ThreadedTexture.cs 4.7 KB

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  1. using Ryujinx.Common.Memory;
  2. using Ryujinx.Graphics.GAL.Multithreading.Commands.Texture;
  3. using Ryujinx.Graphics.GAL.Multithreading.Model;
  4. using System;
  5. namespace Ryujinx.Graphics.GAL.Multithreading.Resources
  6. {
  7. /// <summary>
  8. /// Threaded representation of a texture.
  9. /// </summary>
  10. class ThreadedTexture : ITexture
  11. {
  12. private ThreadedRenderer _renderer;
  13. private TextureCreateInfo _info;
  14. public ITexture Base;
  15. public int Width => _info.Width;
  16. public int Height => _info.Height;
  17. public float ScaleFactor { get; }
  18. public ThreadedTexture(ThreadedRenderer renderer, TextureCreateInfo info, float scale)
  19. {
  20. _renderer = renderer;
  21. _info = info;
  22. ScaleFactor = scale;
  23. }
  24. private TableRef<T> Ref<T>(T reference)
  25. {
  26. return new TableRef<T>(_renderer, reference);
  27. }
  28. public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
  29. {
  30. _renderer.New<TextureCopyToCommand>().Set(Ref(this), Ref((ThreadedTexture)destination), firstLayer, firstLevel);
  31. _renderer.QueueCommand();
  32. }
  33. public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
  34. {
  35. _renderer.New<TextureCopyToSliceCommand>().Set(Ref(this), Ref((ThreadedTexture)destination), srcLayer, dstLayer, srcLevel, dstLevel);
  36. _renderer.QueueCommand();
  37. }
  38. public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
  39. {
  40. ThreadedTexture dest = (ThreadedTexture)destination;
  41. if (_renderer.IsGpuThread())
  42. {
  43. _renderer.New<TextureCopyToScaledCommand>().Set(Ref(this), Ref(dest), srcRegion, dstRegion, linearFilter);
  44. _renderer.QueueCommand();
  45. }
  46. else
  47. {
  48. // Scaled copy can happen on another thread for a res scale flush.
  49. ThreadedHelpers.SpinUntilNonNull(ref Base);
  50. ThreadedHelpers.SpinUntilNonNull(ref dest.Base);
  51. Base.CopyTo(dest.Base, srcRegion, dstRegion, linearFilter);
  52. }
  53. }
  54. public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
  55. {
  56. ThreadedTexture newTex = new ThreadedTexture(_renderer, info, ScaleFactor);
  57. _renderer.New<TextureCreateViewCommand>().Set(Ref(this), Ref(newTex), info, firstLayer, firstLevel);
  58. _renderer.QueueCommand();
  59. return newTex;
  60. }
  61. public ReadOnlySpan<byte> GetData()
  62. {
  63. if (_renderer.IsGpuThread())
  64. {
  65. ResultBox<PinnedSpan<byte>> box = new ResultBox<PinnedSpan<byte>>();
  66. _renderer.New<TextureGetDataCommand>().Set(Ref(this), Ref(box));
  67. _renderer.InvokeCommand();
  68. return box.Result.Get();
  69. }
  70. else
  71. {
  72. ThreadedHelpers.SpinUntilNonNull(ref Base);
  73. return Base.GetData();
  74. }
  75. }
  76. public ReadOnlySpan<byte> GetData(int layer, int level)
  77. {
  78. if (_renderer.IsGpuThread())
  79. {
  80. ResultBox<PinnedSpan<byte>> box = new ResultBox<PinnedSpan<byte>>();
  81. _renderer.New<TextureGetDataSliceCommand>().Set(Ref(this), Ref(box), layer, level);
  82. _renderer.InvokeCommand();
  83. return box.Result.Get();
  84. }
  85. else
  86. {
  87. ThreadedHelpers.SpinUntilNonNull(ref Base);
  88. return Base.GetData(layer, level);
  89. }
  90. }
  91. public void SetData(SpanOrArray<byte> data)
  92. {
  93. _renderer.New<TextureSetDataCommand>().Set(Ref(this), Ref(data.ToArray()));
  94. _renderer.QueueCommand();
  95. }
  96. public void SetData(SpanOrArray<byte> data, int layer, int level)
  97. {
  98. _renderer.New<TextureSetDataSliceCommand>().Set(Ref(this), Ref(data.ToArray()), layer, level);
  99. _renderer.QueueCommand();
  100. }
  101. public void SetData(SpanOrArray<byte> data, int layer, int level, Rectangle<int> region)
  102. {
  103. _renderer.New<TextureSetDataSliceRegionCommand>().Set(Ref(this), Ref(data.ToArray()), layer, level, region);
  104. _renderer.QueueCommand();
  105. }
  106. public void SetStorage(BufferRange buffer)
  107. {
  108. _renderer.New<TextureSetStorageCommand>().Set(Ref(this), buffer);
  109. _renderer.QueueCommand();
  110. }
  111. public void Release()
  112. {
  113. _renderer.New<TextureReleaseCommand>().Set(Ref(this));
  114. _renderer.QueueCommand();
  115. }
  116. }
  117. }