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- using Ryujinx.Common;
- using Ryujinx.Graphics.GAL;
- using Ryujinx.Graphics.Gpu.Engine.Threed;
- using Ryujinx.Graphics.Gpu.Engine.Twod;
- using Ryujinx.Graphics.Gpu.Engine.Types;
- using Ryujinx.Graphics.Gpu.Memory;
- using Ryujinx.Graphics.Texture;
- using Ryujinx.Memory.Range;
- using System;
- using System.Collections.Generic;
- using System.Threading;
- namespace Ryujinx.Graphics.Gpu.Image
- {
- /// <summary>
- /// Texture cache.
- /// </summary>
- class TextureCache : IDisposable
- {
- private readonly 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 PhysicalMemory _physicalMemory;
- private readonly MultiRangeList<Texture> _textures;
- private readonly HashSet<Texture> _partiallyMappedTextures;
- private readonly ReaderWriterLockSlim _texturesLock;
- private Texture[] _textureOverlaps;
- private OverlapInfo[] _overlapInfo;
- private readonly AutoDeleteCache _cache;
- /// <summary>
- /// Constructs a new instance of the texture manager.
- /// </summary>
- /// <param name="context">The GPU context that the texture manager belongs to</param>
- /// <param name="physicalMemory">Physical memory where the textures managed by this cache are mapped</param>
- public TextureCache(GpuContext context, PhysicalMemory physicalMemory)
- {
- _context = context;
- _physicalMemory = physicalMemory;
- _textures = new MultiRangeList<Texture>();
- _partiallyMappedTextures = new HashSet<Texture>();
- _texturesLock = new ReaderWriterLockSlim();
- _textureOverlaps = new Texture[OverlapsBufferInitialCapacity];
- _overlapInfo = new OverlapInfo[OverlapsBufferInitialCapacity];
- _cache = new AutoDeleteCache();
- }
- /// <summary>
- /// Handles marking of textures written to a memory region being (partially) remapped.
- /// </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;
- MultiRange unmapped = ((MemoryManager)sender).GetPhysicalRegions(e.Address, e.Size);
- _texturesLock.EnterReadLock();
- try
- {
- overlapCount = _textures.FindOverlaps(unmapped, ref overlaps);
- }
- finally
- {
- _texturesLock.ExitReadLock();
- }
- if (overlapCount > 0)
- {
- for (int i = 0; i < overlapCount; i++)
- {
- overlaps[i].Unmapped(unmapped);
- }
- }
- lock (_partiallyMappedTextures)
- {
- if (overlapCount > 0 || _partiallyMappedTextures.Count > 0)
- {
- e.AddRemapAction(() =>
- {
- lock (_partiallyMappedTextures)
- {
- if (overlapCount > 0)
- {
- for (int i = 0; i < overlapCount; i++)
- {
- _partiallyMappedTextures.Add(overlaps[i]);
- }
- }
- // Any texture that has been unmapped at any point or is partially unmapped
- // should update their pool references after the remap completes.
- foreach (var texture in _partiallyMappedTextures)
- {
- texture.UpdatePoolMappings();
- }
- }
- });
- }
- }
- }
- /// <summary>
- /// Determines if a given texture is eligible for upscaling from its info.
- /// </summary>
- /// <param name="info">The texture info to check</param>
- /// <param name="withUpscale">True if the user of the texture would prefer it to be upscaled immediately</param>
- /// <returns>True if eligible</returns>
- private static TextureScaleMode IsUpscaleCompatible(TextureInfo info, bool withUpscale)
- {
- if ((info.Target == Target.Texture2D || info.Target == Target.Texture2DArray || info.Target == Target.Texture2DMultisample) && !info.FormatInfo.IsCompressed)
- {
- return UpscaleSafeMode(info) ? (withUpscale ? TextureScaleMode.Scaled : TextureScaleMode.Eligible) : TextureScaleMode.Undesired;
- }
- return TextureScaleMode.Blacklisted;
- }
- /// <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>
- private static 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;
- }
- int widthAlignment = (info.IsLinear ? Constants.StrideAlignment : Constants.GobAlignment) / info.FormatInfo.BytesPerPixel;
- 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.
- bool possiblySquare = BitUtils.AlignUp(info.Width, widthAlignment) == BitUtils.AlignUp(info.Height, widthAlignment);
- if (possiblySquare)
- {
- return false;
- }
- }
- if (info.Height < 360)
- {
- int aspectWidth = (int)MathF.Ceiling((info.Height / 9f) * 16f);
- int aspectMaxWidth = BitUtils.AlignUp(aspectWidth, widthAlignment);
- int aspectMinWidth = BitUtils.AlignDown(aspectWidth, widthAlignment);
- if (info.Width >= aspectMinWidth && info.Width <= aspectMaxWidth && 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;
- }
- }
- if (info.Width == info.Height * info.Height)
- {
- // Possibly used for a "3D texture" drawn onto a 2D surface.
- // Some games do this to generate a tone mapping LUT without rendering into 3D texture slices.
- return false;
- }
- return true;
- }
- /// <summary>
- /// Lifts the texture to the top of the AutoDeleteCache. This is primarily used to enforce that
- /// data written to a target will be flushed to memory should the texture be deleted, but also
- /// keeps rendered textures alive without a pool reference.
- /// </summary>
- /// <param name="texture">Texture to lift</param>
- public void Lift(Texture texture)
- {
- _cache.Lift(texture);
- }
- /// <summary>
- /// Attempts to update a texture's physical memory range.
- /// Returns false if there is an existing texture that matches with the updated range.
- /// </summary>
- /// <param name="texture">Texture to update</param>
- /// <param name="range">New physical memory range</param>
- /// <returns>True if the mapping was updated, false otherwise</returns>
- public bool UpdateMapping(Texture texture, MultiRange range)
- {
- // There cannot be an existing texture compatible with this mapping in the texture cache already.
- int overlapCount;
- _texturesLock.EnterReadLock();
- try
- {
- overlapCount = _textures.FindOverlaps(range, ref _textureOverlaps);
- }
- finally
- {
- _texturesLock.ExitReadLock();
- }
- for (int i = 0; i < overlapCount; i++)
- {
- var other = _textureOverlaps[i];
- if (texture != other &&
- (texture.IsViewCompatible(other.Info, other.Range, true, other.LayerSize, _context.Capabilities, out _, out _) != TextureViewCompatibility.Incompatible ||
- other.IsViewCompatible(texture.Info, texture.Range, true, texture.LayerSize, _context.Capabilities, out _, out _) != TextureViewCompatibility.Incompatible))
- {
- return false;
- }
- }
- _texturesLock.EnterWriteLock();
- try
- {
- _textures.Remove(texture);
- texture.ReplaceRange(range);
- _textures.Add(texture);
- }
- finally
- {
- _texturesLock.ExitWriteLock();
- }
- return true;
- }
- /// <summary>
- /// Tries to find an existing texture, or create a new one if not found.
- /// </summary>
- /// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
- /// <param name="copyTexture">Copy texture to find or create</param>
- /// <param name="offset">Offset to be added to the physical texture address</param>
- /// <param name="formatInfo">Format information of the copy texture</param>
- /// <param name="depthAlias">Indicates if aliasing between color and depth format should be allowed</param>
- /// <param name="shouldCreate">Indicates if a new texture should be created if none is found on the cache</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(
- MemoryManager memoryManager,
- TwodTexture copyTexture,
- ulong offset,
- FormatInfo formatInfo,
- bool depthAlias,
- bool shouldCreate,
- bool preferScaling,
- Size sizeHint)
- {
- 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(
- copyTexture.Address.Pack() + offset,
- GetMinimumWidthInGob(width, sizeHint.Width, formatInfo.BytesPerPixel, copyTexture.LinearLayout),
- copyTexture.Height,
- copyTexture.Depth,
- 1,
- 1,
- 1,
- copyTexture.Stride,
- copyTexture.LinearLayout,
- gobBlocksInY,
- gobBlocksInZ,
- 1,
- Target.Texture2D,
- formatInfo);
- TextureSearchFlags flags = TextureSearchFlags.ForCopy;
- if (depthAlias)
- {
- flags |= TextureSearchFlags.DepthAlias;
- }
- if (preferScaling)
- {
- flags |= TextureSearchFlags.WithUpscale;
- }
- if (!shouldCreate)
- {
- flags |= TextureSearchFlags.NoCreate;
- }
- Texture texture = FindOrCreateTexture(memoryManager, flags, info, 0, sizeHint: sizeHint);
- texture?.SynchronizeMemory();
- return texture;
- }
- /// <summary>
- /// Tries to find an existing texture, or create a new one if not found.
- /// </summary>
- /// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
- /// <param name="colorState">Color buffer texture to find or create</param>
- /// <param name="layered">Indicates if the texture might be accessed with a non-zero layer index</param>
- /// <param name="discard">Indicates that the sizeHint region's data will be overwritten</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(
- MemoryManager memoryManager,
- RtColorState colorState,
- bool layered,
- bool discard,
- 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 && layered
- ? Target.Texture2DMultisampleArray
- : Target.Texture2DMultisample;
- }
- else
- {
- target = colorState.Depth > 1 && layered
- ? 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(
- colorState.Address.Pack(),
- GetMinimumWidthInGob(width, sizeHint.Width, formatInfo.BytesPerPixel, isLinear),
- colorState.Height,
- colorState.Depth,
- 1,
- samplesInX,
- samplesInY,
- stride,
- isLinear,
- gobBlocksInY,
- gobBlocksInZ,
- 1,
- target,
- formatInfo);
- int layerSize = !isLinear ? colorState.LayerSize * 4 : 0;
- var flags = TextureSearchFlags.WithUpscale;
- if (discard)
- {
- flags |= TextureSearchFlags.DiscardData;
- }
- Texture texture = FindOrCreateTexture(memoryManager, flags, info, layerSize, sizeHint: sizeHint);
- texture?.SynchronizeMemory();
- return texture;
- }
- /// <summary>
- /// Tries to find an existing texture, or create a new one if not found.
- /// </summary>
- /// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
- /// <param name="dsState">Depth-stencil buffer texture to find or create</param>
- /// <param name="size">Size of the depth-stencil texture</param>
- /// <param name="layered">Indicates if the texture might be accessed with a non-zero layer index</param>
- /// <param name="discard">Indicates that the sizeHint region's data will be overwritten</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(
- MemoryManager memoryManager,
- RtDepthStencilState dsState,
- Size3D size,
- bool layered,
- bool discard,
- int samplesInX,
- int samplesInY,
- Size sizeHint)
- {
- int gobBlocksInY = dsState.MemoryLayout.UnpackGobBlocksInY();
- int gobBlocksInZ = dsState.MemoryLayout.UnpackGobBlocksInZ();
- Target target;
- if (dsState.MemoryLayout.UnpackIsTarget3D())
- {
- target = Target.Texture3D;
- }
- else if ((samplesInX | samplesInY) != 1)
- {
- target = size.Depth > 1 && layered
- ? Target.Texture2DMultisampleArray
- : Target.Texture2DMultisample;
- }
- else
- {
- target = size.Depth > 1 && layered
- ? Target.Texture2DArray
- : Target.Texture2D;
- }
- FormatInfo formatInfo = dsState.Format.Convert();
- TextureInfo info = new(
- dsState.Address.Pack(),
- GetMinimumWidthInGob(size.Width, sizeHint.Width, formatInfo.BytesPerPixel, false),
- size.Height,
- size.Depth,
- 1,
- samplesInX,
- samplesInY,
- 0,
- false,
- gobBlocksInY,
- gobBlocksInZ,
- 1,
- target,
- formatInfo);
- var flags = TextureSearchFlags.WithUpscale;
- if (discard)
- {
- flags |= TextureSearchFlags.DiscardData;
- }
- Texture texture = FindOrCreateTexture(memoryManager, flags, info, dsState.LayerSize * 4, sizeHint: sizeHint);
- texture?.SynchronizeMemory();
- return texture;
- }
- /// <summary>
- /// For block linear textures, gets the minimum width of the texture
- /// that would still have the same number of GOBs per row as the original width.
- /// </summary>
- /// <param name="width">The possibly aligned texture width</param>
- /// <param name="minimumWidth">The minimum width that the texture may have without losing data</param>
- /// <param name="bytesPerPixel">Bytes per pixel of the texture format</param>
- /// <param name="isLinear">True if the texture is linear, false for block linear</param>
- /// <returns>The minimum width of the texture with the same amount of GOBs per row</returns>
- private static int GetMinimumWidthInGob(int width, int minimumWidth, int bytesPerPixel, bool isLinear)
- {
- if (isLinear || (uint)minimumWidth >= (uint)width)
- {
- return width;
- }
- // Calculate the minimum possible that would not cause data loss
- // and would be still within the same GOB (aligned size would be the same).
- // This is useful for render and copy operations, where we don't know the
- // exact width of the texture, but it doesn't matter, as long the texture is
- // at least as large as the region being rendered or copied.
- int alignment = 64 / bytesPerPixel;
- int widthAligned = BitUtils.AlignUp(width, alignment);
- return Math.Clamp(widthAligned - alignment + 1, minimumWidth, widthAligned);
- }
- /// <summary>
- /// Determines if texture data should be fully discarded
- /// based on the size hint region and whether it is set to be discarded.
- /// </summary>
- /// <param name="discard">Whether the size hint region should be discarded</param>
- /// <param name="texture">The texture being discarded</param>
- /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
- /// <returns>True if the data should be discarded, false otherwise</returns>
- private static bool ShouldDiscard(bool discard, Texture texture, Size? sizeHint)
- {
- return discard &&
- texture.Info.DepthOrLayers == 1 &&
- sizeHint != null &&
- texture.Width <= sizeHint.Value.Width &&
- texture.Height <= sizeHint.Value.Height;
- }
- /// <summary>
- /// Discards texture data if requested and possible.
- /// </summary>
- /// <param name="discard">Whether the size hint region should be discarded</param>
- /// <param name="texture">The texture being discarded</param>
- /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
- private static void DiscardIfNeeded(bool discard, Texture texture, Size? sizeHint)
- {
- if (ShouldDiscard(discard, texture, sizeHint))
- {
- texture.DiscardData();
- }
- }
- /// <summary>
- /// Tries to find an existing texture, or create a new one if not found.
- /// </summary>
- /// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
- /// <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(
- MemoryManager memoryManager,
- TextureSearchFlags flags,
- TextureInfo info,
- int layerSize = 0,
- Size? sizeHint = null,
- MultiRange? range = null)
- {
- bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0;
- bool discard = (flags & TextureSearchFlags.DiscardData) != 0;
- TextureScaleMode scaleMode = IsUpscaleCompatible(info, (flags & TextureSearchFlags.WithUpscale) != 0);
- ulong address;
- if (range != null)
- {
- address = range.Value.GetSubRange(0).Address;
- }
- else
- {
- address = memoryManager.Translate(info.GpuAddress);
- // If the start address is unmapped, let's try to find a page of memory that is mapped.
- if (address == MemoryManager.PteUnmapped)
- {
- // Make sure that the dimensions are valid before calculating the texture size.
- if (info.Width < 1 || info.Height < 1 || info.Levels < 1)
- {
- return null;
- }
- if ((info.Target == Target.Texture3D ||
- info.Target == Target.Texture2DArray ||
- info.Target == Target.Texture2DMultisampleArray ||
- info.Target == Target.CubemapArray) && info.DepthOrLayers < 1)
- {
- return null;
- }
- ulong dataSize = (ulong)info.CalculateSizeInfo(layerSize).TotalSize;
- address = memoryManager.TranslateFirstMapped(info.GpuAddress, dataSize);
- }
- // If address is still invalid, the texture is fully unmapped, so it has no data, just return null.
- if (address == MemoryManager.PteUnmapped)
- {
- return null;
- }
- }
- int sameAddressOverlapsCount;
- _texturesLock.EnterReadLock();
- try
- {
- // Try to find a perfect texture match, with the same address and parameters.
- sameAddressOverlapsCount = _textures.FindOverlaps(address, ref _textureOverlaps);
- }
- finally
- {
- _texturesLock.ExitReadLock();
- }
- Texture texture = null;
- long bestSequence = 0;
- 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 (range != null)
- {
- // If a range of memory was supplied, just check if the ranges match.
- if (!overlap.Range.Equals(range.Value))
- {
- continue;
- }
- }
- else
- {
- // 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 the GPU VA for the texture has ever been unmapped, then the range must be checked regardless.
- if ((overlap.Info.GpuAddress != info.GpuAddress || overlap.ChangedMapping) &&
- !memoryManager.CompareRange(overlap.Range, info.GpuAddress))
- {
- continue;
- }
- }
- if (texture == null || overlap.Group.ModifiedSequence - bestSequence > 0)
- {
- texture = overlap;
- bestSequence = overlap.Group.ModifiedSequence;
- }
- }
- }
- if (texture != null)
- {
- DiscardIfNeeded(discard, texture, sizeHint);
- texture.SynchronizeMemory();
- return texture;
- }
- else if (flags.HasFlag(TextureSearchFlags.NoCreate))
- {
- return null;
- }
- // Calculate texture sizes, used to find all overlapping textures.
- SizeInfo sizeInfo = info.CalculateSizeInfo(layerSize);
- ulong size = (ulong)sizeInfo.TotalSize;
- bool partiallyMapped = false;
- if (range == null)
- {
- range = memoryManager.GetPhysicalRegions(info.GpuAddress, size);
- for (int i = 0; i < range.Value.Count; i++)
- {
- if (range.Value.GetSubRange(i).Address == MemoryManager.PteUnmapped)
- {
- partiallyMapped = true;
- break;
- }
- }
- }
- // Find view compatible matches.
- int overlapsCount = 0;
- if (info.Target != Target.TextureBuffer)
- {
- _texturesLock.EnterReadLock();
- try
- {
- overlapsCount = _textures.FindOverlaps(range.Value, ref _textureOverlaps);
- }
- finally
- {
- _texturesLock.ExitReadLock();
- }
- }
- if (_overlapInfo.Length != _textureOverlaps.Length)
- {
- Array.Resize(ref _overlapInfo, _textureOverlaps.Length);
- }
- // =============== Find Texture View of Existing Texture ===============
- int fullyCompatible = 0;
- // Evaluate compatibility of overlaps, add temporary references
- int preferredOverlap = -1;
- for (int index = 0; index < overlapsCount; index++)
- {
- Texture overlap = _textureOverlaps[index];
- TextureViewCompatibility overlapCompatibility = overlap.IsViewCompatible(
- info,
- range.Value,
- isSamplerTexture,
- sizeInfo.LayerSize,
- _context.Capabilities,
- out int firstLayer,
- out int firstLevel,
- flags);
- if (overlapCompatibility >= TextureViewCompatibility.FormatAlias)
- {
- if (overlap.IsView)
- {
- overlapCompatibility = TextureViewCompatibility.CopyOnly;
- }
- else
- {
- fullyCompatible++;
- if (preferredOverlap == -1 || overlap.Group.ModifiedSequence - bestSequence > 0)
- {
- preferredOverlap = index;
- bestSequence = overlap.Group.ModifiedSequence;
- }
- }
- }
- _overlapInfo[index] = new OverlapInfo(overlapCompatibility, firstLayer, firstLevel);
- overlap.IncrementReferenceCount();
- }
- // Search through the overlaps to find a compatible view and establish any copy dependencies.
- if (preferredOverlap != -1)
- {
- Texture overlap = _textureOverlaps[preferredOverlap];
- OverlapInfo oInfo = _overlapInfo[preferredOverlap];
- bool aliased = oInfo.Compatibility == TextureViewCompatibility.FormatAlias;
- if (!isSamplerTexture)
- {
- // If this is not a sampler texture, the size might be different from the requested size,
- // so we need to make sure the texture information has the correct size for this base texture,
- // before creating the view.
- info = info.CreateInfoForLevelView(overlap, oInfo.FirstLevel, aliased);
- }
- else if (aliased)
- {
- // The format must be changed to match the parent.
- info = info.CreateInfoWithFormat(overlap.Info.FormatInfo);
- }
- texture = overlap.CreateView(info, sizeInfo, range.Value, oInfo.FirstLayer, oInfo.FirstLevel);
- texture.SynchronizeMemory();
- }
- else
- {
- for (int index = 0; index < overlapsCount; index++)
- {
- Texture overlap = _textureOverlaps[index];
- OverlapInfo oInfo = _overlapInfo[index];
- if (oInfo.Compatibility == TextureViewCompatibility.CopyOnly && fullyCompatible == 0)
- {
- // Only copy compatible. If there's another choice for a FULLY compatible texture, choose that instead.
- texture = new Texture(_context, _physicalMemory, info, sizeInfo, range.Value, scaleMode);
- // If the new texture is larger than the existing one, we need to fill the remaining space with CPU data,
- // otherwise we only need the data that is copied from the existing texture, without loading the CPU data.
- bool updateNewTexture = texture.Width > overlap.Width || texture.Height > overlap.Height;
- texture.InitializeGroup(true, true, new List<TextureIncompatibleOverlap>());
- texture.InitializeData(false, updateNewTexture);
- overlap.SynchronizeMemory();
- overlap.CreateCopyDependency(texture, oInfo.FirstLayer, oInfo.FirstLevel, true);
- break;
- }
- }
- }
- if (texture != null)
- {
- // This texture could be a view of multiple parent textures with different storages, even if it is a view.
- // When a texture is created, make sure all possible dependencies to other textures are created as copies.
- // (even if it could be fulfilled without a copy)
- for (int index = 0; index < overlapsCount; index++)
- {
- Texture overlap = _textureOverlaps[index];
- OverlapInfo oInfo = _overlapInfo[index];
- if (oInfo.Compatibility <= TextureViewCompatibility.LayoutIncompatible)
- {
- if (!overlap.IsView && texture.DataOverlaps(overlap, oInfo.Compatibility))
- {
- texture.Group.RegisterIncompatibleOverlap(new TextureIncompatibleOverlap(overlap.Group, oInfo.Compatibility), true);
- }
- }
- else if (overlap.Group != texture.Group)
- {
- overlap.SynchronizeMemory();
- overlap.CreateCopyDependency(texture, oInfo.FirstLayer, oInfo.FirstLevel, true);
- }
- }
- texture.SynchronizeMemory();
- }
- // =============== Create a New Texture ===============
- // No match, create a new texture.
- if (texture == null)
- {
- texture = new Texture(_context, _physicalMemory, 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;
- fullyCompatible = 0;
- bool setData = isSamplerTexture || overlapsCount == 0 || flags.HasFlag(TextureSearchFlags.ForCopy);
- bool hasLayerViews = false;
- bool hasMipViews = false;
- var incompatibleOverlaps = new List<TextureIncompatibleOverlap>();
- for (int index = 0; index < overlapsCount; index++)
- {
- Texture overlap = _textureOverlaps[index];
- bool overlapInCache = overlap.CacheNode != null;
- TextureViewCompatibility compatibility = texture.IsViewCompatible(
- overlap.Info,
- overlap.Range,
- exactSize: true,
- overlap.LayerSize,
- _context.Capabilities,
- out int firstLayer,
- out int firstLevel);
- if (overlap.IsView && compatibility == TextureViewCompatibility.Full)
- {
- compatibility = TextureViewCompatibility.CopyOnly;
- }
- if (compatibility > TextureViewCompatibility.LayoutIncompatible)
- {
- _overlapInfo[viewCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel);
- _textureOverlaps[index] = _textureOverlaps[viewCompatible];
- _textureOverlaps[viewCompatible] = overlap;
- if (compatibility == TextureViewCompatibility.Full)
- {
- if (viewCompatible != fullyCompatible)
- {
- // Swap overlaps so that the fully compatible views have priority.
- _overlapInfo[viewCompatible] = _overlapInfo[fullyCompatible];
- _textureOverlaps[viewCompatible] = _textureOverlaps[fullyCompatible];
- _overlapInfo[fullyCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel);
- _textureOverlaps[fullyCompatible] = overlap;
- }
- fullyCompatible++;
- }
- viewCompatible++;
- hasLayerViews |= overlap.Info.GetSlices() < texture.Info.GetSlices();
- hasMipViews |= overlap.Info.Levels < texture.Info.Levels;
- }
- else
- {
- bool dataOverlaps = texture.DataOverlaps(overlap, compatibility);
- if (!overlap.IsView && dataOverlaps && !incompatibleOverlaps.Exists(incompatible => incompatible.Group == overlap.Group))
- {
- incompatibleOverlaps.Add(new TextureIncompatibleOverlap(overlap.Group, compatibility));
- }
- bool removeOverlap;
- bool modified = overlap.CheckModified(false);
- if (overlapInCache || !setData)
- {
- if (!dataOverlaps)
- {
- // Allow textures to overlap if their data does not actually overlap.
- // This typically happens when mip level subranges of a layered texture are used. (each texture fills the gaps of the others)
- continue;
- }
- // The overlap texture is going to contain garbage data after we draw, or is generally incompatible.
- // The texture group will obtain copy dependencies for any subresources that are compatible between the two textures,
- // but sometimes its data must be flushed regardless.
- // 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 flush = overlapInCache && !modified && overlap.AlwaysFlushOnOverlap;
- setData |= modified || flush;
- if (overlapInCache)
- {
- if (flush || overlap.HadPoolOwner || overlap.IsView)
- {
- _cache.Remove(overlap, flush);
- }
- else
- {
- // This texture has only ever been referenced in the AutoDeleteCache.
- // Keep this texture alive with the short duration cache, as it may be used often but not sampled.
- _cache.AddShortCache(overlap);
- }
- }
- removeOverlap = modified;
- }
- else
- {
- // If an incompatible overlapping texture has been modified, then it's data is likely destined for this texture,
- // and the overlapped texture will contain garbage. In this case, it should be removed to save memory.
- removeOverlap = modified;
- }
- if (removeOverlap && overlap.Info.Target != Target.TextureBuffer)
- {
- overlap.RemoveFromPools(false);
- }
- }
- }
- texture.InitializeGroup(hasLayerViews, hasMipViews, incompatibleOverlaps);
- // 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 && !ShouldDiscard(discard, texture, sizeHint));
- texture.Group.InitializeOverlaps();
- for (int index = 0; index < viewCompatible; index++)
- {
- Texture overlap = _textureOverlaps[index];
- OverlapInfo oInfo = _overlapInfo[index];
- if (overlap.Group == texture.Group)
- {
- // If the texture group is equal, then this texture (or its parent) is already a view.
- continue;
- }
- // Note: If we allow different sizes for those overlaps,
- // we need to make sure that the "info" has the correct size for the parent texture here.
- // Since this is not allowed right now, we don't need to do it.
- TextureInfo overlapInfo = overlap.Info;
- 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);
- }
- if (oInfo.Compatibility != TextureViewCompatibility.Full)
- {
- // Copy only compatibility, or target texture is already a view.
- overlap.SynchronizeMemory();
- texture.CreateCopyDependency(overlap, oInfo.FirstLayer, oInfo.FirstLevel, false);
- }
- else
- {
- TextureCreateInfo createInfo = GetCreateInfo(overlapInfo, _context.Capabilities, overlap.ScaleFactor);
- ITexture newView = texture.HostTexture.CreateView(createInfo, oInfo.FirstLayer, oInfo.FirstLevel);
- overlap.SynchronizeMemory();
- overlap.HostTexture.CopyTo(newView, 0, 0);
- overlap.ReplaceView(texture, overlapInfo, newView, oInfo.FirstLayer, oInfo.FirstLevel);
- }
- }
- texture.SynchronizeMemory();
- }
- // Sampler textures are managed by the texture pool, all other textures
- // are managed by the auto delete cache.
- if (!isSamplerTexture)
- {
- _cache.Add(texture);
- }
- _texturesLock.EnterWriteLock();
- try
- {
- _textures.Add(texture);
- }
- finally
- {
- _texturesLock.ExitWriteLock();
- }
- if (partiallyMapped)
- {
- lock (_partiallyMappedTextures)
- {
- _partiallyMappedTextures.Add(texture);
- }
- }
- ShrinkOverlapsBufferIfNeeded();
- for (int i = 0; i < overlapsCount; i++)
- {
- _textureOverlaps[i].DecrementReferenceCount();
- }
- return texture;
- }
- /// <summary>
- /// Attempt to find a texture on the short duration cache.
- /// </summary>
- /// <param name="descriptor">The texture descriptor</param>
- /// <returns>The texture if found, null otherwise</returns>
- public Texture FindShortCache(in TextureDescriptor descriptor)
- {
- return _cache.FindShortCache(descriptor);
- }
- /// <summary>
- /// Tries to find an existing texture matching the given buffer copy destination. If none is found, returns null.
- /// </summary>
- /// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
- /// <param name="gpuVa">GPU virtual address of the texture</param>
- /// <param name="bpp">Bytes per pixel</param>
- /// <param name="stride">If <paramref name="linear"/> is true, should have the texture stride, otherwise ignored</param>
- /// <param name="height">If <paramref name="linear"/> is false, should have the texture height, otherwise ignored</param>
- /// <param name="xCount">Number of pixels to be copied per line</param>
- /// <param name="yCount">Number of lines to be copied</param>
- /// <param name="linear">True if the texture has a linear layout, false otherwise</param>
- /// <param name="gobBlocksInY">If <paramref name="linear"/> is false, the amount of GOB blocks in the Y axis</param>
- /// <param name="gobBlocksInZ">If <paramref name="linear"/> is false, the amount of GOB blocks in the Z axis</param>
- /// <returns>A matching texture, or null if there is no match</returns>
- public Texture FindTexture(
- MemoryManager memoryManager,
- ulong gpuVa,
- int bpp,
- int stride,
- int height,
- int xCount,
- int yCount,
- bool linear,
- int gobBlocksInY,
- int gobBlocksInZ)
- {
- ulong address = memoryManager.Translate(gpuVa);
- if (address == MemoryManager.PteUnmapped)
- {
- return null;
- }
- int addressMatches;
- _texturesLock.EnterReadLock();
- try
- {
- addressMatches = _textures.FindOverlaps(address, ref _textureOverlaps);
- }
- finally
- {
- _texturesLock.ExitReadLock();
- }
- Texture textureMatch = null;
- for (int i = 0; i < addressMatches; i++)
- {
- Texture texture = _textureOverlaps[i];
- FormatInfo format = texture.Info.FormatInfo;
- if (texture.Info.DepthOrLayers > 1 || texture.Info.Levels > 1 || texture.Info.FormatInfo.IsCompressed)
- {
- // Don't support direct buffer copies to anything that isn't a single 2D image, uncompressed.
- 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 == stride && 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 = xCount * bpp == texture.Info.Width * format.BytesPerPixel && height == texture.Info.Height;
- bool formatMatch = !texture.Info.IsLinear &&
- texture.Info.GobBlocksInY == gobBlocksInY &&
- texture.Info.GobBlocksInZ == gobBlocksInZ;
- match = sizeMatch && formatMatch;
- }
- if (match)
- {
- if (textureMatch == null)
- {
- textureMatch = texture;
- }
- else if (texture.Group != textureMatch.Group)
- {
- return null; // It's ambiguous which texture should match between multiple choices, so leave it up to the slow path.
- }
- }
- }
- return textureMatch;
- }
- /// <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>
- /// 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 && !caps.SupportsSnormBufferTextureFormat)
- {
- // If the host does not support signed normalized formats, we use a signed integer format instead.
- // 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)
- {
- _texturesLock.EnterWriteLock();
- try
- {
- _textures.Remove(texture);
- }
- finally
- {
- _texturesLock.ExitWriteLock();
- }
- lock (_partiallyMappedTextures)
- {
- _partiallyMappedTextures.Remove(texture);
- }
- }
- /// <summary>
- /// Queries a texture's memory range and marks it as partially mapped or not.
- /// Partially mapped textures re-evaluate their memory range after each time GPU memory is mapped.
- /// </summary>
- /// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
- /// <param name="address">The virtual address of the texture</param>
- /// <param name="texture">The texture to be marked</param>
- /// <returns>The physical regions for the texture, found when evaluating whether the texture was partially mapped</returns>
- public MultiRange UpdatePartiallyMapped(MemoryManager memoryManager, ulong address, Texture texture)
- {
- MultiRange range;
- lock (_partiallyMappedTextures)
- {
- range = memoryManager.GetPhysicalRegions(address, texture.Size);
- bool partiallyMapped = false;
- for (int i = 0; i < range.Count; i++)
- {
- if (range.GetSubRange(i).Address == MemoryManager.PteUnmapped)
- {
- partiallyMapped = true;
- break;
- }
- }
- if (partiallyMapped)
- {
- _partiallyMappedTextures.Add(texture);
- }
- else
- {
- _partiallyMappedTextures.Remove(texture);
- }
- }
- return range;
- }
- /// <summary>
- /// Adds a texture to the short duration cache. This typically keeps it alive for two ticks.
- /// </summary>
- /// <param name="texture">Texture to add to the short cache</param>
- /// <param name="descriptor">Last used texture descriptor</param>
- public void AddShortCache(Texture texture, ref TextureDescriptor descriptor)
- {
- _cache.AddShortCache(texture, ref descriptor);
- }
- /// <summary>
- /// Adds a texture to the short duration cache without a descriptor. This typically keeps it alive for two ticks.
- /// On expiry, it will be removed from the AutoDeleteCache.
- /// </summary>
- /// <param name="texture">Texture to add to the short cache</param>
- public void AddShortCache(Texture texture)
- {
- _cache.AddShortCache(texture);
- }
- /// <summary>
- /// Removes a texture from the short duration cache.
- /// </summary>
- /// <param name="texture">Texture to remove from the short cache</param>
- public void RemoveShortCache(Texture texture)
- {
- _cache.RemoveShortCache(texture);
- }
- /// <summary>
- /// Ticks periodic elements of the texture cache.
- /// </summary>
- public void Tick()
- {
- _cache.ProcessShortCache();
- }
- /// <summary>
- /// Disposes all textures and samplers in the cache.
- /// It's an error to use the texture cache after disposal.
- /// </summary>
- public void Dispose()
- {
- _texturesLock.EnterReadLock();
- try
- {
- foreach (Texture texture in _textures)
- {
- texture.Dispose();
- }
- }
- finally
- {
- _texturesLock.ExitReadLock();
- }
- }
- }
- }
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