- }
- // No match, create a new texture.
- if (texture == null)
- {
- texture = new Texture(_context, info, sizeInfo, range.Value, scaleMode);
- // Step 1: Find textures that are view compatible with the new texture.
- // Any textures that are incompatible will contain garbage data, so they should be removed where possible.
- int viewCompatible = 0;
- bool setData = isSamplerTexture || overlapsCount == 0 || flags.HasFlag(TextureSearchFlags.ForCopy);
- for (int index = 0; index < overlapsCount; index++)
- {
- Texture overlap = _textureOverlaps[index];
- bool overlapInCache = overlap.CacheNode != null;
- TextureViewCompatibility compatibility = texture.IsViewCompatible(overlap.Info, overlap.Range, out int firstLayer, out int firstLevel);
- if (compatibility != TextureViewCompatibility.Incompatible)
- {
- if (_overlapInfo.Length != _textureOverlaps.Length)
- {
- Array.Resize(ref _overlapInfo, _textureOverlaps.Length);
- }
- _overlapInfo[viewCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel);
- _textureOverlaps[viewCompatible++] = overlap;
- }
- else if (overlapInCache || !setData)
- {
- if (info.GobBlocksInZ > 1 && info.GobBlocksInZ == overlap.Info.GobBlocksInZ)
- {
- // Allow overlapping slices of 3D textures. Could be improved in future by making sure the textures don't overlap.
- continue;
- }
- // The overlap texture is going to contain garbage data after we draw, or is generally incompatible.
- // If the texture cannot be entirely contained in the new address space, and one of its view children is compatible with us,
- // it must be flushed before removal, so that the data is not lost.
- // If the texture was modified since its last use, then that data is probably meant to go into this texture.
- // If the data has been modified by the CPU, then it also shouldn't be flushed.
- bool modified = overlap.ConsumeModified();
- bool flush = overlapInCache && !modified && !texture.Range.Contains(overlap.Range) && overlap.HasViewCompatibleChild(texture);
- setData |= modified || flush;
- if (overlapInCache)
- {
- _cache.Remove(overlap, flush);
- }
- }
- }
- // We need to synchronize before copying the old view data to the texture,
- // otherwise the copied data would be overwritten by a future synchronization.
- texture.InitializeData(false, setData);
- for (int index = 0; index < viewCompatible; index++)
- {
- Texture overlap = _textureOverlaps[index];
- OverlapInfo oInfo = _overlapInfo[index];
- if (oInfo.Compatibility != TextureViewCompatibility.Full)
- {
- continue; // Copy only compatibilty.
- }
- TextureInfo overlapInfo = AdjustSizes(texture, overlap.Info, oInfo.FirstLevel);
- TextureCreateInfo createInfo = GetCreateInfo(overlapInfo, _context.Capabilities, overlap.ScaleFactor);
- if (texture.ScaleFactor != overlap.ScaleFactor)
- {
- // A bit tricky, our new texture may need to contain an existing texture that is upscaled, but isn't itself.
- // In that case, we prefer the higher scale only if our format is render-target-like, otherwise we scale the view down before copy.
- texture.PropagateScale(overlap);
- }
- ITexture newView = texture.HostTexture.CreateView(createInfo, oInfo.FirstLayer, oInfo.FirstLevel);
- overlap.HostTexture.CopyTo(newView, 0, 0);
- // Inherit modification from overlapping texture, do that before replacing
- // the view since the replacement operation removes it from the list.
- if (overlap.IsModified)
- {
- texture.SignalModified();
- }
- overlap.ReplaceView(texture, overlapInfo, newView, oInfo.FirstLayer, oInfo.FirstLevel);
- }
- // If the texture is a 3D texture, we need to additionally copy any slice
- // of the 3D texture to the newly created 3D texture.
- if (info.Target == Target.Texture3D && viewCompatible > 0)
- {
- // TODO: This copy can currently only happen when the 3D texture is created.
- // If a game clears and redraws the slices, we won't be able to copy the new data to the 3D texture.
- // Disable tracking to try keep at least the original data in there for as long as possible.
- texture.DisableMemoryTracking();
- for (int index = 0; index < viewCompatible; index++)
- {
- Texture overlap = _textureOverlaps[index];
- OverlapInfo oInfo = _overlapInfo[index];
- if (oInfo.Compatibility != TextureViewCompatibility.Incompatible)
- {
- overlap.BlacklistScale();
- overlap.HostTexture.CopyTo(texture.HostTexture, oInfo.FirstLayer, oInfo.FirstLevel);
- if (overlap.IsModified)
- {
- texture.SignalModified();
- }
- }
- }
- }
- }
- // Sampler textures are managed by the texture pool, all other textures
- // are managed by the auto delete cache.
- if (!isSamplerTexture)
- {
- _cache.Add(texture);
- }
- lock (_textures)
- {
- _textures.Add(texture);
- }
- ShrinkOverlapsBufferIfNeeded();
- return texture;
- }
- /// <summary>
- /// Changes a texture's size to match the desired size for samplers,
- /// or increases a texture's size to fit the region indicated by a size hint.
- /// </summary>
- /// <param name="info">The desired texture info</param>
- /// <param name="texture">The texture to resize</param>
- /// <param name="isSamplerTexture">True if the texture will be used for a sampler, false otherwise</param>
- /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
- private void ChangeSizeIfNeeded(TextureInfo info, Texture texture, bool isSamplerTexture, Size? sizeHint)
- {
- if (isSamplerTexture)
- {
- // If this is used for sampling, the size must match,
- // otherwise the shader would sample garbage data.
- // To fix that, we create a new texture with the correct
- // size, and copy the data from the old one to the new one.
- if (!TextureCompatibility.SizeMatches(texture.Info, info))
- {
- texture.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
- }
- }
- else if (sizeHint != null)
- {
- // A size hint indicates that data will be used within that range, at least.
- // If the texture is smaller than the size hint, it must be enlarged to meet it.
- // The maximum size is provided by the requested info, which generally has an aligned size.
- int width = Math.Max(texture.Info.Width, Math.Min(sizeHint.Value.Width, info.Width));
- int height = Math.Max(texture.Info.Height, Math.Min(sizeHint.Value.Height, info.Height));
- if (texture.Info.Width != width || texture.Info.Height != height)
- {
- texture.ChangeSize(width, height, info.DepthOrLayers);
- }
- }
- }
- /// <summary>
- /// Tries to find an existing texture matching the given buffer copy destination. If none is found, returns null.
- /// </summary>
- /// <param name="tex">The texture information</param>
- /// <param name="cbp">The copy buffer parameters</param>
- /// <param name="swizzle">The copy buffer swizzle</param>
- /// <param name="linear">True if the texture has a linear layout, false otherwise</param>
- /// <returns>A matching texture, or null if there is no match</returns>
- public Texture FindTexture(CopyBufferTexture tex, CopyBufferParams cbp, CopyBufferSwizzle swizzle, bool linear)
- {
- ulong address = _context.MemoryManager.Translate(cbp.DstAddress.Pack());
- if (address == MemoryManager.PteUnmapped)
- {
- return null;
- }
- int bpp = swizzle.UnpackDstComponentsCount() * swizzle.UnpackComponentSize();
- int addressMatches = _textures.FindOverlaps(address, ref _textureOverlaps);
- for (int i = 0; i < addressMatches; i++)
- {
- Texture texture = _textureOverlaps[i];
- FormatInfo format = texture.Info.FormatInfo;
- if (texture.Info.DepthOrLayers > 1)
- {
- continue;
- }
- bool match;
- if (linear)
- {
- // Size is not available for linear textures. Use the stride and end of the copy region instead.
- match = texture.Info.IsLinear && texture.Info.Stride == cbp.DstStride && tex.RegionY + cbp.YCount <= texture.Info.Height;
- }
- else
- {
- // Bpp may be a mismatch between the target texture and the param.
- // Due to the way linear strided and block layouts work, widths can be multiplied by Bpp for comparison.
- // Note: tex.Width is the aligned texture size. Prefer param.XCount, as the destination should be a texture with that exact size.
- bool sizeMatch = cbp.XCount * bpp == texture.Info.Width * format.BytesPerPixel && tex.Height == texture.Info.Height;
- bool formatMatch = !texture.Info.IsLinear &&
- texture.Info.GobBlocksInY == tex.MemoryLayout.UnpackGobBlocksInY() &&
- texture.Info.GobBlocksInZ == tex.MemoryLayout.UnpackGobBlocksInZ();
- match = sizeMatch && formatMatch;
- }
- if (match)
- {
- return texture;
- }
- }
- return null;
- }
- /// <summary>
- /// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
- /// </summary>
- private void ShrinkOverlapsBufferIfNeeded()
- {
- if (_textureOverlaps.Length > OverlapsBufferMaxCapacity)
- {
- Array.Resize(ref _textureOverlaps, OverlapsBufferMaxCapacity);
- }
- }
- /// <summary>
- /// Adjusts the size of the texture information for a given mipmap level,
- /// based on the size of a parent texture.
- /// </summary>
- /// <param name="parent">The parent texture</param>
- /// <param name="info">The texture information to be adjusted</param>
- /// <param name="firstLevel">The first level of the texture view</param>
- /// <returns>The adjusted texture information with the new size</returns>
- private static TextureInfo AdjustSizes(Texture parent, TextureInfo info, int firstLevel)
- {
- // When the texture is used as view of another texture, we must
- // ensure that the sizes are valid, otherwise data uploads would fail
- // (and the size wouldn't match the real size used on the host API).
- // Given a parent texture from where the view is created, we have the
- // following rules:
- // - The view size must be equal to the parent size, divided by (2 ^ l),
- // where l is the first mipmap level of the view. The division result must
- // be rounded down, and the result must be clamped to 1.
- // - If the parent format is compressed, and the view format isn't, the
- // view size is calculated as above, but the width and height of the
- // view must be also divided by the compressed format block width and height.
- // - If the parent format is not compressed, and the view is, the view
- // size is calculated as described on the first point, but the width and height
- // of the view must be also multiplied by the block width and height.
- int width = Math.Max(1, parent.Info.Width >> firstLevel);
- int height = Math.Max(1, parent.Info.Height >> firstLevel);
- if (parent.Info.FormatInfo.IsCompressed && !info.FormatInfo.IsCompressed)
- {
- width = BitUtils.DivRoundUp(width, parent.Info.FormatInfo.BlockWidth);
- height = BitUtils.DivRoundUp(height, parent.Info.FormatInfo.BlockHeight);
- }
- else if (!parent.Info.FormatInfo.IsCompressed && info.FormatInfo.IsCompressed)
- {
- width *= info.FormatInfo.BlockWidth;
- height *= info.FormatInfo.BlockHeight;
- }
- int depthOrLayers;
- if (info.Target == Target.Texture3D)
- {
- depthOrLayers = Math.Max(1, parent.Info.DepthOrLayers >> firstLevel);
- }
- else
- {
- depthOrLayers = info.DepthOrLayers;
- }
- return new TextureInfo(
- info.GpuAddress,
- width,
- height,
- depthOrLayers,
- info.Levels,
- info.SamplesInX,
- info.SamplesInY,
- info.Stride,
- info.IsLinear,
- info.GobBlocksInY,
- info.GobBlocksInZ,
- info.GobBlocksInTileX,
- info.Target,
- info.FormatInfo,
- info.DepthStencilMode,
- info.SwizzleR,
- info.SwizzleG,
- info.SwizzleB,
- info.SwizzleA);
- }
- /// <summary>
- /// Gets a texture creation information from texture information.
- /// This can be used to create new host textures.
- /// </summary>
- /// <param name="info">Texture information</param>
- /// <param name="caps">GPU capabilities</param>
- /// <param name="scale">Texture scale factor, to be applied to the texture size</param>
- /// <returns>The texture creation information</returns>
- public static TextureCreateInfo GetCreateInfo(TextureInfo info, Capabilities caps, float scale)
- {
- FormatInfo formatInfo = TextureCompatibility.ToHostCompatibleFormat(info, caps);
- if (info.Target == Target.TextureBuffer)
- {
- // We assume that the host does not support signed normalized format
- // (as is the case with OpenGL), so we just use a unsigned format.
- // The shader will need the appropriate conversion code to compensate.
- switch (formatInfo.Format)
- {
- case Format.R8Snorm:
- formatInfo = new FormatInfo(Format.R8Sint, 1, 1, 1, 1);
- break;
- case Format.R16Snorm:
- formatInfo = new FormatInfo(Format.R16Sint, 1, 1, 2, 1);
- break;
- case Format.R8G8Snorm:
- formatInfo = new FormatInfo(Format.R8G8Sint, 1, 1, 2, 2);
- break;
- case Format.R16G16Snorm:
- formatInfo = new FormatInfo(Format.R16G16Sint, 1, 1, 4, 2);
- break;
- case Format.R8G8B8A8Snorm:
- formatInfo = new FormatInfo(Format.R8G8B8A8Sint, 1, 1, 4, 4);
- break;
- case Format.R16G16B16A16Snorm:
- formatInfo = new FormatInfo(Format.R16G16B16A16Sint, 1, 1, 8, 4);
- break;
- }
- }
- int width = info.Width / info.SamplesInX;
- int height = info.Height / info.SamplesInY;
- int depth = info.GetDepth() * info.GetLayers();
- if (scale != 1f)
- {
- width = (int)MathF.Ceiling(width * scale);
- height = (int)MathF.Ceiling(height * scale);
- }
- return new TextureCreateInfo(
- width,
- height,
- depth,
- info.Levels,
- info.Samples,
- formatInfo.BlockWidth,
- formatInfo.BlockHeight,
- formatInfo.BytesPerPixel,
- formatInfo.Format,
- info.DepthStencilMode,
- info.Target,
- info.SwizzleR,
- info.SwizzleG,
- info.SwizzleB,
- info.SwizzleA);
- }
- /// <summary>
- /// Removes a texture from the cache.
- /// </summary>
- /// <remarks>
- /// This only removes the texture from the internal list, not from the auto-deletion cache.
- /// It may still have live references after the removal.
- /// </remarks>
- /// <param name="texture">The texture to be removed</param>
- public void RemoveTextureFromCache(Texture texture)
- {
- lock (_textures)
- {
- _textures.Remove(texture);
- }
- }
- /// <summary>
- /// Disposes all textures in the cache.
- /// It's an error to use the texture manager after disposal.
- /// </summary>
- public void Dispose()
- {
- lock (_textures)
- {
- foreach (Texture texture in _textures)
- {
- texture.Dispose();
- }
- }
- }
- }
- }
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