mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-22 17:56:59 +01:00
3c3bcd82fe
* Add a sampler pool cache and improve texture pool cache * Increase disposal timestamp delta more to be on the safe side * Nits * Use abstract class for PoolCache, remove factory callback
861 lines
No EOL
36 KiB
C#
861 lines
No EOL
36 KiB
C#
using Ryujinx.Common.Logging;
|
|
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Gpu.Engine.Types;
|
|
using Ryujinx.Graphics.Gpu.Memory;
|
|
using Ryujinx.Graphics.Gpu.Shader;
|
|
using Ryujinx.Graphics.Shader;
|
|
using System;
|
|
using System.Runtime.CompilerServices;
|
|
using System.Runtime.InteropServices;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Image
|
|
{
|
|
/// <summary>
|
|
/// Texture bindings manager.
|
|
/// </summary>
|
|
class TextureBindingsManager
|
|
{
|
|
private const int InitialTextureStateSize = 32;
|
|
private const int InitialImageStateSize = 8;
|
|
|
|
private readonly GpuContext _context;
|
|
|
|
private readonly bool _isCompute;
|
|
|
|
private ulong _texturePoolGpuVa;
|
|
private int _texturePoolMaximumId;
|
|
private TexturePool _texturePool;
|
|
private ulong _samplerPoolGpuVa;
|
|
private int _samplerPoolMaximumId;
|
|
private SamplerIndex _samplerIndex;
|
|
private SamplerPool _samplerPool;
|
|
|
|
private readonly GpuChannel _channel;
|
|
private readonly TexturePoolCache _texturePoolCache;
|
|
private readonly SamplerPoolCache _samplerPoolCache;
|
|
|
|
private TexturePool _cachedTexturePool;
|
|
private SamplerPool _cachedSamplerPool;
|
|
|
|
private readonly TextureBindingInfo[][] _textureBindings;
|
|
private readonly TextureBindingInfo[][] _imageBindings;
|
|
|
|
private struct TextureState
|
|
{
|
|
public ITexture Texture;
|
|
public ISampler Sampler;
|
|
|
|
public int TextureHandle;
|
|
public int SamplerHandle;
|
|
public int InvalidatedSequence;
|
|
public Texture CachedTexture;
|
|
public Sampler CachedSampler;
|
|
public int ScaleIndex;
|
|
public TextureUsageFlags UsageFlags;
|
|
}
|
|
|
|
private TextureState[] _textureState;
|
|
private TextureState[] _imageState;
|
|
|
|
private int[] _textureBindingsCount;
|
|
private int[] _imageBindingsCount;
|
|
|
|
private int _texturePoolSequence;
|
|
private int _samplerPoolSequence;
|
|
|
|
private int _textureBufferIndex;
|
|
|
|
private readonly float[] _scales;
|
|
private bool _scaleChanged;
|
|
private int _lastFragmentTotal;
|
|
|
|
/// <summary>
|
|
/// Constructs a new instance of the texture bindings manager.
|
|
/// </summary>
|
|
/// <param name="context">The GPU context that the texture bindings manager belongs to</param>
|
|
/// <param name="channel">The GPU channel that the texture bindings manager belongs to</param>
|
|
/// <param name="texturePoolCache">Texture pools cache used to get texture pools from</param>
|
|
/// <param name="samplerPoolCache">Sampler pools cache used to get sampler pools from</param>
|
|
/// <param name="scales">Array where the scales for the currently bound textures are stored</param>
|
|
/// <param name="isCompute">True if the bindings manager is used for the compute engine</param>
|
|
public TextureBindingsManager(
|
|
GpuContext context,
|
|
GpuChannel channel,
|
|
TexturePoolCache texturePoolCache,
|
|
SamplerPoolCache samplerPoolCache,
|
|
float[] scales,
|
|
bool isCompute)
|
|
{
|
|
_context = context;
|
|
_channel = channel;
|
|
_texturePoolCache = texturePoolCache;
|
|
_samplerPoolCache = samplerPoolCache;
|
|
|
|
_scales = scales;
|
|
_isCompute = isCompute;
|
|
|
|
int stages = isCompute ? 1 : Constants.ShaderStages;
|
|
|
|
_textureBindings = new TextureBindingInfo[stages][];
|
|
_imageBindings = new TextureBindingInfo[stages][];
|
|
|
|
_textureState = new TextureState[InitialTextureStateSize];
|
|
_imageState = new TextureState[InitialImageStateSize];
|
|
|
|
_textureBindingsCount = new int[stages];
|
|
_imageBindingsCount = new int[stages];
|
|
|
|
for (int stage = 0; stage < stages; stage++)
|
|
{
|
|
_textureBindings[stage] = new TextureBindingInfo[InitialTextureStateSize];
|
|
_imageBindings[stage] = new TextureBindingInfo[InitialImageStateSize];
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Rents the texture bindings array for a given stage, so that they can be modified.
|
|
/// </summary>
|
|
/// <param name="stage">Shader stage number, or 0 for compute shaders</param>
|
|
/// <param name="count">The number of bindings needed</param>
|
|
/// <returns>The texture bindings array</returns>
|
|
public TextureBindingInfo[] RentTextureBindings(int stage, int count)
|
|
{
|
|
if (count > _textureBindings[stage].Length)
|
|
{
|
|
Array.Resize(ref _textureBindings[stage], count);
|
|
}
|
|
|
|
_textureBindingsCount[stage] = count;
|
|
|
|
return _textureBindings[stage];
|
|
}
|
|
|
|
/// <summary>
|
|
/// Rents the image bindings array for a given stage, so that they can be modified.
|
|
/// </summary>
|
|
/// <param name="stage">Shader stage number, or 0 for compute shaders</param>
|
|
/// <param name="count">The number of bindings needed</param>
|
|
/// <returns>The image bindings array</returns>
|
|
public TextureBindingInfo[] RentImageBindings(int stage, int count)
|
|
{
|
|
if (count > _imageBindings[stage].Length)
|
|
{
|
|
Array.Resize(ref _imageBindings[stage], count);
|
|
}
|
|
|
|
_imageBindingsCount[stage] = count;
|
|
|
|
return _imageBindings[stage];
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the max binding indexes for textures and images.
|
|
/// </summary>
|
|
/// <param name="maxTextureBinding">The maximum texture binding</param>
|
|
/// <param name="maxImageBinding">The maximum image binding</param>
|
|
public void SetMaxBindings(int maxTextureBinding, int maxImageBinding)
|
|
{
|
|
if (maxTextureBinding >= _textureState.Length)
|
|
{
|
|
Array.Resize(ref _textureState, maxTextureBinding + 1);
|
|
}
|
|
|
|
if (maxImageBinding >= _imageState.Length)
|
|
{
|
|
Array.Resize(ref _imageState, maxImageBinding + 1);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the textures constant buffer index.
|
|
/// The constant buffer specified holds the texture handles.
|
|
/// </summary>
|
|
/// <param name="index">Constant buffer index</param>
|
|
public void SetTextureBufferIndex(int index)
|
|
{
|
|
_textureBufferIndex = index;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the current texture sampler pool to be used.
|
|
/// </summary>
|
|
/// <param name="gpuVa">Start GPU virtual address of the pool</param>
|
|
/// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
|
|
/// <param name="samplerIndex">Type of the sampler pool indexing used for bound samplers</param>
|
|
public void SetSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
|
|
{
|
|
_samplerPoolGpuVa = gpuVa;
|
|
_samplerPoolMaximumId = maximumId;
|
|
_samplerIndex = samplerIndex;
|
|
_samplerPool = null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the current texture pool to be used.
|
|
/// </summary>
|
|
/// <param name="gpuVa">Start GPU virtual address of the pool</param>
|
|
/// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
|
|
public void SetTexturePool(ulong gpuVa, int maximumId)
|
|
{
|
|
_texturePoolGpuVa = gpuVa;
|
|
_texturePoolMaximumId = maximumId;
|
|
_texturePool = null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a texture and a sampler from their respective pools from a texture ID and a sampler ID.
|
|
/// </summary>
|
|
/// <param name="textureId">ID of the texture</param>
|
|
/// <param name="samplerId">ID of the sampler</param>
|
|
public (Texture, Sampler) GetTextureAndSampler(int textureId, int samplerId)
|
|
{
|
|
(TexturePool texturePool, SamplerPool samplerPool) = GetPools();
|
|
|
|
return (texturePool.Get(textureId), samplerPool.Get(samplerId));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the texture scale for a given texture or image.
|
|
/// </summary>
|
|
/// <param name="texture">Start GPU virtual address of the pool</param>
|
|
/// <param name="usageFlags">The related texture usage flags</param>
|
|
/// <param name="index">The texture/image binding index</param>
|
|
/// <param name="stage">The active shader stage</param>
|
|
/// <returns>True if the given texture has become blacklisted, indicating that its host texture may have changed.</returns>
|
|
private bool UpdateScale(Texture texture, TextureUsageFlags usageFlags, int index, ShaderStage stage)
|
|
{
|
|
float result = 1f;
|
|
bool changed = false;
|
|
|
|
if ((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 && texture != null)
|
|
{
|
|
if ((usageFlags & TextureUsageFlags.ResScaleUnsupported) != 0)
|
|
{
|
|
changed = texture.ScaleMode != TextureScaleMode.Blacklisted;
|
|
texture.BlacklistScale();
|
|
}
|
|
else
|
|
{
|
|
switch (stage)
|
|
{
|
|
case ShaderStage.Fragment:
|
|
float scale = texture.ScaleFactor;
|
|
|
|
if (scale != 1)
|
|
{
|
|
Texture activeTarget = _channel.TextureManager.GetAnyRenderTarget();
|
|
|
|
if (activeTarget != null && (activeTarget.Info.Width / (float)texture.Info.Width) == (activeTarget.Info.Height / (float)texture.Info.Height))
|
|
{
|
|
// 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)
|
|
result = -scale;
|
|
break;
|
|
}
|
|
}
|
|
|
|
result = scale;
|
|
break;
|
|
|
|
case ShaderStage.Vertex:
|
|
int fragmentIndex = (int)ShaderStage.Fragment - 1;
|
|
index += _textureBindingsCount[fragmentIndex] + _imageBindingsCount[fragmentIndex];
|
|
|
|
result = texture.ScaleFactor;
|
|
break;
|
|
|
|
case ShaderStage.Compute:
|
|
result = texture.ScaleFactor;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (result != _scales[index])
|
|
{
|
|
_scaleChanged = true;
|
|
|
|
_scales[index] = result;
|
|
}
|
|
|
|
return changed;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Uploads texture and image scales to the backend when they are used.
|
|
/// </summary>
|
|
private void CommitRenderScale()
|
|
{
|
|
// Stage 0 total: Compute or Vertex.
|
|
int total = _textureBindingsCount[0] + _imageBindingsCount[0];
|
|
|
|
int fragmentIndex = (int)ShaderStage.Fragment - 1;
|
|
int fragmentTotal = _isCompute ? 0 : (_textureBindingsCount[fragmentIndex] + _imageBindingsCount[fragmentIndex]);
|
|
|
|
if (total != 0 && fragmentTotal != _lastFragmentTotal)
|
|
{
|
|
// Must update scales in the support buffer if:
|
|
// - Vertex stage has bindings.
|
|
// - Fragment stage binding count has been updated since last render scale update.
|
|
|
|
_scaleChanged = true;
|
|
}
|
|
|
|
if (_scaleChanged)
|
|
{
|
|
if (!_isCompute)
|
|
{
|
|
total += fragmentTotal; // Add the fragment bindings to the total.
|
|
}
|
|
|
|
_lastFragmentTotal = fragmentTotal;
|
|
|
|
_context.Renderer.Pipeline.UpdateRenderScale(_scales, total, fragmentTotal);
|
|
|
|
_scaleChanged = false;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ensures that the bindings are visible to the host GPU.
|
|
/// Note: this actually performs the binding using the host graphics API.
|
|
/// </summary>
|
|
/// <param name="specState">Specialization state for the bound shader</param>
|
|
/// <returns>True if all bound textures match the current shader specialiation state, false otherwise</returns>
|
|
public bool CommitBindings(ShaderSpecializationState specState)
|
|
{
|
|
(TexturePool texturePool, SamplerPool samplerPool) = GetPools();
|
|
|
|
// Check if the texture pool has been modified since bindings were last committed.
|
|
// If it wasn't, then it's possible to avoid looking up textures again when the handle remains the same.
|
|
bool poolModified = _cachedTexturePool != texturePool || _cachedSamplerPool != samplerPool;
|
|
|
|
_cachedTexturePool = texturePool;
|
|
_cachedSamplerPool = samplerPool;
|
|
|
|
if (texturePool != null)
|
|
{
|
|
int texturePoolSequence = texturePool.CheckModified();
|
|
|
|
if (_texturePoolSequence != texturePoolSequence)
|
|
{
|
|
poolModified = true;
|
|
_texturePoolSequence = texturePoolSequence;
|
|
}
|
|
}
|
|
|
|
if (samplerPool != null)
|
|
{
|
|
int samplerPoolSequence = samplerPool.CheckModified();
|
|
|
|
if (_samplerPoolSequence != samplerPoolSequence)
|
|
{
|
|
poolModified = true;
|
|
_samplerPoolSequence = samplerPoolSequence;
|
|
}
|
|
}
|
|
|
|
bool specStateMatches = true;
|
|
|
|
if (_isCompute)
|
|
{
|
|
specStateMatches &= CommitTextureBindings(texturePool, samplerPool, ShaderStage.Compute, 0, poolModified, specState);
|
|
specStateMatches &= CommitImageBindings(texturePool, ShaderStage.Compute, 0, poolModified, specState);
|
|
}
|
|
else
|
|
{
|
|
for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
|
|
{
|
|
int stageIndex = (int)stage - 1;
|
|
|
|
specStateMatches &= CommitTextureBindings(texturePool, samplerPool, stage, stageIndex, poolModified, specState);
|
|
specStateMatches &= CommitImageBindings(texturePool, stage, stageIndex, poolModified, specState);
|
|
}
|
|
}
|
|
|
|
CommitRenderScale();
|
|
|
|
return specStateMatches;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Fetch the constant buffers used for a texture to cache.
|
|
/// </summary>
|
|
/// <param name="stageIndex">Stage index of the constant buffer</param>
|
|
/// <param name="cachedTextureBufferIndex">The currently cached texture buffer index</param>
|
|
/// <param name="cachedSamplerBufferIndex">The currently cached sampler buffer index</param>
|
|
/// <param name="cachedTextureBuffer">The currently cached texture buffer data</param>
|
|
/// <param name="cachedSamplerBuffer">The currently cached sampler buffer data</param>
|
|
/// <param name="textureBufferIndex">The new texture buffer index</param>
|
|
/// <param name="samplerBufferIndex">The new sampler buffer index</param>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private void UpdateCachedBuffer(
|
|
int stageIndex,
|
|
ref int cachedTextureBufferIndex,
|
|
ref int cachedSamplerBufferIndex,
|
|
ref ReadOnlySpan<int> cachedTextureBuffer,
|
|
ref ReadOnlySpan<int> cachedSamplerBuffer,
|
|
int textureBufferIndex,
|
|
int samplerBufferIndex)
|
|
{
|
|
if (textureBufferIndex != cachedTextureBufferIndex)
|
|
{
|
|
ref BufferBounds bounds = ref _channel.BufferManager.GetUniformBufferBounds(_isCompute, stageIndex, textureBufferIndex);
|
|
|
|
cachedTextureBuffer = MemoryMarshal.Cast<byte, int>(_channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
|
|
cachedTextureBufferIndex = textureBufferIndex;
|
|
|
|
if (samplerBufferIndex == textureBufferIndex)
|
|
{
|
|
cachedSamplerBuffer = cachedTextureBuffer;
|
|
cachedSamplerBufferIndex = samplerBufferIndex;
|
|
}
|
|
}
|
|
|
|
if (samplerBufferIndex != cachedSamplerBufferIndex)
|
|
{
|
|
ref BufferBounds bounds = ref _channel.BufferManager.GetUniformBufferBounds(_isCompute, stageIndex, samplerBufferIndex);
|
|
|
|
cachedSamplerBuffer = MemoryMarshal.Cast<byte, int>(_channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
|
|
cachedSamplerBufferIndex = samplerBufferIndex;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ensures that the texture bindings are visible to the host GPU.
|
|
/// Note: this actually performs the binding using the host graphics API.
|
|
/// </summary>
|
|
/// <param name="texturePool">The current texture pool</param>
|
|
/// <param name="samplerPool">The current sampler pool</param>
|
|
/// <param name="stage">The shader stage using the textures to be bound</param>
|
|
/// <param name="stageIndex">The stage number of the specified shader stage</param
|
|
/// <param name="poolModified">True if either the texture or sampler pool was modified, false otherwise</param>
|
|
/// <param name="specState">Specialization state for the bound shader</param>
|
|
/// <returns>True if all bound textures match the current shader specialiation state, false otherwise</returns>
|
|
private bool CommitTextureBindings(
|
|
TexturePool texturePool,
|
|
SamplerPool samplerPool,
|
|
ShaderStage stage,
|
|
int stageIndex,
|
|
bool poolModified,
|
|
ShaderSpecializationState specState)
|
|
{
|
|
int textureCount = _textureBindingsCount[stageIndex];
|
|
if (textureCount == 0)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (texturePool == null)
|
|
{
|
|
Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses textures, but texture pool was not set.");
|
|
return true;
|
|
}
|
|
|
|
bool specStateMatches = true;
|
|
|
|
int cachedTextureBufferIndex = -1;
|
|
int cachedSamplerBufferIndex = -1;
|
|
ReadOnlySpan<int> cachedTextureBuffer = Span<int>.Empty;
|
|
ReadOnlySpan<int> cachedSamplerBuffer = Span<int>.Empty;
|
|
|
|
for (int index = 0; index < textureCount; index++)
|
|
{
|
|
TextureBindingInfo bindingInfo = _textureBindings[stageIndex][index];
|
|
TextureUsageFlags usageFlags = bindingInfo.Flags;
|
|
|
|
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
|
|
|
|
UpdateCachedBuffer(stageIndex, ref cachedTextureBufferIndex, ref cachedSamplerBufferIndex, ref cachedTextureBuffer, ref cachedSamplerBuffer, textureBufferIndex, samplerBufferIndex);
|
|
|
|
int packedId = TextureHandle.ReadPackedId(bindingInfo.Handle, cachedTextureBuffer, cachedSamplerBuffer);
|
|
int textureId = TextureHandle.UnpackTextureId(packedId);
|
|
int samplerId;
|
|
|
|
if (_samplerIndex == SamplerIndex.ViaHeaderIndex)
|
|
{
|
|
samplerId = textureId;
|
|
}
|
|
else
|
|
{
|
|
samplerId = TextureHandle.UnpackSamplerId(packedId);
|
|
}
|
|
|
|
ref TextureState state = ref _textureState[bindingInfo.Binding];
|
|
|
|
if (!poolModified &&
|
|
state.TextureHandle == textureId &&
|
|
state.SamplerHandle == samplerId &&
|
|
state.CachedTexture != null &&
|
|
state.CachedTexture.InvalidatedSequence == state.InvalidatedSequence &&
|
|
state.CachedSampler?.IsDisposed != true)
|
|
{
|
|
// The texture is already bound.
|
|
state.CachedTexture.SynchronizeMemory();
|
|
|
|
if ((state.ScaleIndex != index || state.UsageFlags != usageFlags) &&
|
|
UpdateScale(state.CachedTexture, usageFlags, index, stage))
|
|
{
|
|
ITexture hostTextureRebind = state.CachedTexture.GetTargetTexture(bindingInfo.Target);
|
|
|
|
state.Texture = hostTextureRebind;
|
|
state.ScaleIndex = index;
|
|
state.UsageFlags = usageFlags;
|
|
|
|
_context.Renderer.Pipeline.SetTexture(bindingInfo.Binding, hostTextureRebind);
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
state.TextureHandle = textureId;
|
|
state.SamplerHandle = samplerId;
|
|
|
|
ref readonly TextureDescriptor descriptor = ref texturePool.GetForBinding(textureId, out Texture texture);
|
|
|
|
specStateMatches &= specState.MatchesTexture(stage, index, descriptor);
|
|
|
|
ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
|
|
|
|
if (hostTexture != null && texture.Target == Target.TextureBuffer)
|
|
{
|
|
// Ensure that the buffer texture is using the correct buffer as storage.
|
|
// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
|
|
// to ensure we're not using a old buffer that was already deleted.
|
|
_channel.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, bindingInfo.Format, false);
|
|
}
|
|
else
|
|
{
|
|
if (state.Texture != hostTexture)
|
|
{
|
|
if (UpdateScale(texture, usageFlags, index, stage))
|
|
{
|
|
hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
|
|
}
|
|
|
|
state.Texture = hostTexture;
|
|
state.ScaleIndex = index;
|
|
state.UsageFlags = usageFlags;
|
|
|
|
_context.Renderer.Pipeline.SetTexture(bindingInfo.Binding, hostTexture);
|
|
}
|
|
|
|
Sampler sampler = samplerPool?.Get(samplerId);
|
|
state.CachedSampler = sampler;
|
|
|
|
ISampler hostSampler = sampler?.GetHostSampler(texture);
|
|
|
|
if (state.Sampler != hostSampler)
|
|
{
|
|
state.Sampler = hostSampler;
|
|
|
|
_context.Renderer.Pipeline.SetSampler(bindingInfo.Binding, hostSampler);
|
|
}
|
|
|
|
state.CachedTexture = texture;
|
|
state.InvalidatedSequence = texture?.InvalidatedSequence ?? 0;
|
|
}
|
|
}
|
|
|
|
return specStateMatches;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ensures that the image bindings are visible to the host GPU.
|
|
/// Note: this actually performs the binding using the host graphics API.
|
|
/// </summary>
|
|
/// <param name="pool">The current texture pool</param>
|
|
/// <param name="stage">The shader stage using the textures to be bound</param>
|
|
/// <param name="stageIndex">The stage number of the specified shader stage</param>
|
|
/// <param name="poolModified">True if either the texture or sampler pool was modified, false otherwise</param>
|
|
/// <param name="specState">Specialization state for the bound shader</param>
|
|
/// <returns>True if all bound images match the current shader specialiation state, false otherwise</returns>
|
|
private bool CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex, bool poolModified, ShaderSpecializationState specState)
|
|
{
|
|
int imageCount = _imageBindingsCount[stageIndex];
|
|
if (imageCount == 0)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (pool == null)
|
|
{
|
|
Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses images, but texture pool was not set.");
|
|
return true;
|
|
}
|
|
|
|
// Scales for images appear after the texture ones.
|
|
int baseScaleIndex = _textureBindingsCount[stageIndex];
|
|
|
|
int cachedTextureBufferIndex = -1;
|
|
int cachedSamplerBufferIndex = -1;
|
|
ReadOnlySpan<int> cachedTextureBuffer = Span<int>.Empty;
|
|
ReadOnlySpan<int> cachedSamplerBuffer = Span<int>.Empty;
|
|
|
|
bool specStateMatches = true;
|
|
|
|
for (int index = 0; index < imageCount; index++)
|
|
{
|
|
TextureBindingInfo bindingInfo = _imageBindings[stageIndex][index];
|
|
TextureUsageFlags usageFlags = bindingInfo.Flags;
|
|
int scaleIndex = baseScaleIndex + index;
|
|
|
|
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
|
|
|
|
UpdateCachedBuffer(stageIndex, ref cachedTextureBufferIndex, ref cachedSamplerBufferIndex, ref cachedTextureBuffer, ref cachedSamplerBuffer, textureBufferIndex, samplerBufferIndex);
|
|
|
|
int packedId = TextureHandle.ReadPackedId(bindingInfo.Handle, cachedTextureBuffer, cachedSamplerBuffer);
|
|
int textureId = TextureHandle.UnpackTextureId(packedId);
|
|
|
|
ref TextureState state = ref _imageState[bindingInfo.Binding];
|
|
|
|
bool isStore = bindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);
|
|
|
|
if (!poolModified &&
|
|
state.TextureHandle == textureId &&
|
|
state.CachedTexture != null &&
|
|
state.CachedTexture.InvalidatedSequence == state.InvalidatedSequence)
|
|
{
|
|
Texture cachedTexture = state.CachedTexture;
|
|
|
|
// The texture is already bound.
|
|
cachedTexture.SynchronizeMemory();
|
|
|
|
if (isStore)
|
|
{
|
|
cachedTexture?.SignalModified();
|
|
}
|
|
|
|
if ((state.ScaleIndex != index || state.UsageFlags != usageFlags) &&
|
|
UpdateScale(state.CachedTexture, usageFlags, scaleIndex, stage))
|
|
{
|
|
ITexture hostTextureRebind = state.CachedTexture.GetTargetTexture(bindingInfo.Target);
|
|
|
|
Format format = bindingInfo.Format == 0 ? cachedTexture.Format : bindingInfo.Format;
|
|
|
|
state.Texture = hostTextureRebind;
|
|
state.ScaleIndex = scaleIndex;
|
|
state.UsageFlags = usageFlags;
|
|
|
|
_context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTextureRebind, format);
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
state.TextureHandle = textureId;
|
|
|
|
ref readonly TextureDescriptor descriptor = ref pool.GetForBinding(textureId, out Texture texture);
|
|
|
|
specStateMatches &= specState.MatchesImage(stage, index, descriptor);
|
|
|
|
ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
|
|
|
|
if (hostTexture != null && texture.Target == Target.TextureBuffer)
|
|
{
|
|
// Ensure that the buffer texture is using the correct buffer as storage.
|
|
// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
|
|
// to ensure we're not using a old buffer that was already deleted.
|
|
|
|
Format format = bindingInfo.Format;
|
|
|
|
if (format == 0 && texture != null)
|
|
{
|
|
format = texture.Format;
|
|
}
|
|
|
|
_channel.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, format, true);
|
|
}
|
|
else
|
|
{
|
|
if (isStore)
|
|
{
|
|
texture?.SignalModified();
|
|
}
|
|
|
|
if (state.Texture != hostTexture)
|
|
{
|
|
if (UpdateScale(texture, usageFlags, scaleIndex, stage))
|
|
{
|
|
hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
|
|
}
|
|
|
|
state.Texture = hostTexture;
|
|
state.ScaleIndex = scaleIndex;
|
|
state.UsageFlags = usageFlags;
|
|
|
|
Format format = bindingInfo.Format;
|
|
|
|
if (format == 0 && texture != null)
|
|
{
|
|
format = texture.Format;
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTexture, format);
|
|
}
|
|
|
|
state.CachedTexture = texture;
|
|
state.InvalidatedSequence = texture?.InvalidatedSequence ?? 0;
|
|
}
|
|
}
|
|
|
|
return specStateMatches;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the texture descriptor for a given texture handle.
|
|
/// </summary>
|
|
/// <param name="poolGpuVa">GPU virtual address of the texture pool</param>
|
|
/// <param name="bufferIndex">Index of the constant buffer with texture handles</param>
|
|
/// <param name="maximumId">Maximum ID of the texture pool</param>
|
|
/// <param name="stageIndex">The stage number where the texture is bound</param>
|
|
/// <param name="handle">The texture handle</param>
|
|
/// <param name="cbufSlot">The texture handle's constant buffer slot</param>
|
|
/// <returns>The texture descriptor for the specified texture</returns>
|
|
public TextureDescriptor GetTextureDescriptor(
|
|
ulong poolGpuVa,
|
|
int bufferIndex,
|
|
int maximumId,
|
|
int stageIndex,
|
|
int handle,
|
|
int cbufSlot)
|
|
{
|
|
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(cbufSlot, bufferIndex);
|
|
|
|
int packedId = ReadPackedId(stageIndex, handle, textureBufferIndex, samplerBufferIndex);
|
|
int textureId = TextureHandle.UnpackTextureId(packedId);
|
|
|
|
ulong poolAddress = _channel.MemoryManager.Translate(poolGpuVa);
|
|
|
|
TexturePool texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, maximumId);
|
|
|
|
TextureDescriptor descriptor;
|
|
|
|
if (texturePool.IsValidId(textureId))
|
|
{
|
|
descriptor = texturePool.GetDescriptor(textureId);
|
|
}
|
|
else
|
|
{
|
|
// If the ID is not valid, we just return a default descriptor with the most common state.
|
|
// Since this is used for shader specialization, doing so might avoid the need for recompilations.
|
|
descriptor = new TextureDescriptor();
|
|
descriptor.Word4 |= (uint)TextureTarget.Texture2D << 23;
|
|
descriptor.Word5 |= 1u << 31; // Coords normalized.
|
|
}
|
|
|
|
return descriptor;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reads a packed texture and sampler ID (basically, the real texture handle)
|
|
/// from the texture constant buffer.
|
|
/// </summary>
|
|
/// <param name="stageIndex">The number of the shader stage where the texture is bound</param>
|
|
/// <param name="wordOffset">A word offset of the handle on the buffer (the "fake" shader handle)</param>
|
|
/// <param name="textureBufferIndex">Index of the constant buffer holding the texture handles</param>
|
|
/// <param name="samplerBufferIndex">Index of the constant buffer holding the sampler handles</param>
|
|
/// <returns>The packed texture and sampler ID (the real texture handle)</returns>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private int ReadPackedId(int stageIndex, int wordOffset, int textureBufferIndex, int samplerBufferIndex)
|
|
{
|
|
(int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = TextureHandle.UnpackOffsets(wordOffset);
|
|
|
|
ulong textureBufferAddress = _isCompute
|
|
? _channel.BufferManager.GetComputeUniformBufferAddress(textureBufferIndex)
|
|
: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
|
|
|
|
int handle = _channel.MemoryManager.Physical.Read<int>(textureBufferAddress + (uint)textureWordOffset * 4);
|
|
|
|
// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
|
|
// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
|
|
// bindless textures on the shader), we extend it with another value on the higher 16 bits with
|
|
// another offset for the sampler.
|
|
// The shader translator has code to detect separate texture and sampler uses with a bindless texture,
|
|
// turn that into a regular texture access and produce those special handles with values on the higher 16 bits.
|
|
if (handleType != TextureHandleType.CombinedSampler)
|
|
{
|
|
int samplerHandle;
|
|
|
|
if (handleType != TextureHandleType.SeparateConstantSamplerHandle)
|
|
{
|
|
ulong samplerBufferAddress = _isCompute
|
|
? _channel.BufferManager.GetComputeUniformBufferAddress(samplerBufferIndex)
|
|
: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, samplerBufferIndex);
|
|
|
|
samplerHandle = _channel.MemoryManager.Physical.Read<int>(samplerBufferAddress + (uint)samplerWordOffset * 4);
|
|
}
|
|
else
|
|
{
|
|
samplerHandle = samplerWordOffset;
|
|
}
|
|
|
|
if (handleType == TextureHandleType.SeparateSamplerId ||
|
|
handleType == TextureHandleType.SeparateConstantSamplerHandle)
|
|
{
|
|
samplerHandle <<= 20;
|
|
}
|
|
|
|
handle |= samplerHandle;
|
|
}
|
|
|
|
return handle;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the texture and sampler pool for the GPU virtual address that are currently set.
|
|
/// </summary>
|
|
/// <returns>The texture and sampler pools</returns>
|
|
private (TexturePool, SamplerPool) GetPools()
|
|
{
|
|
MemoryManager memoryManager = _channel.MemoryManager;
|
|
|
|
TexturePool texturePool = _texturePool;
|
|
SamplerPool samplerPool = _samplerPool;
|
|
|
|
if (texturePool == null)
|
|
{
|
|
ulong poolAddress = memoryManager.Translate(_texturePoolGpuVa);
|
|
|
|
if (poolAddress != MemoryManager.PteUnmapped)
|
|
{
|
|
texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, _texturePoolMaximumId);
|
|
_texturePool = texturePool;
|
|
}
|
|
}
|
|
|
|
if (samplerPool == null)
|
|
{
|
|
ulong poolAddress = memoryManager.Translate(_samplerPoolGpuVa);
|
|
|
|
if (poolAddress != MemoryManager.PteUnmapped)
|
|
{
|
|
samplerPool = _samplerPoolCache.FindOrCreate(_channel, poolAddress, _samplerPoolMaximumId);
|
|
_samplerPool = samplerPool;
|
|
}
|
|
}
|
|
|
|
return (texturePool, samplerPool);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Forces the texture and sampler pools to be re-loaded from the cache on next use.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This should be called if the memory mappings change, to ensure the correct pools are being used.
|
|
/// </remarks>
|
|
public void ReloadPools()
|
|
{
|
|
_samplerPool = null;
|
|
_texturePool = null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Force all bound textures and images to be rebound the next time CommitBindings is called.
|
|
/// </summary>
|
|
public void Rebind()
|
|
{
|
|
Array.Clear(_textureState);
|
|
Array.Clear(_imageState);
|
|
}
|
|
}
|
|
} |