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authorgdkchan <gab.dark.100@gmail.com>2021-06-23 20:51:41 -0300
committerGitHub <noreply@github.com>2021-06-24 01:51:41 +0200
commita10b2c5ff26886e9ffc6f19e3f0fe9505a503b2f (patch)
tree006d013c300fb56c94c5563c2c1409a189f794b2 /Ryujinx.Graphics.Gpu/Image/TextureCache.cs
parent12a7a2ead812d46deb9d978b6758731157be1cbc (diff)
Initial support for GPU channels (#2372)
* Ground work for separate GPU channels * Rename TextureManager to TextureCache * Decouple texture bindings management from the texture cache * Rename BufferManager to BufferCache * Decouple buffer bindings management from the buffer cache * More comments and proper disposal * PR feedback * Force host state update on channel switch * Typo * PR feedback * Missing using
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Image/TextureCache.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Image/TextureCache.cs967
1 files changed, 967 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Gpu/Image/TextureCache.cs b/Ryujinx.Graphics.Gpu/Image/TextureCache.cs
new file mode 100644
index 00000000..24fa723a
--- /dev/null
+++ b/Ryujinx.Graphics.Gpu/Image/TextureCache.cs
@@ -0,0 +1,967 @@
+using Ryujinx.Common;
+using Ryujinx.Graphics.GAL;
+using Ryujinx.Graphics.Gpu.Image;
+using Ryujinx.Graphics.Gpu.Memory;
+using Ryujinx.Graphics.Gpu.State;
+using Ryujinx.Graphics.Texture;
+using Ryujinx.Memory.Range;
+using System;
+
+namespace Ryujinx.Graphics.Gpu.Image
+{
+ /// <summary>
+ /// Texture cache.
+ /// </summary>
+ class TextureCache : IDisposable
+ {
+ private struct OverlapInfo
+ {
+ public TextureViewCompatibility Compatibility { get; }
+ public int FirstLayer { get; }
+ public int FirstLevel { get; }
+
+ public OverlapInfo(TextureViewCompatibility compatibility, int firstLayer, int firstLevel)
+ {
+ Compatibility = compatibility;
+ FirstLayer = firstLayer;
+ FirstLevel = firstLevel;
+ }
+ }
+
+ private const int OverlapsBufferInitialCapacity = 10;
+ private const int OverlapsBufferMaxCapacity = 10000;
+
+ private readonly GpuContext _context;
+
+ private readonly MultiRangeList<Texture> _textures;
+
+ private Texture[] _textureOverlaps;
+ private OverlapInfo[] _overlapInfo;
+
+ private readonly AutoDeleteCache _cache;
+
+ /// <summary>
+ /// Constructs a new instance of the texture manager.
+ /// </summary>
+ /// <param name="context">The GPU context that the texture manager belongs to</param>
+ public TextureCache(GpuContext context)
+ {
+ _context = context;
+
+ _textures = new MultiRangeList<Texture>();
+
+ _textureOverlaps = new Texture[OverlapsBufferInitialCapacity];
+ _overlapInfo = new OverlapInfo[OverlapsBufferInitialCapacity];
+
+ _cache = new AutoDeleteCache();
+ }
+
+ /// <summary>
+ /// Handles removal of textures written to a memory region being unmapped.
+ /// </summary>
+ /// <param name="sender">Sender object</param>
+ /// <param name="e">Event arguments</param>
+ public void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
+ {
+ Texture[] overlaps = new Texture[10];
+ int overlapCount;
+
+ lock (_textures)
+ {
+ overlapCount = _textures.FindOverlaps(_context.MemoryManager.Translate(e.Address), e.Size, ref overlaps);
+ }
+
+ for (int i = 0; i < overlapCount; i++)
+ {
+ overlaps[i].Unmapped();
+ }
+ }
+
+ /// <summary>
+ /// Determines if a given texture is eligible for upscaling from its info.
+ /// </summary>
+ /// <param name="info">The texture info to check</param>
+ /// <returns>True if eligible</returns>
+ private static bool IsUpscaleCompatible(TextureInfo info)
+ {
+ return (info.Target == Target.Texture2D || info.Target == Target.Texture2DArray) && !info.FormatInfo.IsCompressed && UpscaleSafeMode(info);
+ }
+
+ /// <summary>
+ /// Determines if a given texture is "safe" for upscaling from its info.
+ /// Note that this is different from being compatible - this elilinates targets that would have detrimental effects when scaled.
+ /// </summary>
+ /// <param name="info">The texture info to check</param>
+ /// <returns>True if safe</returns>
+ private static bool UpscaleSafeMode(TextureInfo info)
+ {
+ // While upscaling works for all targets defined by IsUpscaleCompatible, we additionally blacklist targets here that
+ // may have undesirable results (upscaling blur textures) or simply waste GPU resources (upscaling texture atlas).
+
+ if (info.Levels > 3)
+ {
+ // Textures with more than 3 levels are likely to be game textures, rather than render textures.
+ // Small textures with full mips are likely to be removed by the next check.
+ return false;
+ }
+
+ if (info.Width < 8 || info.Height < 8)
+ {
+ // Discount textures with small dimensions.
+ return false;
+ }
+
+ if (!(info.FormatInfo.Format.IsDepthOrStencil() || info.FormatInfo.Components == 1))
+ {
+ // Discount square textures that aren't depth-stencil like. (excludes game textures, cubemap faces, most 3D texture LUT, texture atlas)
+ // Detect if the texture is possibly square. Widths may be aligned, so to remove the uncertainty we align both the width and height.
+
+ int widthAlignment = (info.IsLinear ? Constants.StrideAlignment : Constants.GobAlignment) / info.FormatInfo.BytesPerPixel;
+
+ bool possiblySquare = BitUtils.AlignUp(info.Width, widthAlignment) == BitUtils.AlignUp(info.Height, widthAlignment);
+
+ if (possiblySquare)
+ {
+ return false;
+ }
+ }
+
+ int aspect = (int)Math.Round((info.Width / (float)info.Height) * 9);
+ if (aspect == 16 && info.Height < 360)
+ {
+ // Targets that are roughly 16:9 can only be rescaled if they're equal to or above 360p. (excludes blur and bloom textures)
+ return false;
+ }
+
+ return true;
+ }
+
+ /// <summary>
+ /// Tries to find an existing texture, or create a new one if not found.
+ /// </summary>
+ /// <param name="copyTexture">Copy texture to find or create</param>
+ /// <param name="offset">Offset to be added to the physical texture address</param>
+ /// <param name="formatInfo">Format information of the copy texture</param>
+ /// <param name="preferScaling">Indicates if the texture should be scaled from the start</param>
+ /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
+ /// <returns>The texture</returns>
+ public Texture FindOrCreateTexture(CopyTexture copyTexture, ulong offset, FormatInfo formatInfo, bool preferScaling = true, Size? sizeHint = null)
+ {
+ int gobBlocksInY = copyTexture.MemoryLayout.UnpackGobBlocksInY();
+ int gobBlocksInZ = copyTexture.MemoryLayout.UnpackGobBlocksInZ();
+
+ int width;
+
+ if (copyTexture.LinearLayout)
+ {
+ width = copyTexture.Stride / formatInfo.BytesPerPixel;
+ }
+ else
+ {
+ width = copyTexture.Width;
+ }
+
+ TextureInfo info = new TextureInfo(
+ copyTexture.Address.Pack() + offset,
+ width,
+ copyTexture.Height,
+ copyTexture.Depth,
+ 1,
+ 1,
+ 1,
+ copyTexture.Stride,
+ copyTexture.LinearLayout,
+ gobBlocksInY,
+ gobBlocksInZ,
+ 1,
+ Target.Texture2D,
+ formatInfo);
+
+ TextureSearchFlags flags = TextureSearchFlags.ForCopy;
+
+ if (preferScaling)
+ {
+ flags |= TextureSearchFlags.WithUpscale;
+ }
+
+ Texture texture = FindOrCreateTexture(flags, info, 0, sizeHint);
+
+ texture?.SynchronizeMemory();
+
+ return texture;
+ }
+
+ /// <summary>
+ /// Tries to find an existing texture, or create a new one if not found.
+ /// </summary>
+ /// <param name="colorState">Color buffer texture to find or create</param>
+ /// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
+ /// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
+ /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
+ /// <returns>The texture</returns>
+ public Texture FindOrCreateTexture(RtColorState colorState, int samplesInX, int samplesInY, Size sizeHint)
+ {
+ bool isLinear = colorState.MemoryLayout.UnpackIsLinear();
+
+ int gobBlocksInY = colorState.MemoryLayout.UnpackGobBlocksInY();
+ int gobBlocksInZ = colorState.MemoryLayout.UnpackGobBlocksInZ();
+
+ Target target;
+
+ if (colorState.MemoryLayout.UnpackIsTarget3D())
+ {
+ target = Target.Texture3D;
+ }
+ else if ((samplesInX | samplesInY) != 1)
+ {
+ target = colorState.Depth > 1
+ ? Target.Texture2DMultisampleArray
+ : Target.Texture2DMultisample;
+ }
+ else
+ {
+ target = colorState.Depth > 1
+ ? Target.Texture2DArray
+ : Target.Texture2D;
+ }
+
+ FormatInfo formatInfo = colorState.Format.Convert();
+
+ int width, stride;
+
+ // For linear textures, the width value is actually the stride.
+ // We can easily get the width by dividing the stride by the bpp,
+ // since the stride is the total number of bytes occupied by a
+ // line. The stride should also meet alignment constraints however,
+ // so the width we get here is the aligned width.
+ if (isLinear)
+ {
+ width = colorState.WidthOrStride / formatInfo.BytesPerPixel;
+ stride = colorState.WidthOrStride;
+ }
+ else
+ {
+ width = colorState.WidthOrStride;
+ stride = 0;
+ }
+
+ TextureInfo info = new TextureInfo(
+ colorState.Address.Pack(),
+ width,
+ colorState.Height,
+ colorState.Depth,
+ 1,
+ samplesInX,
+ samplesInY,
+ stride,
+ isLinear,
+ gobBlocksInY,
+ gobBlocksInZ,
+ 1,
+ target,
+ formatInfo);
+
+ int layerSize = !isLinear ? colorState.LayerSize * 4 : 0;
+
+ Texture texture = FindOrCreateTexture(TextureSearchFlags.WithUpscale, info, layerSize, sizeHint);
+
+ texture?.SynchronizeMemory();
+
+ return texture;
+ }
+
+ /// <summary>
+ /// Tries to find an existing texture, or create a new one if not found.
+ /// </summary>
+ /// <param name="dsState">Depth-stencil buffer texture to find or create</param>
+ /// <param name="size">Size of the depth-stencil texture</param>
+ /// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
+ /// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
+ /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
+ /// <returns>The texture</returns>
+ public Texture FindOrCreateTexture(RtDepthStencilState dsState, Size3D size, int samplesInX, int samplesInY, Size sizeHint)
+ {
+ int gobBlocksInY = dsState.MemoryLayout.UnpackGobBlocksInY();
+ int gobBlocksInZ = dsState.MemoryLayout.UnpackGobBlocksInZ();
+
+ Target target = (samplesInX | samplesInY) != 1
+ ? Target.Texture2DMultisample
+ : Target.Texture2D;
+
+ FormatInfo formatInfo = dsState.Format.Convert();
+
+ TextureInfo info = new TextureInfo(
+ dsState.Address.Pack(),
+ size.Width,
+ size.Height,
+ size.Depth,
+ 1,
+ samplesInX,
+ samplesInY,
+ 0,
+ false,
+ gobBlocksInY,
+ gobBlocksInZ,
+ 1,
+ target,
+ formatInfo);
+
+ Texture texture = FindOrCreateTexture(TextureSearchFlags.WithUpscale, info, dsState.LayerSize * 4, sizeHint);
+
+ texture?.SynchronizeMemory();
+
+ return texture;
+ }
+
+ /// <summary>
+ /// Tries to find an existing texture, or create a new one if not found.
+ /// </summary>
+ /// <param name="flags">The texture search flags, defines texture comparison rules</param>
+ /// <param name="info">Texture information of the texture to be found or created</param>
+ /// <param name="layerSize">Size in bytes of a single texture layer</param>
+ /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
+ /// <param name="range">Optional ranges of physical memory where the texture data is located</param>
+ /// <returns>The texture</returns>
+ public Texture FindOrCreateTexture(TextureSearchFlags flags, TextureInfo info, int layerSize = 0, Size? sizeHint = null, MultiRange? range = null)
+ {
+ bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0;
+
+ bool isScalable = IsUpscaleCompatible(info);
+
+ TextureScaleMode scaleMode = TextureScaleMode.Blacklisted;
+ if (isScalable)
+ {
+ scaleMode = (flags & TextureSearchFlags.WithUpscale) != 0 ? TextureScaleMode.Scaled : TextureScaleMode.Eligible;
+ }
+
+ ulong address;
+
+ if (range != null)
+ {
+ address = range.Value.GetSubRange(0).Address;
+ }
+ else
+ {
+ address = _context.MemoryManager.Translate(info.GpuAddress);
+
+ if (address == MemoryManager.PteUnmapped)
+ {
+ return null;
+ }
+ }
+
+ int sameAddressOverlapsCount;
+
+ lock (_textures)
+ {
+ // Try to find a perfect texture match, with the same address and parameters.
+ sameAddressOverlapsCount = _textures.FindOverlaps(address, ref _textureOverlaps);
+ }
+
+ Texture texture = null;
+
+ TextureMatchQuality bestQuality = TextureMatchQuality.NoMatch;
+
+ for (int index = 0; index < sameAddressOverlapsCount; index++)
+ {
+ Texture overlap = _textureOverlaps[index];
+
+ TextureMatchQuality matchQuality = overlap.IsExactMatch(info, flags);
+
+ if (matchQuality != TextureMatchQuality.NoMatch)
+ {
+ // If the parameters match, we need to make sure the texture is mapped to the same memory regions.
+
+ // If a range of memory was supplied, just check if the ranges match.
+ if (range != null && !overlap.Range.Equals(range.Value))
+ {
+ continue;
+ }
+
+ // If no range was supplied, we can check if the GPU virtual address match. If they do,
+ // we know the textures are located at the same memory region.
+ // If they don't, it may still be mapped to the same physical region, so we
+ // do a more expensive check to tell if they are mapped into the same physical regions.
+ // If the GPU VA for the texture has ever been unmapped, then the range must be checked regardless.
+ if ((overlap.Info.GpuAddress != info.GpuAddress || overlap.ChangedMapping) &&
+ !_context.MemoryManager.CompareRange(overlap.Range, info.GpuAddress))
+ {
+ continue;
+ }
+ }
+
+ if (matchQuality == TextureMatchQuality.Perfect)
+ {
+ texture = overlap;
+ break;
+ }
+ else if (matchQuality > bestQuality)
+ {
+ texture = overlap;
+ bestQuality = matchQuality;
+ }
+ }
+
+ if (texture != null)
+ {
+ if (!isSamplerTexture)
+ {
+ // If not a sampler texture, it is managed by the auto delete
+ // cache, ensure that it is on the "top" of the list to avoid
+ // deletion.
+ _cache.Lift(texture);
+ }
+
+ ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint);
+
+ texture.SynchronizeMemory();
+
+ return texture;
+ }
+
+ // Calculate texture sizes, used to find all overlapping textures.
+ SizeInfo sizeInfo = info.CalculateSizeInfo(layerSize);
+
+ ulong size = (ulong)sizeInfo.TotalSize;
+
+ if (range == null)
+ {
+ range = _context.MemoryManager.GetPhysicalRegions(info.GpuAddress, size);
+ }
+
+ // 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
+
+ for (int index = 0; index < overlapsCount; index++)
+ {
+ Texture overlap = _textureOverlaps[index];
+ TextureViewCompatibility overlapCompatibility = overlap.IsViewCompatible(info, range.Value, sizeInfo.LayerSize, 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);
+ }
+
+ // 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, info, sizeInfo, range.Value, scaleMode);
+ texture.InitializeGroup(true, true);
+ 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.Incompatible && 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, 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;
+
+ 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, out int firstLayer, out int firstLevel);
+
+ if (overlap.IsView && compatibility == TextureViewCompatibility.Full)
+ {
+ compatibility = TextureViewCompatibility.CopyOnly;
+ }
+
+ if (compatibility != TextureViewCompatibility.Incompatible)
+ {
+ if (compatibility == TextureViewCompatibility.Full)
+ {
+ if (viewCompatible == fullyCompatible)
+ {
+ _overlapInfo[viewCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel);
+ _textureOverlaps[viewCompatible++] = overlap;
+ }
+ else
+ {
+ // 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++;
+ }
+ else
+ {
+ _overlapInfo[viewCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel);
+ _textureOverlaps[viewCompatible++] = overlap;
+ }
+
+ hasLayerViews |= overlap.Info.GetSlices() < texture.Info.GetSlices();
+ hasMipViews |= overlap.Info.Levels < texture.Info.Levels;
+ }
+ else if (overlapInCache || !setData)
+ {
+ if (info.GobBlocksInZ > 1 && info.GobBlocksInZ == overlap.Info.GobBlocksInZ)
+ {
+ // Allow overlapping slices of 3D textures. Could be improved in future by making sure the textures don't overlap.
+ continue;
+ }
+
+ // The overlap texture is going to contain garbage data after we draw, or is generally incompatible.
+ // If the texture cannot be entirely contained in the new address space, and one of its view children is compatible with us,
+ // it must be flushed before removal, so that the data is not lost.
+
+ // 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 modified = overlap.ConsumeModified();
+
+ bool flush = overlapInCache && !modified && !texture.Range.Contains(overlap.Range) && overlap.HasViewCompatibleChild(texture);
+
+ setData |= modified || flush;
+
+ if (overlapInCache)
+ {
+ _cache.Remove(overlap, flush);
+ }
+ }
+ }
+
+ texture.InitializeGroup(hasLayerViews, hasMipViews);
+
+ // 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);
+
+ 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);
+ }
+
+ ShrinkOverlapsBufferIfNeeded();
+
+ 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="tex">The texture information</param>
+ /// <param name="cbp">The copy buffer parameters</param>
+ /// <param name="swizzle">The copy buffer swizzle</param>
+ /// <param name="linear">True if the texture has a linear layout, false otherwise</param>
+ /// <returns>A matching texture, or null if there is no match</returns>
+ public Texture FindTexture(CopyBufferTexture tex, CopyBufferParams cbp, CopyBufferSwizzle swizzle, bool linear)
+ {
+ ulong address = _context.MemoryManager.Translate(cbp.DstAddress.Pack());
+
+ if (address == MemoryManager.PteUnmapped)
+ {
+ return null;
+ }
+
+ int bpp = swizzle.UnpackDstComponentsCount() * swizzle.UnpackComponentSize();
+
+ int addressMatches = _textures.FindOverlaps(address, ref _textureOverlaps);
+
+ for (int i = 0; i < addressMatches; i++)
+ {
+ Texture texture = _textureOverlaps[i];
+ FormatInfo format = texture.Info.FormatInfo;
+
+ if (texture.Info.DepthOrLayers > 1)
+ {
+ 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 == cbp.DstStride && tex.RegionY + cbp.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 = cbp.XCount * bpp == texture.Info.Width * format.BytesPerPixel && tex.Height == texture.Info.Height;
+ bool formatMatch = !texture.Info.IsLinear &&
+ texture.Info.GobBlocksInY == tex.MemoryLayout.UnpackGobBlocksInY() &&
+ texture.Info.GobBlocksInZ == tex.MemoryLayout.UnpackGobBlocksInZ();
+
+ match = sizeMatch && formatMatch;
+ }
+
+ if (match)
+ {
+ return texture;
+ }
+ }
+
+ return null;
+ }
+
+ /// <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;
+ }
+
+ return new TextureInfo(
+ info.GpuAddress,
+ width,
+ height,
+ depthOrLayers,
+ info.Levels,
+ info.SamplesInX,
+ info.SamplesInY,
+ info.Stride,
+ info.IsLinear,
+ info.GobBlocksInY,
+ info.GobBlocksInZ,
+ info.GobBlocksInTileX,
+ info.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);
+ }
+ }
+
+ /// <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();
+ }
+ }
+ }
+ }
+}