mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-22 17:56:59 +01:00
923089a298
* Fast path for Inline-to-Memory texture data transfers * Only do it for block linear textures to be on the safe side
1184 lines
48 KiB
C#
1184 lines
48 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Threed;
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using Ryujinx.Graphics.Gpu.Engine.Twod;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Texture;
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using Ryujinx.Memory.Range;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Texture cache.
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/// </summary>
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class TextureCache : IDisposable
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{
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private struct OverlapInfo
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{
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public TextureViewCompatibility Compatibility { get; }
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public int FirstLayer { get; }
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public int FirstLevel { get; }
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public OverlapInfo(TextureViewCompatibility compatibility, int firstLayer, int firstLevel)
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{
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Compatibility = compatibility;
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FirstLayer = firstLayer;
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FirstLevel = firstLevel;
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}
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}
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private const int OverlapsBufferInitialCapacity = 10;
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private const int OverlapsBufferMaxCapacity = 10000;
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private readonly GpuContext _context;
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private readonly PhysicalMemory _physicalMemory;
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private readonly MultiRangeList<Texture> _textures;
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private readonly HashSet<Texture> _partiallyMappedTextures;
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private Texture[] _textureOverlaps;
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private OverlapInfo[] _overlapInfo;
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private readonly AutoDeleteCache _cache;
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/// <summary>
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/// Constructs a new instance of the texture manager.
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/// </summary>
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/// <param name="context">The GPU context that the texture manager belongs to</param>
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/// <param name="physicalMemory">Physical memory where the textures managed by this cache are mapped</param>
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public TextureCache(GpuContext context, PhysicalMemory physicalMemory)
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{
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_context = context;
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_physicalMemory = physicalMemory;
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_textures = new MultiRangeList<Texture>();
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_partiallyMappedTextures = new HashSet<Texture>();
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_textureOverlaps = new Texture[OverlapsBufferInitialCapacity];
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_overlapInfo = new OverlapInfo[OverlapsBufferInitialCapacity];
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_cache = new AutoDeleteCache();
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}
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/// <summary>
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/// Handles removal of textures written to a memory region being unmapped.
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/// </summary>
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/// <param name="sender">Sender object</param>
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/// <param name="e">Event arguments</param>
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public void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
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{
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Texture[] overlaps = new Texture[10];
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int overlapCount;
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MultiRange unmapped = ((MemoryManager)sender).GetPhysicalRegions(e.Address, e.Size);
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lock (_textures)
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{
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overlapCount = _textures.FindOverlaps(unmapped, ref overlaps);
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}
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for (int i = 0; i < overlapCount; i++)
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{
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overlaps[i].Unmapped(unmapped);
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}
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// If any range was previously unmapped, we also need to purge
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// all partially mapped texture, as they might be fully mapped now.
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for (int i = 0; i < unmapped.Count; i++)
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{
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if (unmapped.GetSubRange(i).Address == MemoryManager.PteUnmapped)
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{
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lock (_partiallyMappedTextures)
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{
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foreach (var texture in _partiallyMappedTextures)
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{
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texture.Unmapped(unmapped);
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}
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}
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break;
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}
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}
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}
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/// <summary>
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/// Determines if a given texture is eligible for upscaling from its info.
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/// </summary>
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/// <param name="info">The texture info to check</param>
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/// <param name="withUpscale">True if the user of the texture would prefer it to be upscaled immediately</param>
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/// <returns>True if eligible</returns>
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private static TextureScaleMode IsUpscaleCompatible(TextureInfo info, bool withUpscale)
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{
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if ((info.Target == Target.Texture2D || info.Target == Target.Texture2DArray) && !info.FormatInfo.IsCompressed)
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{
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return UpscaleSafeMode(info) ? (withUpscale ? TextureScaleMode.Scaled : TextureScaleMode.Eligible) : TextureScaleMode.Undesired;
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}
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return TextureScaleMode.Blacklisted;
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}
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/// <summary>
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/// Determines if a given texture is "safe" for upscaling from its info.
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/// Note that this is different from being compatible - this elilinates targets that would have detrimental effects when scaled.
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/// </summary>
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/// <param name="info">The texture info to check</param>
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/// <returns>True if safe</returns>
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private static bool UpscaleSafeMode(TextureInfo info)
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{
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// While upscaling works for all targets defined by IsUpscaleCompatible, we additionally blacklist targets here that
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// may have undesirable results (upscaling blur textures) or simply waste GPU resources (upscaling texture atlas).
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if (info.Levels > 3)
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{
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// Textures with more than 3 levels are likely to be game textures, rather than render textures.
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// Small textures with full mips are likely to be removed by the next check.
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return false;
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}
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if (info.Width < 8 || info.Height < 8)
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{
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// Discount textures with small dimensions.
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return false;
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}
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int widthAlignment = (info.IsLinear ? Constants.StrideAlignment : Constants.GobAlignment) / info.FormatInfo.BytesPerPixel;
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if (!(info.FormatInfo.Format.IsDepthOrStencil() || info.FormatInfo.Components == 1))
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{
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// Discount square textures that aren't depth-stencil like. (excludes game textures, cubemap faces, most 3D texture LUT, texture atlas)
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// Detect if the texture is possibly square. Widths may be aligned, so to remove the uncertainty we align both the width and height.
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bool possiblySquare = BitUtils.AlignUp(info.Width, widthAlignment) == BitUtils.AlignUp(info.Height, widthAlignment);
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if (possiblySquare)
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{
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return false;
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}
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}
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if (info.Height < 360)
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{
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int aspectWidth = (int)MathF.Ceiling((info.Height / 9f) * 16f);
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int aspectMaxWidth = BitUtils.AlignUp(aspectWidth, widthAlignment);
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int aspectMinWidth = BitUtils.AlignDown(aspectWidth, widthAlignment);
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if (info.Width >= aspectMinWidth && info.Width <= aspectMaxWidth && info.Height < 360)
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{
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// Targets that are roughly 16:9 can only be rescaled if they're equal to or above 360p. (excludes blur and bloom textures)
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return false;
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}
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}
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if (info.Width == info.Height * info.Height)
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{
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// Possibly used for a "3D texture" drawn onto a 2D surface.
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// Some games do this to generate a tone mapping LUT without rendering into 3D texture slices.
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return false;
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}
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return true;
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}
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/// <summary>
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/// Lifts the texture to the top of the AutoDeleteCache. This is primarily used to enforce that
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/// data written to a target will be flushed to memory should the texture be deleted, but also
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/// keeps rendered textures alive without a pool reference.
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/// </summary>
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/// <param name="texture">Texture to lift</param>
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public void Lift(Texture texture)
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{
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_cache.Lift(texture);
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}
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/// <summary>
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/// Tries to find an existing texture, or create a new one if not found.
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/// </summary>
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/// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
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/// <param name="copyTexture">Copy texture to find or create</param>
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/// <param name="offset">Offset to be added to the physical texture address</param>
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/// <param name="formatInfo">Format information of the copy texture</param>
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/// <param name="preferScaling">Indicates if the texture should be scaled from the start</param>
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/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
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/// <returns>The texture</returns>
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public Texture FindOrCreateTexture(
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MemoryManager memoryManager,
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TwodTexture copyTexture,
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ulong offset,
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FormatInfo formatInfo,
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bool shouldCreate,
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bool preferScaling = true,
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Size? sizeHint = null)
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{
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int gobBlocksInY = copyTexture.MemoryLayout.UnpackGobBlocksInY();
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int gobBlocksInZ = copyTexture.MemoryLayout.UnpackGobBlocksInZ();
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int width;
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if (copyTexture.LinearLayout)
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{
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width = copyTexture.Stride / formatInfo.BytesPerPixel;
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}
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else
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{
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width = copyTexture.Width;
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}
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TextureInfo info = new TextureInfo(
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copyTexture.Address.Pack() + offset,
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width,
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copyTexture.Height,
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copyTexture.Depth,
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1,
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1,
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1,
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copyTexture.Stride,
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copyTexture.LinearLayout,
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gobBlocksInY,
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gobBlocksInZ,
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1,
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Target.Texture2D,
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formatInfo);
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TextureSearchFlags flags = TextureSearchFlags.ForCopy;
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if (preferScaling)
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{
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flags |= TextureSearchFlags.WithUpscale;
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}
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if (!shouldCreate)
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{
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flags |= TextureSearchFlags.NoCreate;
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}
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Texture texture = FindOrCreateTexture(memoryManager, flags, info, 0, sizeHint);
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texture?.SynchronizeMemory();
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return texture;
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}
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/// <summary>
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/// Tries to find an existing texture, or create a new one if not found.
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/// </summary>
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/// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
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/// <param name="colorState">Color buffer texture to find or create</param>
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/// <param name="layered">Indicates if the texture might be accessed with a non-zero layer index</param>
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/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
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/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
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/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
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/// <returns>The texture</returns>
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public Texture FindOrCreateTexture(
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MemoryManager memoryManager,
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RtColorState colorState,
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bool layered,
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int samplesInX,
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int samplesInY,
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Size sizeHint)
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{
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bool isLinear = colorState.MemoryLayout.UnpackIsLinear();
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int gobBlocksInY = colorState.MemoryLayout.UnpackGobBlocksInY();
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int gobBlocksInZ = colorState.MemoryLayout.UnpackGobBlocksInZ();
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Target target;
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if (colorState.MemoryLayout.UnpackIsTarget3D())
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{
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target = Target.Texture3D;
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}
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else if ((samplesInX | samplesInY) != 1)
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{
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target = colorState.Depth > 1 && layered
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? Target.Texture2DMultisampleArray
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: Target.Texture2DMultisample;
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}
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else
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{
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target = colorState.Depth > 1 && layered
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? Target.Texture2DArray
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: Target.Texture2D;
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}
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FormatInfo formatInfo = colorState.Format.Convert();
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int width, stride;
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// For linear textures, the width value is actually the stride.
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// We can easily get the width by dividing the stride by the bpp,
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// since the stride is the total number of bytes occupied by a
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// line. The stride should also meet alignment constraints however,
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// so the width we get here is the aligned width.
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if (isLinear)
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{
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width = colorState.WidthOrStride / formatInfo.BytesPerPixel;
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stride = colorState.WidthOrStride;
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}
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else
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{
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width = colorState.WidthOrStride;
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stride = 0;
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}
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TextureInfo info = new TextureInfo(
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colorState.Address.Pack(),
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width,
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colorState.Height,
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colorState.Depth,
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1,
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samplesInX,
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samplesInY,
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stride,
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isLinear,
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gobBlocksInY,
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gobBlocksInZ,
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1,
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target,
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formatInfo);
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int layerSize = !isLinear ? colorState.LayerSize * 4 : 0;
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Texture texture = FindOrCreateTexture(memoryManager, TextureSearchFlags.WithUpscale, info, layerSize, sizeHint);
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texture?.SynchronizeMemory();
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return texture;
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}
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/// <summary>
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/// Tries to find an existing texture, or create a new one if not found.
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/// </summary>
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/// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
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/// <param name="dsState">Depth-stencil buffer texture to find or create</param>
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/// <param name="size">Size of the depth-stencil texture</param>
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/// <param name="layered">Indicates if the texture might be accessed with a non-zero layer index</param>
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/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
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/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
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/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
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/// <returns>The texture</returns>
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public Texture FindOrCreateTexture(
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MemoryManager memoryManager,
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RtDepthStencilState dsState,
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Size3D size,
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bool layered,
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int samplesInX,
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int samplesInY,
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Size sizeHint)
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{
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int gobBlocksInY = dsState.MemoryLayout.UnpackGobBlocksInY();
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int gobBlocksInZ = dsState.MemoryLayout.UnpackGobBlocksInZ();
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Target target;
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if (dsState.MemoryLayout.UnpackIsTarget3D())
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{
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target = Target.Texture3D;
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}
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else if ((samplesInX | samplesInY) != 1)
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{
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target = size.Depth > 1 && layered
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? Target.Texture2DMultisampleArray
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: Target.Texture2DMultisample;
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}
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else
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{
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target = size.Depth > 1 && layered
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? Target.Texture2DArray
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: Target.Texture2D;
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}
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FormatInfo formatInfo = dsState.Format.Convert();
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TextureInfo info = new TextureInfo(
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dsState.Address.Pack(),
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size.Width,
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size.Height,
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size.Depth,
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1,
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samplesInX,
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samplesInY,
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0,
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false,
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gobBlocksInY,
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gobBlocksInZ,
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1,
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target,
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formatInfo);
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Texture texture = FindOrCreateTexture(memoryManager, TextureSearchFlags.WithUpscale, info, dsState.LayerSize * 4, sizeHint);
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texture?.SynchronizeMemory();
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return texture;
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}
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/// <summary>
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/// Tries to find an existing texture, or create a new one if not found.
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/// </summary>
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/// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
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/// <param name="flags">The texture search flags, defines texture comparison rules</param>
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/// <param name="info">Texture information of the texture to be found or created</param>
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/// <param name="layerSize">Size in bytes of a single texture layer</param>
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/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
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/// <param name="range">Optional ranges of physical memory where the texture data is located</param>
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/// <returns>The texture</returns>
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public Texture FindOrCreateTexture(
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MemoryManager memoryManager,
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TextureSearchFlags flags,
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TextureInfo info,
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int layerSize = 0,
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Size? sizeHint = null,
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MultiRange? range = null)
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{
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bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0;
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TextureScaleMode scaleMode = IsUpscaleCompatible(info, (flags & TextureSearchFlags.WithUpscale) != 0);
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ulong address;
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if (range != null)
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{
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address = range.Value.GetSubRange(0).Address;
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}
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else
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{
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address = memoryManager.Translate(info.GpuAddress);
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if (address == MemoryManager.PteUnmapped)
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{
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return null;
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}
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}
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int sameAddressOverlapsCount;
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lock (_textures)
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{
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// Try to find a perfect texture match, with the same address and parameters.
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sameAddressOverlapsCount = _textures.FindOverlaps(address, ref _textureOverlaps);
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}
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Texture texture = null;
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TextureMatchQuality bestQuality = TextureMatchQuality.NoMatch;
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for (int index = 0; index < sameAddressOverlapsCount; index++)
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{
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Texture overlap = _textureOverlaps[index];
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TextureMatchQuality matchQuality = overlap.IsExactMatch(info, flags);
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if (matchQuality != TextureMatchQuality.NoMatch)
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{
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// If the parameters match, we need to make sure the texture is mapped to the same memory regions.
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if (range != null)
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{
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// If a range of memory was supplied, just check if the ranges match.
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if (!overlap.Range.Equals(range.Value))
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{
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continue;
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}
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}
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else
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{
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// If no range was supplied, we can check if the GPU virtual address match. If they do,
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// we know the textures are located at the same memory region.
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// If they don't, it may still be mapped to the same physical region, so we
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// do a more expensive check to tell if they are mapped into the same physical regions.
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// If the GPU VA for the texture has ever been unmapped, then the range must be checked regardless.
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if ((overlap.Info.GpuAddress != info.GpuAddress || overlap.ChangedMapping) &&
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!memoryManager.CompareRange(overlap.Range, info.GpuAddress))
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{
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continue;
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}
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}
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}
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if (matchQuality == TextureMatchQuality.Perfect)
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{
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texture = overlap;
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break;
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}
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else if (matchQuality > bestQuality)
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{
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texture = overlap;
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bestQuality = matchQuality;
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}
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}
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if (texture != null)
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{
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ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint);
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texture.SynchronizeMemory();
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return texture;
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}
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else if (flags.HasFlag(TextureSearchFlags.NoCreate))
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{
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return null;
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}
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// Calculate texture sizes, used to find all overlapping textures.
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SizeInfo sizeInfo = info.CalculateSizeInfo(layerSize);
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ulong size = (ulong)sizeInfo.TotalSize;
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bool partiallyMapped = false;
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if (range == null)
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{
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range = memoryManager.GetPhysicalRegions(info.GpuAddress, size);
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for (int i = 0; i < range.Value.Count; i++)
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{
|
|
if (range.Value.GetSubRange(i).Address == MemoryManager.PteUnmapped)
|
|
{
|
|
partiallyMapped = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Find view compatible matches.
|
|
int overlapsCount;
|
|
|
|
lock (_textures)
|
|
{
|
|
overlapsCount = _textures.FindOverlaps(range.Value, ref _textureOverlaps);
|
|
}
|
|
|
|
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
|
|
|
|
for (int index = 0; index < overlapsCount; index++)
|
|
{
|
|
Texture overlap = _textureOverlaps[index];
|
|
TextureViewCompatibility overlapCompatibility = overlap.IsViewCompatible(
|
|
info,
|
|
range.Value,
|
|
sizeInfo.LayerSize,
|
|
_context.Capabilities,
|
|
out int firstLayer,
|
|
out int firstLevel);
|
|
|
|
if (overlapCompatibility == TextureViewCompatibility.Full)
|
|
{
|
|
if (overlap.IsView)
|
|
{
|
|
overlapCompatibility = TextureViewCompatibility.CopyOnly;
|
|
}
|
|
else
|
|
{
|
|
fullyCompatible++;
|
|
}
|
|
}
|
|
|
|
_overlapInfo[index] = new OverlapInfo(overlapCompatibility, firstLayer, firstLevel);
|
|
overlap.IncrementReferenceCount();
|
|
}
|
|
|
|
// Search through the overlaps to find a compatible view and establish any copy dependencies.
|
|
|
|
for (int index = 0; index < overlapsCount; index++)
|
|
{
|
|
Texture overlap = _textureOverlaps[index];
|
|
OverlapInfo oInfo = _overlapInfo[index];
|
|
|
|
if (oInfo.Compatibility == TextureViewCompatibility.Full)
|
|
{
|
|
TextureInfo adjInfo = AdjustSizes(overlap, info, oInfo.FirstLevel);
|
|
|
|
if (!isSamplerTexture)
|
|
{
|
|
info = adjInfo;
|
|
}
|
|
|
|
texture = overlap.CreateView(adjInfo, sizeInfo, range.Value, oInfo.FirstLayer, oInfo.FirstLevel);
|
|
|
|
ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint);
|
|
|
|
texture.SynchronizeMemory();
|
|
break;
|
|
}
|
|
else 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);
|
|
|
|
texture.InitializeGroup(true, true, new List<TextureIncompatibleOverlap>());
|
|
texture.InitializeData(false, false);
|
|
|
|
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,
|
|
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)
|
|
{
|
|
_cache.Remove(overlap, flush);
|
|
}
|
|
|
|
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);
|
|
|
|
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;
|
|
}
|
|
|
|
TextureInfo overlapInfo = AdjustSizes(texture, overlap.Info, oInfo.FirstLevel);
|
|
|
|
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);
|
|
}
|
|
|
|
lock (_textures)
|
|
{
|
|
_textures.Add(texture);
|
|
}
|
|
|
|
if (partiallyMapped)
|
|
{
|
|
lock (_partiallyMappedTextures)
|
|
{
|
|
_partiallyMappedTextures.Add(texture);
|
|
}
|
|
}
|
|
|
|
ShrinkOverlapsBufferIfNeeded();
|
|
|
|
for (int i = 0; i < overlapsCount; i++)
|
|
{
|
|
_textureOverlaps[i].DecrementReferenceCount();
|
|
}
|
|
|
|
return texture;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Changes a texture's size to match the desired size for samplers,
|
|
/// or increases a texture's size to fit the region indicated by a size hint.
|
|
/// </summary>
|
|
/// <param name="info">The desired texture info</param>
|
|
/// <param name="texture">The texture to resize</param>
|
|
/// <param name="isSamplerTexture">True if the texture will be used for a sampler, false otherwise</param>
|
|
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
|
|
private void ChangeSizeIfNeeded(TextureInfo info, Texture texture, bool isSamplerTexture, Size? sizeHint)
|
|
{
|
|
if (isSamplerTexture)
|
|
{
|
|
// If this is used for sampling, the size must match,
|
|
// otherwise the shader would sample garbage data.
|
|
// To fix that, we create a new texture with the correct
|
|
// size, and copy the data from the old one to the new one.
|
|
|
|
if (!TextureCompatibility.SizeMatches(texture.Info, info))
|
|
{
|
|
texture.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
|
|
}
|
|
}
|
|
else if (sizeHint != null)
|
|
{
|
|
// A size hint indicates that data will be used within that range, at least.
|
|
// If the texture is smaller than the size hint, it must be enlarged to meet it.
|
|
// The maximum size is provided by the requested info, which generally has an aligned size.
|
|
|
|
int width = Math.Max(texture.Info.Width, Math.Min(sizeHint.Value.Width, info.Width));
|
|
int height = Math.Max(texture.Info.Height, Math.Min(sizeHint.Value.Height, info.Height));
|
|
|
|
if (texture.Info.Width != width || texture.Info.Height != height)
|
|
{
|
|
texture.ChangeSize(width, height, info.DepthOrLayers);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to find an existing texture matching the given buffer copy destination. If none is found, returns null.
|
|
/// </summary>
|
|
/// <param name="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 = _textures.FindOverlaps(address, ref _textureOverlaps);
|
|
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>
|
|
/// Adjusts the size of the texture information for a given mipmap level,
|
|
/// based on the size of a parent texture.
|
|
/// </summary>
|
|
/// <param name="parent">The parent texture</param>
|
|
/// <param name="info">The texture information to be adjusted</param>
|
|
/// <param name="firstLevel">The first level of the texture view</param>
|
|
/// <returns>The adjusted texture information with the new size</returns>
|
|
private static TextureInfo AdjustSizes(Texture parent, TextureInfo info, int firstLevel)
|
|
{
|
|
// When the texture is used as view of another texture, we must
|
|
// ensure that the sizes are valid, otherwise data uploads would fail
|
|
// (and the size wouldn't match the real size used on the host API).
|
|
// Given a parent texture from where the view is created, we have the
|
|
// following rules:
|
|
// - The view size must be equal to the parent size, divided by (2 ^ l),
|
|
// where l is the first mipmap level of the view. The division result must
|
|
// be rounded down, and the result must be clamped to 1.
|
|
// - If the parent format is compressed, and the view format isn't, the
|
|
// view size is calculated as above, but the width and height of the
|
|
// view must be also divided by the compressed format block width and height.
|
|
// - If the parent format is not compressed, and the view is, the view
|
|
// size is calculated as described on the first point, but the width and height
|
|
// of the view must be also multiplied by the block width and height.
|
|
int width = Math.Max(1, parent.Info.Width >> firstLevel);
|
|
int height = Math.Max(1, parent.Info.Height >> firstLevel);
|
|
|
|
if (parent.Info.FormatInfo.IsCompressed && !info.FormatInfo.IsCompressed)
|
|
{
|
|
width = BitUtils.DivRoundUp(width, parent.Info.FormatInfo.BlockWidth);
|
|
height = BitUtils.DivRoundUp(height, parent.Info.FormatInfo.BlockHeight);
|
|
}
|
|
else if (!parent.Info.FormatInfo.IsCompressed && info.FormatInfo.IsCompressed)
|
|
{
|
|
width *= info.FormatInfo.BlockWidth;
|
|
height *= info.FormatInfo.BlockHeight;
|
|
}
|
|
|
|
int depthOrLayers;
|
|
|
|
if (info.Target == Target.Texture3D)
|
|
{
|
|
depthOrLayers = Math.Max(1, parent.Info.DepthOrLayers >> firstLevel);
|
|
}
|
|
else
|
|
{
|
|
depthOrLayers = info.DepthOrLayers;
|
|
}
|
|
|
|
// 2D and 2D multisample textures are not considered compatible.
|
|
// This specific case is required for copies, where the source texture might be multisample.
|
|
// In this case, we inherit the parent texture multisample state.
|
|
Target target = info.Target;
|
|
int samplesInX = info.SamplesInX;
|
|
int samplesInY = info.SamplesInY;
|
|
|
|
if (target == Target.Texture2D && parent.Target == Target.Texture2DMultisample)
|
|
{
|
|
target = Target.Texture2DMultisample;
|
|
samplesInX = parent.Info.SamplesInX;
|
|
samplesInY = parent.Info.SamplesInY;
|
|
}
|
|
|
|
return new TextureInfo(
|
|
info.GpuAddress,
|
|
width,
|
|
height,
|
|
depthOrLayers,
|
|
info.Levels,
|
|
samplesInX,
|
|
samplesInY,
|
|
info.Stride,
|
|
info.IsLinear,
|
|
info.GobBlocksInY,
|
|
info.GobBlocksInZ,
|
|
info.GobBlocksInTileX,
|
|
target,
|
|
info.FormatInfo,
|
|
info.DepthStencilMode,
|
|
info.SwizzleR,
|
|
info.SwizzleG,
|
|
info.SwizzleB,
|
|
info.SwizzleA);
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Gets a texture creation information from texture information.
|
|
/// This can be used to create new host textures.
|
|
/// </summary>
|
|
/// <param name="info">Texture information</param>
|
|
/// <param name="caps">GPU capabilities</param>
|
|
/// <param name="scale">Texture scale factor, to be applied to the texture size</param>
|
|
/// <returns>The texture creation information</returns>
|
|
public static TextureCreateInfo GetCreateInfo(TextureInfo info, Capabilities caps, float scale)
|
|
{
|
|
FormatInfo formatInfo = TextureCompatibility.ToHostCompatibleFormat(info, caps);
|
|
|
|
if (info.Target == Target.TextureBuffer)
|
|
{
|
|
// We assume that the host does not support signed normalized format
|
|
// (as is the case with OpenGL), so we just use a unsigned format.
|
|
// The shader will need the appropriate conversion code to compensate.
|
|
switch (formatInfo.Format)
|
|
{
|
|
case Format.R8Snorm:
|
|
formatInfo = new FormatInfo(Format.R8Sint, 1, 1, 1, 1);
|
|
break;
|
|
case Format.R16Snorm:
|
|
formatInfo = new FormatInfo(Format.R16Sint, 1, 1, 2, 1);
|
|
break;
|
|
case Format.R8G8Snorm:
|
|
formatInfo = new FormatInfo(Format.R8G8Sint, 1, 1, 2, 2);
|
|
break;
|
|
case Format.R16G16Snorm:
|
|
formatInfo = new FormatInfo(Format.R16G16Sint, 1, 1, 4, 2);
|
|
break;
|
|
case Format.R8G8B8A8Snorm:
|
|
formatInfo = new FormatInfo(Format.R8G8B8A8Sint, 1, 1, 4, 4);
|
|
break;
|
|
case Format.R16G16B16A16Snorm:
|
|
formatInfo = new FormatInfo(Format.R16G16B16A16Sint, 1, 1, 8, 4);
|
|
break;
|
|
}
|
|
}
|
|
|
|
int width = info.Width / info.SamplesInX;
|
|
int height = info.Height / info.SamplesInY;
|
|
|
|
int depth = info.GetDepth() * info.GetLayers();
|
|
|
|
if (scale != 1f)
|
|
{
|
|
width = (int)MathF.Ceiling(width * scale);
|
|
height = (int)MathF.Ceiling(height * scale);
|
|
}
|
|
|
|
return new TextureCreateInfo(
|
|
width,
|
|
height,
|
|
depth,
|
|
info.Levels,
|
|
info.Samples,
|
|
formatInfo.BlockWidth,
|
|
formatInfo.BlockHeight,
|
|
formatInfo.BytesPerPixel,
|
|
formatInfo.Format,
|
|
info.DepthStencilMode,
|
|
info.Target,
|
|
info.SwizzleR,
|
|
info.SwizzleG,
|
|
info.SwizzleB,
|
|
info.SwizzleA);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes a texture from the cache.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This only removes the texture from the internal list, not from the auto-deletion cache.
|
|
/// It may still have live references after the removal.
|
|
/// </remarks>
|
|
/// <param name="texture">The texture to be removed</param>
|
|
public void RemoveTextureFromCache(Texture texture)
|
|
{
|
|
lock (_textures)
|
|
{
|
|
_textures.Remove(texture);
|
|
}
|
|
|
|
lock (_partiallyMappedTextures)
|
|
{
|
|
_partiallyMappedTextures.Remove(texture);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Disposes all textures and samplers in the cache.
|
|
/// It's an error to use the texture cache after disposal.
|
|
/// </summary>
|
|
public void Dispose()
|
|
{
|
|
lock (_textures)
|
|
{
|
|
foreach (Texture texture in _textures)
|
|
{
|
|
texture.Dispose();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|