mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-29 21:12:33 +01:00
cda659955c
* Initial test for texture sync * WIP new texture flushing setup * Improve rules for incompatible overlaps Fixes a lot of issues with Unreal Engine games. Still a few minor issues (some caused by dma fast path?) Needs docs and cleanup. * Cleanup, improvements Improve rules for fast DMA * Small tweak to group together flushes of overlapping handles. * Fixes, flush overlapping texture data for ASTC and BC4/5 compressed textures. Fixes the new Life is Strange game. * Flush overlaps before init data, fix 3d texture size/overlap stuff * Fix 3D Textures, faster single layer flush Note: nosy people can no longer merge this with Vulkan. (unless they are nosy enough to implement the new backend methods) * Remove unused method * Minor cleanup * More cleanup * Use the More Fun and Hopefully No Driver Bugs method for getting compressed tex too This one's for metro * Address feedback, ASTC+ETC to FormatClass * Change offset to use Span slice rather than IntPtr Add * Fix this too
512 lines
18 KiB
C#
512 lines
18 KiB
C#
using Ryujinx.Cpu.Tracking;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// A tracking handle for a texture group, which represents a range of views in a storage texture.
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/// Retains a list of overlapping texture views, a modified flag, and tracking for each
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/// CPU VA range that the views cover.
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/// Also tracks copy dependencies for the handle - references to other handles that must be kept
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/// in sync with this one before use.
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/// </summary>
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class TextureGroupHandle : IDisposable
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{
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private TextureGroup _group;
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private int _bindCount;
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private int _firstLevel;
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private int _firstLayer;
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// Sync state for texture flush.
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/// <summary>
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/// The sync number last registered.
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/// </summary>
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private ulong _registeredSync;
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/// <summary>
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/// The sync number when the texture was last modified by GPU.
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/// </summary>
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private ulong _modifiedSync;
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/// <summary>
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/// Whether a tracking action is currently registered or not.
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/// </summary>
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private bool _actionRegistered;
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/// <summary>
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/// Whether a sync action is currently registered or not.
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/// </summary>
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private bool _syncActionRegistered;
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/// <summary>
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/// The byte offset from the start of the storage of this handle.
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/// </summary>
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public int Offset { get; }
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/// <summary>
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/// The size in bytes covered by this handle.
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/// </summary>
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public int Size { get; }
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/// <summary>
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/// The base slice index for this handle.
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/// </summary>
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public int BaseSlice { get; }
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/// <summary>
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/// The number of slices covered by this handle.
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/// </summary>
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public int SliceCount { get; }
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/// <summary>
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/// The textures which this handle overlaps with.
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/// </summary>
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public List<Texture> Overlaps { get; }
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/// <summary>
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/// The CPU memory tracking handles that cover this handle.
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/// </summary>
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public CpuRegionHandle[] Handles { get; }
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/// <summary>
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/// True if a texture overlapping this handle has been modified. Is set false when the flush action is called.
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/// </summary>
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public bool Modified { get; set; }
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/// <summary>
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/// Dependencies to handles from other texture groups.
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/// </summary>
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public List<TextureDependency> Dependencies { get; }
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/// <summary>
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/// A flag indicating that a copy is required from one of the dependencies.
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/// </summary>
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public bool NeedsCopy => DeferredCopy != null;
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/// <summary>
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/// A data copy that must be acknowledged the next time this handle is used.
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/// </summary>
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public TextureGroupHandle DeferredCopy { get; set; }
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/// <summary>
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/// Create a new texture group handle, representing a range of views in a storage texture.
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/// </summary>
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/// <param name="group">The TextureGroup that the handle belongs to</param>
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/// <param name="offset">The byte offset from the start of the storage of the handle</param>
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/// <param name="size">The size in bytes covered by the handle</param>
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/// <param name="views">All views of the storage texture, used to calculate overlaps</param>
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/// <param name="firstLayer">The first layer of this handle in the storage texture</param>
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/// <param name="firstLevel">The first level of this handle in the storage texture</param>
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/// <param name="baseSlice">The base slice index of this handle</param>
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/// <param name="sliceCount">The number of slices this handle covers</param>
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/// <param name="handles">The memory tracking handles that cover this handle</param>
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public TextureGroupHandle(TextureGroup group,
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int offset,
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ulong size,
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List<Texture> views,
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int firstLayer,
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int firstLevel,
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int baseSlice,
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int sliceCount,
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CpuRegionHandle[] handles)
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{
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_group = group;
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_firstLayer = firstLayer;
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_firstLevel = firstLevel;
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Offset = offset;
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Size = (int)size;
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Overlaps = new List<Texture>();
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Dependencies = new List<TextureDependency>();
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BaseSlice = baseSlice;
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SliceCount = sliceCount;
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if (views != null)
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{
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RecalculateOverlaps(group, views);
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}
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Handles = handles;
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}
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/// <summary>
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/// Calculate a list of which views overlap this handle.
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/// </summary>
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/// <param name="group">The parent texture group, used to find a view's base CPU VA offset</param>
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/// <param name="views">The list of views to search for overlaps</param>
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public void RecalculateOverlaps(TextureGroup group, List<Texture> views)
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{
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// Overlaps can be accessed from the memory tracking signal handler, so access must be atomic.
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lock (Overlaps)
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{
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int endOffset = Offset + Size;
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Overlaps.Clear();
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foreach (Texture view in views)
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{
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int viewOffset = group.FindOffset(view);
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if (viewOffset < endOffset && Offset < viewOffset + (int)view.Size)
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{
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Overlaps.Add(view);
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}
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}
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}
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}
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/// <summary>
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/// Registers a sync action to happen for this handle, and an interim flush action on the tracking handle.
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/// </summary>
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/// <param name="context">The GPU context to register a sync action on</param>
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private void RegisterSync(GpuContext context)
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{
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if (!_syncActionRegistered)
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{
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_modifiedSync = context.SyncNumber;
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context.RegisterSyncAction(SyncAction, true);
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_syncActionRegistered = true;
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}
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if (!_actionRegistered)
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{
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_group.RegisterAction(this);
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_actionRegistered = true;
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}
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}
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/// <summary>
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/// Signal that this handle has been modified to any existing dependencies, and set the modified flag.
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/// </summary>
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/// <param name="context">The GPU context to register a sync action on</param>
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public void SignalModified(GpuContext context)
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{
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Modified = true;
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// If this handle has any copy dependencies, notify the other handle that a copy needs to be performed.
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foreach (TextureDependency dependency in Dependencies)
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{
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dependency.SignalModified();
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}
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RegisterSync(context);
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}
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/// <summary>
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/// Signal that this handle has either started or ended being modified.
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/// </summary>
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/// <param name="bound">True if this handle is being bound, false if unbound</param>
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/// <param name="context">The GPU context to register a sync action on</param>
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public void SignalModifying(bool bound, GpuContext context)
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{
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SignalModified(context);
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// Note: Bind count currently resets to 0 on inherit for safety, as the handle <-> view relationship can change.
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_bindCount = Math.Max(0, _bindCount + (bound ? 1 : -1));
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}
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/// <summary>
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/// Synchronize dependent textures, if any of them have deferred a copy from this texture.
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/// </summary>
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public void SynchronizeDependents()
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{
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foreach (TextureDependency dependency in Dependencies)
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{
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TextureGroupHandle otherHandle = dependency.Other.Handle;
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if (otherHandle.DeferredCopy == this)
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{
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otherHandle._group.Storage.SynchronizeMemory();
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}
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}
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}
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/// <summary>
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/// Wait for the latest sync number that the texture handle was written to,
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/// removing the modified flag if it was reached, or leaving it set if it has not yet been created.
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/// </summary>
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/// <param name="context">The GPU context used to wait for sync</param>
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public void Sync(GpuContext context)
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{
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_actionRegistered = false;
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bool needsSync = !context.IsGpuThread();
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if (needsSync)
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{
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ulong registeredSync = _registeredSync;
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long diff = (long)(context.SyncNumber - registeredSync);
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if (diff > 0)
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{
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context.Renderer.WaitSync(registeredSync);
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if ((long)(_modifiedSync - registeredSync) > 0)
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{
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// Flush the data in a previous state. Do not remove the modified flag - it will be removed to ignore following writes.
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return;
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}
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Modified = false;
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}
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// If the difference is <= 0, no data is not ready yet. Flush any data we can without waiting or removing modified flag.
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}
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else
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{
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Modified = false;
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}
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}
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/// <summary>
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/// Action to perform when a sync number is registered after modification.
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/// This action will register a read tracking action on the memory tracking handle so that a flush from CPU can happen.
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/// </summary>
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private void SyncAction()
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{
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// Register region tracking for CPU? (again)
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_registeredSync = _modifiedSync;
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_syncActionRegistered = false;
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if (!_actionRegistered)
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{
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_group.RegisterAction(this);
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_actionRegistered = true;
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}
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}
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/// <summary>
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/// Signal that a copy dependent texture has been modified, and must have its data copied to this one.
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/// </summary>
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/// <param name="copyFrom">The texture handle that must defer a copy to this one</param>
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public void DeferCopy(TextureGroupHandle copyFrom)
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{
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Modified = false;
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DeferredCopy = copyFrom;
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_group.Storage.SignalGroupDirty();
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foreach (Texture overlap in Overlaps)
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{
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overlap.SignalGroupDirty();
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}
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}
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/// <summary>
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/// Create a copy dependency between this handle, and another.
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/// </summary>
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/// <param name="other">The handle to create a copy dependency to</param>
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/// <param name="copyToOther">True if a copy should be deferred to all of the other handle's dependencies</param>
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public void CreateCopyDependency(TextureGroupHandle other, bool copyToOther = false)
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{
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// Does this dependency already exist?
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foreach (TextureDependency existing in Dependencies)
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{
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if (existing.Other.Handle == other)
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{
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// Do not need to create it again. May need to set the dirty flag.
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return;
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}
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}
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_group.HasCopyDependencies = true;
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other._group.HasCopyDependencies = true;
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TextureDependency dependency = new TextureDependency(this);
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TextureDependency otherDependency = new TextureDependency(other);
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dependency.Other = otherDependency;
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otherDependency.Other = dependency;
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Dependencies.Add(dependency);
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other.Dependencies.Add(otherDependency);
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// Recursively create dependency:
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// All of this handle's dependencies must depend on the other.
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foreach (TextureDependency existing in Dependencies.ToArray())
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{
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if (existing != dependency && existing.Other.Handle != other)
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{
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existing.Other.Handle.CreateCopyDependency(other);
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}
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}
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// All of the other handle's dependencies must depend on this.
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foreach (TextureDependency existing in other.Dependencies.ToArray())
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{
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if (existing != otherDependency && existing.Other.Handle != this)
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{
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existing.Other.Handle.CreateCopyDependency(this);
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if (copyToOther)
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{
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existing.Other.Handle.DeferCopy(this);
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}
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}
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}
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}
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/// <summary>
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/// Remove a dependency from this handle's dependency list.
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/// </summary>
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/// <param name="dependency">The dependency to remove</param>
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public void RemoveDependency(TextureDependency dependency)
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{
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Dependencies.Remove(dependency);
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}
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/// <summary>
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/// Check if any of this handle's memory tracking handles are dirty.
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/// </summary>
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/// <returns>True if at least one of the handles is dirty</returns>
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private bool CheckDirty()
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{
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return Handles.Any(handle => handle.Dirty);
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}
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/// <summary>
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/// Perform a copy from the provided handle to this one, or perform a deferred copy if none is provided.
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/// </summary>
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/// <param name="context">GPU context to register sync for modified handles</param>
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/// <param name="fromHandle">The handle to copy from. If not provided, this method will copy from and clear the deferred copy instead</param>
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/// <returns>True if the copy was performed, false otherwise</returns>
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public bool Copy(GpuContext context, TextureGroupHandle fromHandle = null)
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{
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bool result = false;
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bool shouldCopy = false;
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if (fromHandle == null)
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{
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fromHandle = DeferredCopy;
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if (fromHandle != null)
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{
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// Only copy if the copy texture is still modified.
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// It will be set as unmodified if new data is written from CPU, as the data previously in the texture will flush.
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// It will also set as unmodified if a copy is deferred to it.
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shouldCopy = fromHandle.Modified;
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if (fromHandle._bindCount == 0)
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{
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// Repeat the copy in future if the bind count is greater than 0.
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DeferredCopy = null;
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}
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}
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}
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else
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{
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// Copies happen directly when initializing a copy dependency.
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// If dirty, do not copy. Its data no longer matters, and this handle should also be dirty.
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// Also, only direct copy if the data in this handle is not already modified (can be set by copies from modified handles).
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shouldCopy = !fromHandle.CheckDirty() && (fromHandle.Modified || !Modified);
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}
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if (shouldCopy)
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{
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Texture from = fromHandle._group.Storage;
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Texture to = _group.Storage;
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if (from.ScaleFactor != to.ScaleFactor)
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{
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to.PropagateScale(from);
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}
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from.HostTexture.CopyTo(
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to.HostTexture,
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fromHandle._firstLayer,
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_firstLayer,
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fromHandle._firstLevel,
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_firstLevel);
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if (fromHandle.Modified)
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{
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Modified = true;
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RegisterSync(context);
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}
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result = true;
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}
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return result;
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}
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/// <summary>
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/// Check if this handle has a dependency to a given texture group.
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/// </summary>
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/// <param name="group">The texture group to check for</param>
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/// <returns>True if there is a dependency, false otherwise</returns>
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public bool HasDependencyTo(TextureGroup group)
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{
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foreach (TextureDependency dep in Dependencies)
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{
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if (dep.Other.Handle._group == group)
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Inherit modified flags and dependencies from another texture handle.
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/// </summary>
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/// <param name="old">The texture handle to inherit from</param>
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/// <param name="withCopies">Whether the handle should inherit copy dependencies or not</param>
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public void Inherit(TextureGroupHandle old, bool withCopies)
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{
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Modified |= old.Modified;
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if (withCopies)
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{
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foreach (TextureDependency dependency in old.Dependencies.ToArray())
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{
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CreateCopyDependency(dependency.Other.Handle);
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if (dependency.Other.Handle.DeferredCopy == old)
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{
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dependency.Other.Handle.DeferredCopy = this;
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}
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}
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DeferredCopy = old.DeferredCopy;
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}
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}
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/// <summary>
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/// Check if this region overlaps with another.
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/// </summary>
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/// <param name="address">Base address</param>
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/// <param name="size">Size of the region</param>
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/// <returns>True if overlapping, false otherwise</returns>
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public bool OverlapsWith(int offset, int size)
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{
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return Offset < offset + size && offset < Offset + Size;
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}
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/// <summary>
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/// Dispose this texture group handle, removing all its dependencies and disposing its memory tracking handles.
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/// </summary>
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public void Dispose()
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{
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foreach (CpuRegionHandle handle in Handles)
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{
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handle.Dispose();
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}
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foreach (TextureDependency dependency in Dependencies.ToArray())
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{
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dependency.Other.Handle.RemoveDependency(dependency.Other);
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}
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}
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}
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}
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