TextureBindingsManager.cs 23 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. /// Updates the texture scale for a given texture or image.
  167. /// </summary>
  168. /// <param name="texture">Start GPU virtual address of the pool</param>
  169. /// <param name="binding">The related texture binding</param>
  170. /// <param name="index">The texture/image binding index</param>
  171. /// <param name="stage">The active shader stage</param>
  172. /// <returns>True if the given texture has become blacklisted, indicating that its host texture may have changed.</returns>
  173. private bool UpdateScale(Texture texture, TextureBindingInfo binding, int index, ShaderStage stage)
  174. {
  175. float result = 1f;
  176. bool changed = false;
  177. if ((binding.Flags & TextureUsageFlags.NeedsScaleValue) != 0 && texture != null)
  178. {
  179. switch (stage)
  180. {
  181. case ShaderStage.Fragment:
  182. if ((binding.Flags & TextureUsageFlags.ResScaleUnsupported) != 0)
  183. {
  184. changed |= texture.ScaleMode != TextureScaleMode.Blacklisted;
  185. texture.BlacklistScale();
  186. break;
  187. }
  188. float scale = texture.ScaleFactor;
  189. if (scale != 1)
  190. {
  191. Texture activeTarget = _channel.TextureManager.GetAnyRenderTarget();
  192. if (activeTarget != null && activeTarget.Info.Width / (float)texture.Info.Width == activeTarget.Info.Height / (float)texture.Info.Height)
  193. {
  194. // 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)
  195. result = -scale;
  196. break;
  197. }
  198. }
  199. result = scale;
  200. break;
  201. case ShaderStage.Compute:
  202. if ((binding.Flags & TextureUsageFlags.ResScaleUnsupported) != 0)
  203. {
  204. changed |= texture.ScaleMode != TextureScaleMode.Blacklisted;
  205. texture.BlacklistScale();
  206. }
  207. result = texture.ScaleFactor;
  208. break;
  209. }
  210. }
  211. if (result != _scales[index])
  212. {
  213. _scaleChanged = true;
  214. _scales[index] = result;
  215. }
  216. return changed;
  217. }
  218. /// <summary>
  219. /// Uploads texture and image scales to the backend when they are used.
  220. /// </summary>
  221. /// <param name="stage">Current shader stage</param>
  222. /// <param name="stageIndex">Shader stage index</param>
  223. private void CommitRenderScale(ShaderStage stage, int stageIndex)
  224. {
  225. if (_scaleChanged)
  226. {
  227. _context.Renderer.Pipeline.UpdateRenderScale(stage, _scales, _textureBindingsCount[stageIndex], _imageBindingsCount[stageIndex]);
  228. _scaleChanged = false;
  229. }
  230. }
  231. /// <summary>
  232. /// Ensures that the bindings are visible to the host GPU.
  233. /// Note: this actually performs the binding using the host graphics API.
  234. /// </summary>
  235. public void CommitBindings()
  236. {
  237. ulong texturePoolAddress = _texturePoolAddress;
  238. TexturePool texturePool = texturePoolAddress != 0
  239. ? _texturePoolCache.FindOrCreate(_channel, texturePoolAddress, _texturePoolMaximumId)
  240. : null;
  241. if (_isCompute)
  242. {
  243. CommitTextureBindings(texturePool, ShaderStage.Compute, 0);
  244. CommitImageBindings (texturePool, ShaderStage.Compute, 0);
  245. CommitRenderScale(ShaderStage.Compute, 0);
  246. }
  247. else
  248. {
  249. for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
  250. {
  251. int stageIndex = (int)stage - 1;
  252. CommitTextureBindings(texturePool, stage, stageIndex);
  253. CommitImageBindings (texturePool, stage, stageIndex);
  254. CommitRenderScale(stage, stageIndex);
  255. }
  256. }
  257. _rebind = false;
  258. }
  259. /// <summary>
  260. /// Ensures that the texture bindings are visible to the host GPU.
  261. /// Note: this actually performs the binding using the host graphics API.
  262. /// </summary>
  263. /// <param name="pool">The current texture pool</param>
  264. /// <param name="stage">The shader stage using the textures to be bound</param>
  265. /// <param name="stageIndex">The stage number of the specified shader stage</param>
  266. private void CommitTextureBindings(TexturePool pool, ShaderStage stage, int stageIndex)
  267. {
  268. int textureCount = _textureBindingsCount[stageIndex];
  269. if (textureCount == 0)
  270. {
  271. return;
  272. }
  273. var samplerPool = _samplerPool;
  274. if (pool == null)
  275. {
  276. Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses textures, but texture pool was not set.");
  277. return;
  278. }
  279. for (int index = 0; index < textureCount; index++)
  280. {
  281. TextureBindingInfo bindingInfo = _textureBindings[stageIndex][index];
  282. (int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
  283. int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
  284. int textureId = UnpackTextureId(packedId);
  285. int samplerId;
  286. if (_samplerIndex == SamplerIndex.ViaHeaderIndex)
  287. {
  288. samplerId = textureId;
  289. }
  290. else
  291. {
  292. samplerId = UnpackSamplerId(packedId);
  293. }
  294. Texture texture = pool.Get(textureId);
  295. ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
  296. if (_textureState[stageIndex][index].Texture != hostTexture || _rebind)
  297. {
  298. if (UpdateScale(texture, bindingInfo, index, stage))
  299. {
  300. hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
  301. }
  302. _textureState[stageIndex][index].Texture = hostTexture;
  303. _context.Renderer.Pipeline.SetTexture(bindingInfo.Binding, hostTexture);
  304. }
  305. if (hostTexture != null && texture.Target == Target.TextureBuffer)
  306. {
  307. // Ensure that the buffer texture is using the correct buffer as storage.
  308. // Buffers are frequently re-created to accomodate larger data, so we need to re-bind
  309. // to ensure we're not using a old buffer that was already deleted.
  310. _channel.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, bindingInfo.Format, false);
  311. }
  312. Sampler sampler = samplerPool?.Get(samplerId);
  313. ISampler hostSampler = sampler?.HostSampler;
  314. if (_textureState[stageIndex][index].Sampler != hostSampler || _rebind)
  315. {
  316. _textureState[stageIndex][index].Sampler = hostSampler;
  317. _context.Renderer.Pipeline.SetSampler(bindingInfo.Binding, hostSampler);
  318. }
  319. }
  320. }
  321. /// <summary>
  322. /// Ensures that the image bindings are visible to the host GPU.
  323. /// Note: this actually performs the binding using the host graphics API.
  324. /// </summary>
  325. /// <param name="pool">The current texture pool</param>
  326. /// <param name="stage">The shader stage using the textures to be bound</param>
  327. /// <param name="stageIndex">The stage number of the specified shader stage</param>
  328. private void CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex)
  329. {
  330. int imageCount = _imageBindingsCount[stageIndex];
  331. if (imageCount == 0)
  332. {
  333. return;
  334. }
  335. if (pool == null)
  336. {
  337. Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses images, but texture pool was not set.");
  338. return;
  339. }
  340. // Scales for images appear after the texture ones.
  341. int baseScaleIndex = _textureBindingsCount[stageIndex];
  342. for (int index = 0; index < imageCount; index++)
  343. {
  344. TextureBindingInfo bindingInfo = _imageBindings[stageIndex][index];
  345. (int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
  346. int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
  347. int textureId = UnpackTextureId(packedId);
  348. Texture texture = pool.Get(textureId);
  349. ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
  350. bool isStore = bindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);
  351. if (hostTexture != null && texture.Target == Target.TextureBuffer)
  352. {
  353. // Ensure that the buffer texture is using the correct buffer as storage.
  354. // Buffers are frequently re-created to accomodate larger data, so we need to re-bind
  355. // to ensure we're not using a old buffer that was already deleted.
  356. Format format = bindingInfo.Format;
  357. if (format == 0 && texture != null)
  358. {
  359. format = texture.Format;
  360. }
  361. _channel.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, format, true);
  362. }
  363. else if (isStore)
  364. {
  365. texture?.SignalModified();
  366. }
  367. if (_imageState[stageIndex][index].Texture != hostTexture || _rebind)
  368. {
  369. if (UpdateScale(texture, bindingInfo, baseScaleIndex + index, stage))
  370. {
  371. hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
  372. }
  373. _imageState[stageIndex][index].Texture = hostTexture;
  374. Format format = bindingInfo.Format;
  375. if (format == 0 && texture != null)
  376. {
  377. format = texture.Format;
  378. }
  379. _context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTexture, format);
  380. }
  381. }
  382. }
  383. /// <summary>
  384. /// Gets the texture descriptor for a given texture handle.
  385. /// </summary>
  386. /// <param name="poolGpuVa">GPU virtual address of the texture pool</param>
  387. /// <param name="bufferIndex">Index of the constant buffer with texture handles</param>
  388. /// <param name="maximumId">Maximum ID of the texture pool</param>
  389. /// <param name="stageIndex">The stage number where the texture is bound</param>
  390. /// <param name="handle">The texture handle</param>
  391. /// <param name="cbufSlot">The texture handle's constant buffer slot</param>
  392. /// <returns>The texture descriptor for the specified texture</returns>
  393. public TextureDescriptor GetTextureDescriptor(
  394. ulong poolGpuVa,
  395. int bufferIndex,
  396. int maximumId,
  397. int stageIndex,
  398. int handle,
  399. int cbufSlot)
  400. {
  401. (int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(cbufSlot, bufferIndex);
  402. int packedId = ReadPackedId(stageIndex, handle, textureBufferIndex, samplerBufferIndex);
  403. int textureId = UnpackTextureId(packedId);
  404. ulong poolAddress = _channel.MemoryManager.Translate(poolGpuVa);
  405. TexturePool texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, maximumId);
  406. return texturePool.GetDescriptor(textureId);
  407. }
  408. /// <summary>
  409. /// Reads a packed texture and sampler ID (basically, the real texture handle)
  410. /// from the texture constant buffer.
  411. /// </summary>
  412. /// <param name="stageIndex">The number of the shader stage where the texture is bound</param>
  413. /// <param name="wordOffset">A word offset of the handle on the buffer (the "fake" shader handle)</param>
  414. /// <param name="textureBufferIndex">Index of the constant buffer holding the texture handles</param>
  415. /// <param name="samplerBufferIndex">Index of the constant buffer holding the sampler handles</param>
  416. /// <returns>The packed texture and sampler ID (the real texture handle)</returns>
  417. private int ReadPackedId(int stageIndex, int wordOffset, int textureBufferIndex, int samplerBufferIndex)
  418. {
  419. (int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = TextureHandle.UnpackOffsets(wordOffset);
  420. ulong textureBufferAddress = _isCompute
  421. ? _channel.BufferManager.GetComputeUniformBufferAddress(textureBufferIndex)
  422. : _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
  423. int handle = _channel.MemoryManager.Physical.Read<int>(textureBufferAddress + (uint)textureWordOffset * 4);
  424. // The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
  425. // is a 13-bit value. However, in order to also support separate samplers and textures (which uses
  426. // bindless textures on the shader), we extend it with another value on the higher 16 bits with
  427. // another offset for the sampler.
  428. // The shader translator has code to detect separate texture and sampler uses with a bindless texture,
  429. // turn that into a regular texture access and produce those special handles with values on the higher 16 bits.
  430. if (handleType != TextureHandleType.CombinedSampler)
  431. {
  432. ulong samplerBufferAddress = _isCompute
  433. ? _channel.BufferManager.GetComputeUniformBufferAddress(samplerBufferIndex)
  434. : _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, samplerBufferIndex);
  435. int samplerHandle = _channel.MemoryManager.Physical.Read<int>(samplerBufferAddress + (uint)samplerWordOffset * 4);
  436. if (handleType == TextureHandleType.SeparateSamplerId)
  437. {
  438. samplerHandle <<= 20;
  439. }
  440. handle |= samplerHandle;
  441. }
  442. return handle;
  443. }
  444. /// <summary>
  445. /// Unpacks the texture ID from the real texture handle.
  446. /// </summary>
  447. /// <param name="packedId">The real texture handle</param>
  448. /// <returns>The texture ID</returns>
  449. private static int UnpackTextureId(int packedId)
  450. {
  451. return (packedId >> 0) & 0xfffff;
  452. }
  453. /// <summary>
  454. /// Unpacks the sampler ID from the real texture handle.
  455. /// </summary>
  456. /// <param name="packedId">The real texture handle</param>
  457. /// <returns>The sampler ID</returns>
  458. private static int UnpackSamplerId(int packedId)
  459. {
  460. return (packedId >> 20) & 0xfff;
  461. }
  462. /// <summary>
  463. /// Force all bound textures and images to be rebound the next time CommitBindings is called.
  464. /// </summary>
  465. public void Rebind()
  466. {
  467. _rebind = true;
  468. }
  469. /// <summary>
  470. /// Disposes all textures and samplers in the cache.
  471. /// </summary>
  472. public void Dispose()
  473. {
  474. _samplerPool?.Dispose();
  475. }
  476. }
  477. }