diff options
author | gdkchan <gab.dark.100@gmail.com> | 2021-06-23 20:51:41 -0300 |
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committer | GitHub <noreply@github.com> | 2021-06-24 01:51:41 +0200 |
commit | a10b2c5ff26886e9ffc6f19e3f0fe9505a503b2f (patch) | |
tree | 006d013c300fb56c94c5563c2c1409a189f794b2 /Ryujinx.Graphics.Gpu/Image/TextureCache.cs | |
parent | 12a7a2ead812d46deb9d978b6758731157be1cbc (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.cs | 967 |
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(); + } + } + } + } +} |