mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-10-01 12:30:00 +02:00
582 lines
No EOL
19 KiB
C#
582 lines
No EOL
19 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.GAL.Texture;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Texture;
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using System;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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class TextureManager
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{
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private GpuContext _context;
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private TextureBindingsManager _cpBindingsManager;
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private TextureBindingsManager _gpBindingsManager;
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private Texture[] _rtColors;
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private Texture _rtDepthStencil;
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private ITexture[] _rtHostColors;
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private ITexture _rtHostDs;
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private RangeList<Texture> _textures;
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private AutoDeleteCache _cache;
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public TextureManager(GpuContext context)
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{
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_context = context;
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TexturePoolCache texturePoolCache = new TexturePoolCache(context);
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_cpBindingsManager = new TextureBindingsManager(context, texturePoolCache, isCompute: true);
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_gpBindingsManager = new TextureBindingsManager(context, texturePoolCache, isCompute: false);
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_rtColors = new Texture[Constants.TotalRenderTargets];
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_rtHostColors = new ITexture[Constants.TotalRenderTargets];
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_textures = new RangeList<Texture>();
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_cache = new AutoDeleteCache();
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}
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public void SetComputeTextures(TextureBindingInfo[] bindings)
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{
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_cpBindingsManager.SetTextures(0, bindings);
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}
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public void SetGraphicsTextures(int stage, TextureBindingInfo[] bindings)
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{
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_gpBindingsManager.SetTextures(stage, bindings);
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}
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public void SetComputeImages(TextureBindingInfo[] bindings)
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{
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_cpBindingsManager.SetImages(0, bindings);
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}
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public void SetGraphicsImages(int stage, TextureBindingInfo[] bindings)
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{
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_gpBindingsManager.SetImages(stage, bindings);
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}
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public void SetComputeTextureBufferIndex(int index)
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{
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_cpBindingsManager.SetTextureBufferIndex(index);
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}
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public void SetGraphicsTextureBufferIndex(int index)
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{
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_gpBindingsManager.SetTextureBufferIndex(index);
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}
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public void SetComputeSamplerPool(ulong gpuVa, int maximumId)
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{
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_cpBindingsManager.SetSamplerPool(gpuVa, maximumId);
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}
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public void SetGraphicsSamplerPool(ulong gpuVa, int maximumId)
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{
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_gpBindingsManager.SetSamplerPool(gpuVa, maximumId);
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}
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public void SetComputeTexturePool(ulong gpuVa, int maximumId)
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{
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_cpBindingsManager.SetTexturePool(gpuVa, maximumId);
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}
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public void SetGraphicsTexturePool(ulong gpuVa, int maximumId)
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{
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_gpBindingsManager.SetTexturePool(gpuVa, maximumId);
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}
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public void SetRenderTargetColor(int index, Texture color)
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{
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_rtColors[index] = color;
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}
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public void SetRenderTargetDepthStencil(Texture depthStencil)
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{
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_rtDepthStencil = depthStencil;
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}
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public void CommitComputeBindings()
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{
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// Every time we switch between graphics and compute work,
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// we must rebind everything.
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// Since compute work happens less often, we always do that
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// before and after the compute dispatch.
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_cpBindingsManager.Rebind();
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_cpBindingsManager.CommitBindings();
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_gpBindingsManager.Rebind();
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}
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public void CommitGraphicsBindings()
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{
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_gpBindingsManager.CommitBindings();
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UpdateRenderTargets();
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}
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private void UpdateRenderTargets()
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{
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bool anyChanged = false;
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if (_rtHostDs != _rtDepthStencil?.HostTexture)
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{
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_rtHostDs = _rtDepthStencil?.HostTexture;
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anyChanged = true;
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}
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for (int index = 0; index < _rtColors.Length; index++)
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{
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ITexture hostTexture = _rtColors[index]?.HostTexture;
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if (_rtHostColors[index] != hostTexture)
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{
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_rtHostColors[index] = hostTexture;
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anyChanged = true;
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}
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}
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if (anyChanged)
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{
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_context.Renderer.Pipeline.SetRenderTargets(_rtHostColors, _rtHostDs);
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}
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}
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public Texture FindOrCreateTexture(CopyTexture copyTexture)
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{
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ulong address = _context.MemoryManager.Translate(copyTexture.Address.Pack());
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if (address == MemoryManager.BadAddress)
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{
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return 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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FormatInfo formatInfo = copyTexture.Format.Convert();
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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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address,
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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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Texture texture = FindOrCreateTexture(info, TextureSearchFlags.IgnoreMs);
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texture.SynchronizeMemory();
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return texture;
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}
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public Texture FindOrCreateTexture(RtColorState colorState, int samplesInX, int samplesInY)
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{
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ulong address = _context.MemoryManager.Translate(colorState.Address.Pack());
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if (address == MemoryManager.BadAddress)
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{
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return null;
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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
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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
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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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address,
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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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Texture texture = FindOrCreateTexture(info);
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texture.SynchronizeMemory();
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return texture;
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}
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public Texture FindOrCreateTexture(RtDepthStencilState dsState, Size3D size, int samplesInX, int samplesInY)
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{
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ulong address = _context.MemoryManager.Translate(dsState.Address.Pack());
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if (address == MemoryManager.BadAddress)
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{
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return null;
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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 = (samplesInX | samplesInY) != 1
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? Target.Texture2DMultisample
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: Target.Texture2D;
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FormatInfo formatInfo = dsState.Format.Convert();
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TextureInfo info = new TextureInfo(
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address,
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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(info);
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texture.SynchronizeMemory();
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return texture;
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}
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public Texture FindOrCreateTexture(TextureInfo info, TextureSearchFlags flags = TextureSearchFlags.None)
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{
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bool isSamplerTexture = (flags & TextureSearchFlags.Sampler) != 0;
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// Try to find a perfect texture match, with the same address and parameters.
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Texture[] sameAddressOverlaps = _textures.FindOverlaps(info.Address);
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foreach (Texture overlap in sameAddressOverlaps)
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{
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if (overlap.IsPerfectMatch(info, flags))
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{
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if (!isSamplerTexture)
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{
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// If not a sampler texture, it is managed by the auto delete
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// cache, ensure that it is on the "top" of the list to avoid
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// deletion.
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_cache.Lift(overlap);
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}
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else if (!overlap.SizeMatches(info))
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{
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// If this is used for sampling, the size must match,
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// otherwise the shader would sample garbage data.
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// To fix that, we create a new texture with the correct
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// size, and copy the data from the old one to the new one.
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overlap.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
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}
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return overlap;
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}
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}
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// Calculate texture sizes, used to find all overlapping textures.
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SizeInfo sizeInfo;
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if (info.IsLinear)
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{
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sizeInfo = SizeCalculator.GetLinearTextureSize(
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info.Stride,
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info.Height,
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info.FormatInfo.BlockHeight);
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}
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else
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{
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sizeInfo = SizeCalculator.GetBlockLinearTextureSize(
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info.Width,
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info.Height,
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info.GetDepth(),
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info.Levels,
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info.GetLayers(),
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info.FormatInfo.BlockWidth,
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info.FormatInfo.BlockHeight,
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info.FormatInfo.BytesPerPixel,
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info.GobBlocksInY,
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info.GobBlocksInZ,
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info.GobBlocksInTileX);
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}
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// Find view compatible matches.
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ulong size = (ulong)sizeInfo.TotalSize;
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Texture[] overlaps = _textures.FindOverlaps(info.Address, size);
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Texture texture = null;
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foreach (Texture overlap in overlaps)
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{
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if (overlap.IsViewCompatible(info, size, out int firstLayer, out int firstLevel))
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{
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if (!isSamplerTexture)
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{
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info = AdjustSizes(overlap, info, firstLevel);
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}
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texture = overlap.CreateView(info, sizeInfo, firstLayer, firstLevel);
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// The size only matters (and is only really reliable) when the
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// texture is used on a sampler, because otherwise the size will be
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// aligned.
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if (!overlap.SizeMatches(info, firstLevel) && isSamplerTexture)
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{
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texture.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
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}
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break;
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}
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}
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// No match, create a new texture.
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if (texture == null)
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{
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texture = new Texture(_context, info, sizeInfo);
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// We need to synchronize before copying the old view data to the texture,
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// otherwise the copied data would be overwritten by a future synchronization.
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texture.SynchronizeMemory();
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foreach (Texture overlap in overlaps)
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{
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if (texture.IsViewCompatible(overlap.Info, overlap.Size, out int firstLayer, out int firstLevel))
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{
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TextureInfo overlapInfo = AdjustSizes(texture, overlap.Info, firstLevel);
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TextureCreateInfo createInfo = GetCreateInfo(overlapInfo, _context.Capabilities);
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ITexture newView = texture.HostTexture.CreateView(createInfo, firstLayer, firstLevel);
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overlap.HostTexture.CopyTo(newView, 0, 0);
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overlap.ReplaceView(texture, overlapInfo, newView);
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}
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}
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// If the texture is a 3D texture, we need to additionally copy any slice
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// of the 3D texture to the newly created 3D texture.
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if (info.Target == Target.Texture3D)
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{
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foreach (Texture overlap in overlaps)
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{
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if (texture.IsViewCompatible(
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overlap.Info,
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overlap.Size,
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isCopy: true,
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out int firstLayer,
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out int firstLevel))
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{
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overlap.HostTexture.CopyTo(texture.HostTexture, firstLayer, firstLevel);
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}
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}
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}
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}
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// Sampler textures are managed by the texture pool, all other textures
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// are managed by the auto delete cache.
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if (!isSamplerTexture)
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{
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_cache.Add(texture);
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}
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_textures.Add(texture);
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return texture;
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}
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private static TextureInfo AdjustSizes(Texture parent, TextureInfo info, int firstLevel)
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{
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// When the texture is used as view of another texture, we must
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// ensure that the sizes are valid, otherwise data uploads would fail
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// (and the size wouldn't match the real size used on the host API).
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// Given a parent texture from where the view is created, we have the
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// following rules:
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// - The view size must be equal to the parent size, divided by (2 ^ l),
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// where l is the first mipmap level of the view. The division result must
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// be rounded down, and the result must be clamped to 1.
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// - If the parent format is compressed, and the view format isn't, the
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// view size is calculated as above, but the width and height of the
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// view must be also divided by the compressed format block width and height.
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// - If the parent format is not compressed, and the view is, the view
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// size is calculated as described on the first point, but the width and height
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// of the view must be also multiplied by the block width and height.
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int width = Math.Max(1, parent.Info.Width >> firstLevel);
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int height = Math.Max(1, parent.Info.Height >> firstLevel);
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if (parent.Info.FormatInfo.IsCompressed && !info.FormatInfo.IsCompressed)
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{
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width = BitUtils.DivRoundUp(width, parent.Info.FormatInfo.BlockWidth);
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height = BitUtils.DivRoundUp(height, parent.Info.FormatInfo.BlockHeight);
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}
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else if (!parent.Info.FormatInfo.IsCompressed && info.FormatInfo.IsCompressed)
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{
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width *= info.FormatInfo.BlockWidth;
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height *= info.FormatInfo.BlockHeight;
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}
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int depthOrLayers;
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if (info.Target == Target.Texture3D)
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{
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depthOrLayers = Math.Max(1, parent.Info.DepthOrLayers >> firstLevel);
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}
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else
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{
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depthOrLayers = info.DepthOrLayers;
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}
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return new TextureInfo(
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info.Address,
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width,
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height,
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depthOrLayers,
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info.Levels,
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info.SamplesInX,
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info.SamplesInY,
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info.Stride,
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info.IsLinear,
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info.GobBlocksInY,
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info.GobBlocksInZ,
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info.GobBlocksInTileX,
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info.Target,
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info.FormatInfo,
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info.DepthStencilMode,
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info.SwizzleR,
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info.SwizzleG,
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info.SwizzleB,
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info.SwizzleA);
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}
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public static TextureCreateInfo GetCreateInfo(TextureInfo info, Capabilities caps)
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{
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FormatInfo formatInfo = info.FormatInfo;
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if (!caps.SupportsAstcCompression)
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{
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if (formatInfo.Format.IsAstcUnorm())
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{
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formatInfo = new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4);
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}
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else if (formatInfo.Format.IsAstcSrgb())
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{
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formatInfo = new FormatInfo(Format.R8G8B8A8Srgb, 1, 1, 4);
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}
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}
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int width = info.Width / info.SamplesInX;
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int height = info.Height / info.SamplesInY;
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int depth = info.GetDepth() * info.GetLayers();
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return new TextureCreateInfo(
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width,
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height,
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depth,
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info.Levels,
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info.Samples,
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formatInfo.BlockWidth,
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formatInfo.BlockHeight,
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formatInfo.BytesPerPixel,
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formatInfo.Format,
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info.DepthStencilMode,
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info.Target,
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info.SwizzleR,
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info.SwizzleG,
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info.SwizzleB,
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info.SwizzleA);
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}
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public void Flush()
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{
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foreach (Texture texture in _cache)
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{
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if (texture.Info.IsLinear && texture.Modified)
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{
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texture.Flush();
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texture.Modified = false;
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}
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}
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}
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public void RemoveTextureFromCache(Texture texture)
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{
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_textures.Remove(texture);
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}
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}
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} |