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-rw-r--r--Ryujinx.Graphics.Gpu/Image/Pool.cs42
-rw-r--r--Ryujinx.Graphics.Gpu/Image/Sampler.cs7
-rw-r--r--Ryujinx.Graphics.Gpu/Image/SamplerPool.cs35
-rw-r--r--Ryujinx.Graphics.Gpu/Image/Texture.cs8
-rw-r--r--Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs290
-rw-r--r--Ryujinx.Graphics.Gpu/Image/TextureManager.cs56
-rw-r--r--Ryujinx.Graphics.Gpu/Image/TexturePool.cs92
7 files changed, 430 insertions, 100 deletions
diff --git a/Ryujinx.Graphics.Gpu/Image/Pool.cs b/Ryujinx.Graphics.Gpu/Image/Pool.cs
index f54ce1d7..8e210513 100644
--- a/Ryujinx.Graphics.Gpu/Image/Pool.cs
+++ b/Ryujinx.Graphics.Gpu/Image/Pool.cs
@@ -1,6 +1,7 @@
using Ryujinx.Cpu.Tracking;
using Ryujinx.Graphics.Gpu.Memory;
using System;
+using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Image
{
@@ -16,6 +17,7 @@ namespace Ryujinx.Graphics.Gpu.Image
protected GpuContext Context;
protected PhysicalMemory PhysicalMemory;
protected int SequenceNumber;
+ protected int ModifiedSequenceNumber;
protected T1[] Items;
protected T2[] DescriptorCache;
@@ -41,6 +43,9 @@ namespace Ryujinx.Graphics.Gpu.Image
private readonly CpuMultiRegionHandle _memoryTracking;
private readonly Action<ulong, ulong> _modifiedDelegate;
+ private int _modifiedSequenceOffset;
+ private bool _modified;
+
/// <summary>
/// Creates a new instance of the GPU resource pool.
/// </summary>
@@ -80,6 +85,16 @@ namespace Ryujinx.Graphics.Gpu.Image
}
/// <summary>
+ /// Gets a reference to the descriptor for a given ID.
+ /// </summary>
+ /// <param name="id">ID of the descriptor. This is effectively a zero-based index</param>
+ /// <returns>A reference to the descriptor</returns>
+ public ref readonly T2 GetDescriptorRef(int id)
+ {
+ return ref MemoryMarshal.Cast<byte, T2>(PhysicalMemory.GetSpan(Address + (ulong)id * DescriptorSize, DescriptorSize))[0];
+ }
+
+ /// <summary>
/// Gets the GPU resource with the given ID.
/// </summary>
/// <param name="id">ID of the resource. This is effectively a zero-based index</param>
@@ -93,7 +108,13 @@ namespace Ryujinx.Graphics.Gpu.Image
/// </summary>
public void SynchronizeMemory()
{
+ _modified = false;
_memoryTracking.QueryModified(_modifiedDelegate);
+
+ if (_modified)
+ {
+ UpdateModifiedSequence();
+ }
}
/// <summary>
@@ -103,6 +124,8 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="mSize">Size of the modified region</param>
private void RegionModified(ulong mAddress, ulong mSize)
{
+ _modified = true;
+
if (mAddress < Address)
{
mAddress = Address;
@@ -119,6 +142,15 @@ namespace Ryujinx.Graphics.Gpu.Image
}
/// <summary>
+ /// Updates the modified sequence number using the current sequence number and offset,
+ /// indicating that it has been modified.
+ /// </summary>
+ protected void UpdateModifiedSequence()
+ {
+ ModifiedSequenceNumber = SequenceNumber + _modifiedSequenceOffset;
+ }
+
+ /// <summary>
/// An action to be performed when a precise memory access occurs to this resource.
/// Makes sure that the dirty flags are checked.
/// </summary>
@@ -129,6 +161,16 @@ namespace Ryujinx.Graphics.Gpu.Image
{
if (write && Context.SequenceNumber == SequenceNumber)
{
+ if (ModifiedSequenceNumber == SequenceNumber + _modifiedSequenceOffset)
+ {
+ // The modified sequence number is offset when PreciseActions occur so that
+ // users checking it will see an increment and know the pool has changed since
+ // their last look, even though the main SequenceNumber has not been changed.
+
+ _modifiedSequenceOffset++;
+ }
+
+ // Force the pool to be checked again the next time it is used.
SequenceNumber--;
}
diff --git a/Ryujinx.Graphics.Gpu/Image/Sampler.cs b/Ryujinx.Graphics.Gpu/Image/Sampler.cs
index f8923d34..b70ac9eb 100644
--- a/Ryujinx.Graphics.Gpu/Image/Sampler.cs
+++ b/Ryujinx.Graphics.Gpu/Image/Sampler.cs
@@ -9,6 +9,11 @@ namespace Ryujinx.Graphics.Gpu.Image
class Sampler : IDisposable
{
/// <summary>
+ /// True if the sampler is disposed, false otherwise.
+ /// </summary>
+ public bool IsDisposed { get; private set; }
+
+ /// <summary>
/// Host sampler object.
/// </summary>
private readonly ISampler _hostSampler;
@@ -101,6 +106,8 @@ namespace Ryujinx.Graphics.Gpu.Image
/// </summary>
public void Dispose()
{
+ IsDisposed = true;
+
_hostSampler.Dispose();
_anisoSampler?.Dispose();
}
diff --git a/Ryujinx.Graphics.Gpu/Image/SamplerPool.cs b/Ryujinx.Graphics.Gpu/Image/SamplerPool.cs
index e205ec48..e95800ad 100644
--- a/Ryujinx.Graphics.Gpu/Image/SamplerPool.cs
+++ b/Ryujinx.Graphics.Gpu/Image/SamplerPool.cs
@@ -48,6 +48,8 @@ namespace Ryujinx.Graphics.Gpu.Image
Items[i] = null;
}
}
+
+ UpdateModifiedSequence();
}
SequenceNumber = Context.SequenceNumber;
@@ -72,6 +74,39 @@ namespace Ryujinx.Graphics.Gpu.Image
}
/// <summary>
+ /// Checks if the pool was modified, and returns the last sequence number where a modification was detected.
+ /// </summary>
+ /// <returns>A number that increments each time a modification is detected</returns>
+ public int CheckModified()
+ {
+ if (SequenceNumber != Context.SequenceNumber)
+ {
+ SequenceNumber = Context.SequenceNumber;
+
+ if (_forcedAnisotropy != GraphicsConfig.MaxAnisotropy)
+ {
+ _forcedAnisotropy = GraphicsConfig.MaxAnisotropy;
+
+ for (int i = 0; i < Items.Length; i++)
+ {
+ if (Items[i] != null)
+ {
+ Items[i].Dispose();
+
+ Items[i] = null;
+ }
+ }
+
+ UpdateModifiedSequence();
+ }
+
+ SynchronizeMemory();
+ }
+
+ return ModifiedSequenceNumber;
+ }
+
+ /// <summary>
/// Implementation of the sampler pool range invalidation.
/// </summary>
/// <param name="address">Start address of the range of the sampler pool</param>
diff --git a/Ryujinx.Graphics.Gpu/Image/Texture.cs b/Ryujinx.Graphics.Gpu/Image/Texture.cs
index aadb4260..cb10f456 100644
--- a/Ryujinx.Graphics.Gpu/Image/Texture.cs
+++ b/Ryujinx.Graphics.Gpu/Image/Texture.cs
@@ -100,6 +100,11 @@ namespace Ryujinx.Graphics.Gpu.Image
/// </summary>
public bool AlwaysFlushOnOverlap { get; private set; }
+ /// <summary>
+ /// Increments when the host texture is swapped, or when the texture is removed from all pools.
+ /// </summary>
+ public int InvalidatedSequence { get; private set; }
+
private int _depth;
private int _layers;
public int FirstLayer { get; private set; }
@@ -1407,6 +1412,7 @@ namespace Ryujinx.Graphics.Gpu.Image
DisposeTextures();
HostTexture = hostTexture;
+ InvalidatedSequence++;
}
/// <summary>
@@ -1535,6 +1541,8 @@ namespace Ryujinx.Graphics.Gpu.Image
_poolOwners.Clear();
}
+
+ InvalidatedSequence++;
}
/// <summary>
diff --git a/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs b/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs
index 7ac4e12e..f15f8885 100644
--- a/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs
+++ b/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs
@@ -1,8 +1,12 @@
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Types;
+using Ryujinx.Graphics.Gpu.Memory;
+using Ryujinx.Graphics.Gpu.Shader;
using Ryujinx.Graphics.Shader;
using System;
+using System.Runtime.CompilerServices;
+using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Image
{
@@ -35,17 +39,24 @@ namespace Ryujinx.Graphics.Gpu.Image
{
public ITexture Texture;
public ISampler Sampler;
+
+ public int TextureHandle;
+ public int SamplerHandle;
+ public int InvalidatedSequence;
+ public Texture CachedTexture;
+ public Sampler CachedSampler;
}
- private readonly TextureStatePerStage[][] _textureState;
- private readonly TextureStatePerStage[][] _imageState;
+ private TextureStatePerStage[] _textureState;
+ private TextureStatePerStage[] _imageState;
private int[] _textureBindingsCount;
private int[] _imageBindingsCount;
- private int _textureBufferIndex;
+ private int _texturePoolSequence;
+ private int _samplerPoolSequence;
- private bool _rebind;
+ private int _textureBufferIndex;
private readonly float[] _scales;
private bool _scaleChanged;
@@ -72,8 +83,8 @@ namespace Ryujinx.Graphics.Gpu.Image
_textureBindings = new TextureBindingInfo[stages][];
_imageBindings = new TextureBindingInfo[stages][];
- _textureState = new TextureStatePerStage[stages][];
- _imageState = new TextureStatePerStage[stages][];
+ _textureState = new TextureStatePerStage[InitialTextureStateSize];
+ _imageState = new TextureStatePerStage[InitialImageStateSize];
_textureBindingsCount = new int[stages];
_imageBindingsCount = new int[stages];
@@ -82,9 +93,6 @@ namespace Ryujinx.Graphics.Gpu.Image
{
_textureBindings[stage] = new TextureBindingInfo[InitialTextureStateSize];
_imageBindings[stage] = new TextureBindingInfo[InitialImageStateSize];
-
- _textureState[stage] = new TextureStatePerStage[InitialTextureStateSize];
- _imageState[stage] = new TextureStatePerStage[InitialImageStateSize];
}
}
@@ -99,15 +107,6 @@ namespace Ryujinx.Graphics.Gpu.Image
if (count > _textureBindings[stage].Length)
{
Array.Resize(ref _textureBindings[stage], count);
- Array.Resize(ref _textureState[stage], count);
- }
-
- int toClear = Math.Max(_textureBindingsCount[stage], count);
- TextureStatePerStage[] state = _textureState[stage];
-
- for (int i = 0; i < toClear; i++)
- {
- state[i] = new TextureStatePerStage();
}
_textureBindingsCount[stage] = count;
@@ -126,20 +125,29 @@ namespace Ryujinx.Graphics.Gpu.Image
if (count > _imageBindings[stage].Length)
{
Array.Resize(ref _imageBindings[stage], count);
- Array.Resize(ref _imageState[stage], count);
}
- int toClear = Math.Max(_imageBindingsCount[stage], count);
- TextureStatePerStage[] state = _imageState[stage];
+ _imageBindingsCount[stage] = count;
+
+ return _imageBindings[stage];
+ }
- for (int i = 0; i < toClear; i++)
+ /// <summary>
+ /// Sets the max binding indexes for textures and images.
+ /// </summary>
+ /// <param name="maxTextureBinding">The maximum texture binding</param>
+ /// <param name="maxImageBinding">The maximum image binding</param>
+ public void SetMaxBindings(int maxTextureBinding, int maxImageBinding)
+ {
+ if (maxTextureBinding >= _textureState.Length)
{
- state[i] = new TextureStatePerStage();
+ Array.Resize(ref _textureState, maxTextureBinding + 1);
}
- _imageBindingsCount[stage] = count;
-
- return _imageBindings[stage];
+ if (maxImageBinding >= _imageState.Length)
+ {
+ Array.Resize(ref _imageState, maxImageBinding + 1);
+ }
}
/// <summary>
@@ -323,7 +331,9 @@ namespace Ryujinx.Graphics.Gpu.Image
/// Ensures that the bindings are visible to the host GPU.
/// Note: this actually performs the binding using the host graphics API.
/// </summary>
- public void CommitBindings()
+ /// <param name="specState">Specialization state for the bound shader</param>
+ /// <returns>True if all bound textures match the current shader specialiation state, false otherwise</returns>
+ public bool CommitBindings(ShaderSpecializationState specState)
{
ulong texturePoolAddress = _texturePoolAddress;
@@ -331,10 +341,38 @@ namespace Ryujinx.Graphics.Gpu.Image
? _texturePoolCache.FindOrCreate(_channel, texturePoolAddress, _texturePoolMaximumId)
: null;
+ // Check if the texture pool has been modified since bindings were last committed.
+ // If it wasn't, then it's possible to avoid looking up textures again when the handle remains the same.
+ bool poolModified = false;
+
+ if (texturePool != null)
+ {
+ int texturePoolSequence = texturePool.CheckModified();
+
+ if (_texturePoolSequence != texturePoolSequence)
+ {
+ poolModified = true;
+ _texturePoolSequence = texturePoolSequence;
+ }
+ }
+
+ if (_samplerPool != null)
+ {
+ int samplerPoolSequence = _samplerPool.CheckModified();
+
+ if (_samplerPoolSequence != samplerPoolSequence)
+ {
+ poolModified = true;
+ _samplerPoolSequence = samplerPoolSequence;
+ }
+ }
+
+ bool specStateMatches = true;
+
if (_isCompute)
{
- CommitTextureBindings(texturePool, ShaderStage.Compute, 0);
- CommitImageBindings (texturePool, ShaderStage.Compute, 0);
+ specStateMatches &= CommitTextureBindings(texturePool, ShaderStage.Compute, 0, poolModified, specState);
+ specStateMatches &= CommitImageBindings(texturePool, ShaderStage.Compute, 0, poolModified, specState);
}
else
{
@@ -342,14 +380,57 @@ namespace Ryujinx.Graphics.Gpu.Image
{
int stageIndex = (int)stage - 1;
- CommitTextureBindings(texturePool, stage, stageIndex);
- CommitImageBindings (texturePool, stage, stageIndex);
+ specStateMatches &= CommitTextureBindings(texturePool, stage, stageIndex, poolModified, specState);
+ specStateMatches &= CommitImageBindings(texturePool, stage, stageIndex, poolModified, specState);
}
}
CommitRenderScale();
- _rebind = false;
+ return specStateMatches;
+ }
+
+ /// <summary>
+ /// Fetch the constant buffers used for a texture to cache.
+ /// </summary>
+ /// <param name="stageIndex">Stage index of the constant buffer</param>
+ /// <param name="cachedTextureBufferIndex">The currently cached texture buffer index</param>
+ /// <param name="cachedSamplerBufferIndex">The currently cached sampler buffer index</param>
+ /// <param name="cachedTextureBuffer">The currently cached texture buffer data</param>
+ /// <param name="cachedSamplerBuffer">The currently cached sampler buffer data</param>
+ /// <param name="textureBufferIndex">The new texture buffer index</param>
+ /// <param name="samplerBufferIndex">The new sampler buffer index</param>
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ private void UpdateCachedBuffer(
+ int stageIndex,
+ ref int cachedTextureBufferIndex,
+ ref int cachedSamplerBufferIndex,
+ ref ReadOnlySpan<int> cachedTextureBuffer,
+ ref ReadOnlySpan<int> cachedSamplerBuffer,
+ int textureBufferIndex,
+ int samplerBufferIndex)
+ {
+ if (textureBufferIndex != cachedTextureBufferIndex)
+ {
+ ref BufferBounds bounds = ref _channel.BufferManager.GetUniformBufferBounds(_isCompute, stageIndex, textureBufferIndex);
+
+ cachedTextureBuffer = MemoryMarshal.Cast<byte, int>(_channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
+ cachedTextureBufferIndex = textureBufferIndex;
+
+ if (samplerBufferIndex == textureBufferIndex)
+ {
+ cachedSamplerBuffer = cachedTextureBuffer;
+ cachedSamplerBufferIndex = samplerBufferIndex;
+ }
+ }
+
+ if (samplerBufferIndex != cachedSamplerBufferIndex)
+ {
+ ref BufferBounds bounds = ref _channel.BufferManager.GetUniformBufferBounds(_isCompute, stageIndex, samplerBufferIndex);
+
+ cachedSamplerBuffer = MemoryMarshal.Cast<byte, int>(_channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
+ cachedSamplerBufferIndex = samplerBufferIndex;
+ }
}
/// <summary>
@@ -358,13 +439,16 @@ namespace Ryujinx.Graphics.Gpu.Image
/// </summary>
/// <param name="pool">The current texture pool</param>
/// <param name="stage">The shader stage using the textures to be bound</param>
- /// <param name="stageIndex">The stage number of the specified shader stage</param>
- private void CommitTextureBindings(TexturePool pool, ShaderStage stage, int stageIndex)
+ /// <param name="stageIndex">The stage number of the specified shader stage</param
+ /// <param name="poolModified">True if either the texture or sampler pool was modified, false otherwise</param>
+ /// <param name="specState">Specialization state for the bound shader</param>
+ /// <returns>True if all bound textures match the current shader specialiation state, false otherwise</returns>
+ private bool CommitTextureBindings(TexturePool pool, ShaderStage stage, int stageIndex, bool poolModified, ShaderSpecializationState specState)
{
int textureCount = _textureBindingsCount[stageIndex];
if (textureCount == 0)
{
- return;
+ return true;
}
var samplerPool = _samplerPool;
@@ -372,17 +456,26 @@ namespace Ryujinx.Graphics.Gpu.Image
if (pool == null)
{
Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses textures, but texture pool was not set.");
- return;
+ return true;
}
+ bool specStateMatches = true;
+
+ int cachedTextureBufferIndex = -1;
+ int cachedSamplerBufferIndex = -1;
+ ReadOnlySpan<int> cachedTextureBuffer = Span<int>.Empty;
+ ReadOnlySpan<int> cachedSamplerBuffer = Span<int>.Empty;
+
for (int index = 0; index < textureCount; index++)
{
TextureBindingInfo bindingInfo = _textureBindings[stageIndex][index];
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
- int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
- int textureId = UnpackTextureId(packedId);
+ UpdateCachedBuffer(stageIndex, ref cachedTextureBufferIndex, ref cachedSamplerBufferIndex, ref cachedTextureBuffer, ref cachedSamplerBuffer, textureBufferIndex, samplerBufferIndex);
+
+ int packedId = TextureHandle.ReadPackedId(bindingInfo.Handle, cachedTextureBuffer, cachedSamplerBuffer);
+ int textureId = TextureHandle.UnpackTextureId(packedId);
int samplerId;
if (_samplerIndex == SamplerIndex.ViaHeaderIndex)
@@ -391,10 +484,30 @@ namespace Ryujinx.Graphics.Gpu.Image
}
else
{
- samplerId = UnpackSamplerId(packedId);
+ samplerId = TextureHandle.UnpackSamplerId(packedId);
}
- Texture texture = pool.Get(textureId);
+ ref TextureStatePerStage state = ref _textureState[bindingInfo.Binding];
+
+ if (!poolModified &&
+ state.TextureHandle == textureId &&
+ state.SamplerHandle == samplerId &&
+ state.CachedTexture != null &&
+ state.CachedTexture.InvalidatedSequence == state.InvalidatedSequence &&
+ state.CachedSampler?.IsDisposed != true)
+ {
+ // The texture is already bound.
+ state.CachedTexture.SynchronizeMemory();
+
+ continue;
+ }
+
+ state.TextureHandle = textureId;
+ state.SamplerHandle = samplerId;
+
+ ref readonly TextureDescriptor descriptor = ref pool.GetForBinding(textureId, out Texture texture);
+
+ specStateMatches &= specState.MatchesTexture(stage, index, descriptor);
ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
@@ -407,30 +520,36 @@ namespace Ryujinx.Graphics.Gpu.Image
}
else
{
- if (_textureState[stageIndex][index].Texture != hostTexture || _rebind)
+ if (state.Texture != hostTexture)
{
if (UpdateScale(texture, bindingInfo, index, stage))
{
hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
}
- _textureState[stageIndex][index].Texture = hostTexture;
+ state.Texture = hostTexture;
_context.Renderer.Pipeline.SetTexture(bindingInfo.Binding, hostTexture);
}
Sampler sampler = samplerPool?.Get(samplerId);
+ state.CachedSampler = sampler;
ISampler hostSampler = sampler?.GetHostSampler(texture);
- if (_textureState[stageIndex][index].Sampler != hostSampler || _rebind)
+ if (state.Sampler != hostSampler)
{
- _textureState[stageIndex][index].Sampler = hostSampler;
+ state.Sampler = hostSampler;
_context.Renderer.Pipeline.SetSampler(bindingInfo.Binding, hostSampler);
}
+
+ state.CachedTexture = texture;
+ state.InvalidatedSequence = texture?.InvalidatedSequence ?? 0;
}
}
+
+ return specStateMatches;
}
/// <summary>
@@ -440,38 +559,72 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="pool">The current texture pool</param>
/// <param name="stage">The shader stage using the textures to be bound</param>
/// <param name="stageIndex">The stage number of the specified shader stage</param>
- private void CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex)
+ /// <param name="poolModified">True if either the texture or sampler pool was modified, false otherwise</param>
+ /// <param name="specState">Specialization state for the bound shader</param>
+ /// <returns>True if all bound images match the current shader specialiation state, false otherwise</returns>
+ private bool CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex, bool poolModified, ShaderSpecializationState specState)
{
int imageCount = _imageBindingsCount[stageIndex];
if (imageCount == 0)
{
- return;
+ return true;
}
if (pool == null)
{
Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses images, but texture pool was not set.");
- return;
+ return true;
}
// Scales for images appear after the texture ones.
int baseScaleIndex = _textureBindingsCount[stageIndex];
+ int cachedTextureBufferIndex = -1;
+ int cachedSamplerBufferIndex = -1;
+ ReadOnlySpan<int> cachedTextureBuffer = Span<int>.Empty;
+ ReadOnlySpan<int> cachedSamplerBuffer = Span<int>.Empty;
+
+ bool specStateMatches = true;
+
for (int index = 0; index < imageCount; index++)
{
TextureBindingInfo bindingInfo = _imageBindings[stageIndex][index];
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
- int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
- int textureId = UnpackTextureId(packedId);
+ UpdateCachedBuffer(stageIndex, ref cachedTextureBufferIndex, ref cachedSamplerBufferIndex, ref cachedTextureBuffer, ref cachedSamplerBuffer, textureBufferIndex, samplerBufferIndex);
- Texture texture = pool.Get(textureId);
+ int packedId = TextureHandle.ReadPackedId(bindingInfo.Handle, cachedTextureBuffer, cachedSamplerBuffer);
+ int textureId = TextureHandle.UnpackTextureId(packedId);
- ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
+ ref TextureStatePerStage state = ref _imageState[bindingInfo.Binding];
bool isStore = bindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);
+ if (!poolModified &&
+ state.TextureHandle == textureId &&
+ state.CachedTexture != null &&
+ state.CachedTexture.InvalidatedSequence == state.InvalidatedSequence)
+ {
+ // The texture is already bound.
+ state.CachedTexture.SynchronizeMemory();
+
+ if (isStore)
+ {
+ state.CachedTexture?.SignalModified();
+ }
+
+ continue;
+ }
+
+ state.TextureHandle = textureId;
+
+ ref readonly TextureDescriptor descriptor = ref pool.GetForBinding(textureId, out Texture texture);
+
+ specStateMatches &= specState.MatchesImage(stage, index, descriptor);
+
+ ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
+
if (hostTexture != null && texture.Target == Target.TextureBuffer)
{
// Ensure that the buffer texture is using the correct buffer as storage.
@@ -494,14 +647,14 @@ namespace Ryujinx.Graphics.Gpu.Image
texture?.SignalModified();
}
- if (_imageState[stageIndex][index].Texture != hostTexture || _rebind)
+ if (state.Texture != hostTexture)
{
if (UpdateScale(texture, bindingInfo, baseScaleIndex + index, stage))
{
hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
}
- _imageState[stageIndex][index].Texture = hostTexture;
+ state.Texture = hostTexture;
Format format = bindingInfo.Format;
@@ -512,8 +665,13 @@ namespace Ryujinx.Graphics.Gpu.Image
_context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTexture, format);
}
+
+ state.CachedTexture = texture;
+ state.InvalidatedSequence = texture?.InvalidatedSequence ?? 0;
}
}
+
+ return specStateMatches;
}
/// <summary>
@@ -537,7 +695,7 @@ namespace Ryujinx.Graphics.Gpu.Image
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(cbufSlot, bufferIndex);
int packedId = ReadPackedId(stageIndex, handle, textureBufferIndex, samplerBufferIndex);
- int textureId = UnpackTextureId(packedId);
+ int textureId = TextureHandle.UnpackTextureId(packedId);
ulong poolAddress = _channel.MemoryManager.Translate(poolGpuVa);
@@ -555,6 +713,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="textureBufferIndex">Index of the constant buffer holding the texture handles</param>
/// <param name="samplerBufferIndex">Index of the constant buffer holding the sampler handles</param>
/// <returns>The packed texture and sampler ID (the real texture handle)</returns>
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
private int ReadPackedId(int stageIndex, int wordOffset, int textureBufferIndex, int samplerBufferIndex)
{
(int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = TextureHandle.UnpackOffsets(wordOffset);
@@ -591,31 +750,12 @@ namespace Ryujinx.Graphics.Gpu.Image
}
/// <summary>
- /// Unpacks the texture ID from the real texture handle.
- /// </summary>
- /// <param name="packedId">The real texture handle</param>
- /// <returns>The texture ID</returns>
- private static int UnpackTextureId(int packedId)
- {
- return (packedId >> 0) & 0xfffff;
- }
-
- /// <summary>
- /// Unpacks the sampler ID from the real texture handle.
- /// </summary>
- /// <param name="packedId">The real texture handle</param>
- /// <returns>The sampler ID</returns>
- private static int UnpackSamplerId(int packedId)
- {
- return (packedId >> 20) & 0xfff;
- }
-
- /// <summary>
/// Force all bound textures and images to be rebound the next time CommitBindings is called.
/// </summary>
public void Rebind()
{
- _rebind = true;
+ Array.Clear(_textureState);
+ Array.Clear(_imageState);
}
/// <summary>
diff --git a/Ryujinx.Graphics.Gpu/Image/TextureManager.cs b/Ryujinx.Graphics.Gpu/Image/TextureManager.cs
index a1c29291..628c3159 100644
--- a/Ryujinx.Graphics.Gpu/Image/TextureManager.cs
+++ b/Ryujinx.Graphics.Gpu/Image/TextureManager.cs
@@ -1,5 +1,6 @@
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Types;
+using Ryujinx.Graphics.Gpu.Shader;
using System;
namespace Ryujinx.Graphics.Gpu.Image
@@ -10,9 +11,11 @@ namespace Ryujinx.Graphics.Gpu.Image
class TextureManager : IDisposable
{
private readonly GpuContext _context;
+ private readonly GpuChannel _channel;
private readonly TextureBindingsManager _cpBindingsManager;
private readonly TextureBindingsManager _gpBindingsManager;
+ private readonly TexturePoolCache _texturePoolCache;
private readonly Texture[] _rtColors;
private readonly ITexture[] _rtHostColors;
@@ -35,6 +38,7 @@ namespace Ryujinx.Graphics.Gpu.Image
public TextureManager(GpuContext context, GpuChannel channel)
{
_context = context;
+ _channel = channel;
TexturePoolCache texturePoolCache = new TexturePoolCache(context);
@@ -43,6 +47,7 @@ namespace Ryujinx.Graphics.Gpu.Image
_cpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, scales, isCompute: true);
_gpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, scales, isCompute: false);
+ _texturePoolCache = texturePoolCache;
_rtColors = new Texture[Constants.TotalRenderTargets];
_rtHostColors = new ITexture[Constants.TotalRenderTargets];
@@ -100,6 +105,16 @@ namespace Ryujinx.Graphics.Gpu.Image
}
/// <summary>
+ /// Sets the max binding indexes on the compute pipeline.
+ /// </summary>
+ /// <param name="maxTextureBinding">The maximum texture binding</param>
+ /// <param name="maxImageBinding">The maximum image binding</param>
+ public void SetComputeMaxBindings(int maxTextureBinding, int maxImageBinding)
+ {
+ _cpBindingsManager.SetMaxBindings(maxTextureBinding, maxImageBinding);
+ }
+
+ /// <summary>
/// Sets the texture constant buffer index on the graphics pipeline.
/// </summary>
/// <param name="index">The texture constant buffer index</param>
@@ -109,6 +124,16 @@ namespace Ryujinx.Graphics.Gpu.Image
}
/// <summary>
+ /// Sets the max binding indexes on the graphics pipeline.
+ /// </summary>
+ /// <param name="maxTextureBinding">The maximum texture binding</param>
+ /// <param name="maxImageBinding">The maximum image binding</param>
+ public void SetGraphicsMaxBindings(int maxTextureBinding, int maxImageBinding)
+ {
+ _gpBindingsManager.SetMaxBindings(maxTextureBinding, maxImageBinding);
+ }
+
+ /// <summary>
/// Sets the current sampler pool on the compute pipeline.
/// </summary>
/// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
@@ -335,25 +360,48 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <summary>
/// Commits bindings on the compute pipeline.
/// </summary>
- public void CommitComputeBindings()
+ /// <param name="specState">Specialization state for the bound shader</param>
+ /// <returns>True if all bound textures match the current shader specialization state, false otherwise</returns>
+ public bool CommitComputeBindings(ShaderSpecializationState specState)
{
// Every time we switch between graphics and compute work,
// we must rebind everything.
// Since compute work happens less often, we always do that
// before and after the compute dispatch.
_cpBindingsManager.Rebind();
- _cpBindingsManager.CommitBindings();
+ bool result = _cpBindingsManager.CommitBindings(specState);
_gpBindingsManager.Rebind();
+
+ return result;
}
/// <summary>
/// Commits bindings on the graphics pipeline.
/// </summary>
- public void CommitGraphicsBindings()
+ /// <param name="specState">Specialization state for the bound shader</param>
+ /// <returns>True if all bound textures match the current shader specialization state, false otherwise</returns>
+ public bool CommitGraphicsBindings(ShaderSpecializationState specState)
{
- _gpBindingsManager.CommitBindings();
+ bool result = _gpBindingsManager.CommitBindings(specState);
UpdateRenderTargets();
+
+ return result;
+ }
+
+ /// <summary>
+ /// Returns a texture pool from the cache, with the given address and maximum id.
+ /// </summary>
+ /// <param name="poolGpuVa">GPU virtual address of the texture pool</param>
+ /// <param name="maximumId">Maximum ID of the texture pool</param>
+ /// <returns>The texture pool</returns>
+ public TexturePool GetTexturePool(ulong poolGpuVa, int maximumId)
+ {
+ ulong poolAddress = _channel.MemoryManager.Translate(poolGpuVa);
+
+ TexturePool texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, maximumId);
+
+ return texturePool;
}
/// <summary>
diff --git a/Ryujinx.Graphics.Gpu/Image/TexturePool.cs b/Ryujinx.Graphics.Gpu/Image/TexturePool.cs
index 10a6ff82..75974c43 100644
--- a/Ryujinx.Graphics.Gpu/Image/TexturePool.cs
+++ b/Ryujinx.Graphics.Gpu/Image/TexturePool.cs
@@ -14,6 +14,7 @@ namespace Ryujinx.Graphics.Gpu.Image
{
private readonly GpuChannel _channel;
private readonly ConcurrentQueue<Texture> _dereferenceQueue = new ConcurrentQueue<Texture>();
+ private TextureDescriptor _defaultDescriptor;
/// <summary>
/// Intrusive linked list node used on the texture pool cache.
@@ -33,30 +34,19 @@ namespace Ryujinx.Graphics.Gpu.Image
}
/// <summary>
- /// Gets the texture with the given ID.
+ /// Gets the texture descripor and texture with the given ID with no bounds check or synchronization.
/// </summary>
/// <param name="id">ID of the texture. This is effectively a zero-based index</param>
- /// <returns>The texture with the given ID</returns>
- public override Texture Get(int id)
+ /// <param name="texture">The texture with the given ID</param>
+ /// <returns>The texture descriptor with the given ID</returns>
+ private ref readonly TextureDescriptor GetInternal(int id, out Texture texture)
{
- if ((uint)id >= Items.Length)
- {
- return null;
- }
-
- if (SequenceNumber != Context.SequenceNumber)
- {
- SequenceNumber = Context.SequenceNumber;
-
- SynchronizeMemory();
- }
+ texture = Items[id];
- Texture texture = Items[id];
+ ref readonly TextureDescriptor descriptor = ref GetDescriptorRef(id);
if (texture == null)
{
- TextureDescriptor descriptor = GetDescriptor(id);
-
TextureInfo info = GetInfo(descriptor, out int layerSize);
ProcessDereferenceQueue();
@@ -66,7 +56,7 @@ namespace Ryujinx.Graphics.Gpu.Image
// If this happens, then the texture address is invalid, we can't add it to the cache.
if (texture == null)
{
- return null;
+ return ref descriptor;
}
texture.IncrementReferenceCount(this, id);
@@ -82,8 +72,6 @@ namespace Ryujinx.Graphics.Gpu.Image
// Texture changed size at one point - it may be a different size than the sampler expects.
// This can be triggered when the size is changed by a size hint on copy or draw, but the texture has been sampled before.
- TextureDescriptor descriptor = GetDescriptor(id);
-
int baseLevel = descriptor.UnpackBaseLevel();
int width = Math.Max(1, descriptor.UnpackWidth() >> baseLevel);
int height = Math.Max(1, descriptor.UnpackHeight() >> baseLevel);
@@ -98,10 +86,72 @@ namespace Ryujinx.Graphics.Gpu.Image
texture.SynchronizeMemory();
}
+ return ref descriptor;
+ }
+
+ /// <summary>
+ /// Gets the texture with the given ID.
+ /// </summary>
+ /// <param name="id">ID of the texture. This is effectively a zero-based index</param>
+ /// <returns>The texture with the given ID</returns>
+ public override Texture Get(int id)
+ {
+ if ((uint)id >= Items.Length)
+ {
+ return null;
+ }
+
+ if (SequenceNumber != Context.SequenceNumber)
+ {
+ SequenceNumber = Context.SequenceNumber;
+
+ SynchronizeMemory();
+ }
+
+ GetInternal(id, out Texture texture);
+
return texture;
}
/// <summary>
+ /// Gets the texture descriptor and texture with the given ID.
+ /// </summary>
+ /// <remarks>
+ /// This method assumes that the pool has been manually synchronized before doing binding.
+ /// </remarks>
+ /// <param name="id">ID of the texture. This is effectively a zero-based index</param>
+ /// <param name="texture">The texture with the given ID</param>
+ /// <returns>The texture descriptor with the given ID</returns>
+ public ref readonly TextureDescriptor GetForBinding(int id, out Texture texture)
+ {
+ if ((uint)id >= Items.Length)
+ {
+ texture = null;
+ return ref _defaultDescriptor;
+ }
+
+ // When getting for binding, assume the pool has already been synchronized.
+
+ return ref GetInternal(id, out texture);
+ }
+
+ /// <summary>
+ /// Checks if the pool was modified, and returns the last sequence number where a modification was detected.
+ /// </summary>
+ /// <returns>A number that increments each time a modification is detected</returns>
+ public int CheckModified()
+ {
+ if (SequenceNumber != Context.SequenceNumber)
+ {
+ SequenceNumber = Context.SequenceNumber;
+
+ SynchronizeMemory();
+ }
+
+ return ModifiedSequenceNumber;
+ }
+
+ /// <summary>
/// Forcibly remove a texture from this pool's items.
/// If deferred, the dereference will be queued to occur on the render thread.
/// </summary>
@@ -175,7 +225,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="descriptor">The texture descriptor</param>
/// <param name="layerSize">Layer size for textures using a sub-range of mipmap levels, otherwise 0</param>
/// <returns>The texture information</returns>
- private TextureInfo GetInfo(TextureDescriptor descriptor, out int layerSize)
+ private TextureInfo GetInfo(in TextureDescriptor descriptor, out int layerSize)
{
int depthOrLayers = descriptor.UnpackDepth();
int levels = descriptor.UnpackLevels();