diff options
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Image/TextureManager.cs')
-rw-r--r-- | Ryujinx.Graphics.Gpu/Image/TextureManager.cs | 959 |
1 files changed, 24 insertions, 935 deletions
diff --git a/Ryujinx.Graphics.Gpu/Image/TextureManager.cs b/Ryujinx.Graphics.Gpu/Image/TextureManager.cs index 989dca7a..74c9766a 100644 --- a/Ryujinx.Graphics.Gpu/Image/TextureManager.cs +++ b/Ryujinx.Graphics.Gpu/Image/TextureManager.cs @@ -1,10 +1,5 @@ -using Ryujinx.Common; -using Ryujinx.Graphics.GAL; -using Ryujinx.Graphics.Gpu.Image; -using Ryujinx.Graphics.Gpu.Memory; +using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Gpu.State; -using Ryujinx.Graphics.Texture; -using Ryujinx.Memory.Range; using System; namespace Ryujinx.Graphics.Gpu.Image @@ -14,23 +9,6 @@ namespace Ryujinx.Graphics.Gpu.Image /// </summary> class TextureManager : 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 TextureBindingsManager _cpBindingsManager; @@ -41,40 +19,27 @@ namespace Ryujinx.Graphics.Gpu.Image private Texture _rtDepthStencil; private ITexture _rtHostDs; - private readonly MultiRangeList<Texture> _textures; - - private Texture[] _textureOverlaps; - private OverlapInfo[] _overlapInfo; - - private readonly AutoDeleteCache _cache; - /// <summary> /// The scaling factor applied to all currently bound render targets. /// </summary> public float RenderTargetScale { get; private set; } = 1f; /// <summary> - /// Constructs a new instance of the texture manager. + /// Creates a new instance of the texture manager. /// </summary> - /// <param name="context">The GPU context that the texture manager belongs to</param> - public TextureManager(GpuContext context) + /// <param name="context">GPU context that the texture manager belongs to</param> + /// <param name="channel">GPU channel that the texture manager belongs to</param> + public TextureManager(GpuContext context, GpuChannel channel) { _context = context; TexturePoolCache texturePoolCache = new TexturePoolCache(context); - _cpBindingsManager = new TextureBindingsManager(context, texturePoolCache, isCompute: true); - _gpBindingsManager = new TextureBindingsManager(context, texturePoolCache, isCompute: false); + _cpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, isCompute: true); + _gpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, isCompute: false); _rtColors = new Texture[Constants.TotalRenderTargets]; _rtHostColors = new ITexture[Constants.TotalRenderTargets]; - - _textures = new MultiRangeList<Texture>(); - - _textureOverlaps = new Texture[OverlapsBufferInitialCapacity]; - _overlapInfo = new OverlapInfo[OverlapsBufferInitialCapacity]; - - _cache = new AutoDeleteCache(); } /// <summary> @@ -393,914 +358,38 @@ namespace Ryujinx.Graphics.Gpu.Image } /// <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> - public 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> - public 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> - /// 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> - /// Tries to find an existing texture, or create a new one if not found. + /// Forces all textures, samplers, images and render targets to be rebound the next time + /// CommitGraphicsBindings is called. /// </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) + public void Rebind() { - 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(); + _gpBindingsManager.Rebind(); - if (scale != 1f) + for (int index = 0; index < _rtHostColors.Length; index++) { - width = (int)MathF.Ceiling(width * scale); - height = (int)MathF.Ceiling(height * scale); + _rtHostColors[index] = null; } - 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); + _rtHostDs = null; } /// <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. + /// Disposes the texture manager. /// It's an error to use the texture manager after disposal. /// </summary> public void Dispose() { - lock (_textures) - { - foreach (Texture texture in _textures) - { - texture.Dispose(); - } + _cpBindingsManager.Dispose(); + _gpBindingsManager.Dispose(); - _cpBindingsManager.Dispose(); - _gpBindingsManager.Dispose(); + for (int i = 0; i < _rtColors.Length; i++) + { + _rtColors[i]?.DecrementReferenceCount(); + _rtColors[i] = null; } + + _rtDepthStencil?.DecrementReferenceCount(); + _rtDepthStencil = null; } } } |