diff options
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs')
-rw-r--r-- | src/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs | 882 |
1 files changed, 882 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs b/src/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs new file mode 100644 index 00000000..bbfb704d --- /dev/null +++ b/src/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs @@ -0,0 +1,882 @@ +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 +{ + /// <summary> + /// Texture bindings manager. + /// </summary> + class TextureBindingsManager + { + private const int InitialTextureStateSize = 32; + private const int InitialImageStateSize = 8; + + private readonly GpuContext _context; + + private readonly bool _isCompute; + + private ulong _texturePoolGpuVa; + private int _texturePoolMaximumId; + private TexturePool _texturePool; + private ulong _samplerPoolGpuVa; + private int _samplerPoolMaximumId; + private SamplerIndex _samplerIndex; + private SamplerPool _samplerPool; + + private readonly GpuChannel _channel; + private readonly TexturePoolCache _texturePoolCache; + private readonly SamplerPoolCache _samplerPoolCache; + + private TexturePool _cachedTexturePool; + private SamplerPool _cachedSamplerPool; + + private TextureBindingInfo[][] _textureBindings; + private TextureBindingInfo[][] _imageBindings; + + private struct TextureState + { + public ITexture Texture; + public ISampler Sampler; + + public int TextureHandle; + public int SamplerHandle; + public Format ImageFormat; + public int InvalidatedSequence; + public Texture CachedTexture; + public Sampler CachedSampler; + } + + private TextureState[] _textureState; + private TextureState[] _imageState; + + private int _texturePoolSequence; + private int _samplerPoolSequence; + + private int _textureBufferIndex; + + private readonly float[] _scales; + private bool _scaleChanged; + private int _lastFragmentTotal; + + /// <summary> + /// Constructs a new instance of the texture bindings manager. + /// </summary> + /// <param name="context">The GPU context that the texture bindings manager belongs to</param> + /// <param name="channel">The GPU channel that the texture bindings manager belongs to</param> + /// <param name="texturePoolCache">Texture pools cache used to get texture pools from</param> + /// <param name="samplerPoolCache">Sampler pools cache used to get sampler pools from</param> + /// <param name="scales">Array where the scales for the currently bound textures are stored</param> + /// <param name="isCompute">True if the bindings manager is used for the compute engine</param> + public TextureBindingsManager( + GpuContext context, + GpuChannel channel, + TexturePoolCache texturePoolCache, + SamplerPoolCache samplerPoolCache, + float[] scales, + bool isCompute) + { + _context = context; + _channel = channel; + _texturePoolCache = texturePoolCache; + _samplerPoolCache = samplerPoolCache; + + _scales = scales; + _isCompute = isCompute; + + int stages = isCompute ? 1 : Constants.ShaderStages; + + _textureBindings = new TextureBindingInfo[stages][]; + _imageBindings = new TextureBindingInfo[stages][]; + + _textureState = new TextureState[InitialTextureStateSize]; + _imageState = new TextureState[InitialImageStateSize]; + + for (int stage = 0; stage < stages; stage++) + { + _textureBindings[stage] = new TextureBindingInfo[InitialTextureStateSize]; + _imageBindings[stage] = new TextureBindingInfo[InitialImageStateSize]; + } + } + + /// <summary> + /// Sets the texture and image bindings. + /// </summary> + /// <param name="bindings">Bindings for the active shader</param> + public void SetBindings(CachedShaderBindings bindings) + { + _textureBindings = bindings.TextureBindings; + _imageBindings = bindings.ImageBindings; + + SetMaxBindings(bindings.MaxTextureBinding, bindings.MaxImageBinding); + } + + /// <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) + { + Array.Resize(ref _textureState, maxTextureBinding + 1); + } + + if (maxImageBinding >= _imageState.Length) + { + Array.Resize(ref _imageState, maxImageBinding + 1); + } + } + + /// <summary> + /// Sets the textures constant buffer index. + /// The constant buffer specified holds the texture handles. + /// </summary> + /// <param name="index">Constant buffer index</param> + public void SetTextureBufferIndex(int index) + { + _textureBufferIndex = index; + } + + /// <summary> + /// Sets the current texture sampler pool to be used. + /// </summary> + /// <param name="gpuVa">Start GPU virtual address of the pool</param> + /// <param name="maximumId">Maximum ID of the pool (total count minus one)</param> + /// <param name="samplerIndex">Type of the sampler pool indexing used for bound samplers</param> + public void SetSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex) + { + _samplerPoolGpuVa = gpuVa; + _samplerPoolMaximumId = maximumId; + _samplerIndex = samplerIndex; + _samplerPool = null; + } + + /// <summary> + /// Sets the current texture pool to be used. + /// </summary> + /// <param name="gpuVa">Start GPU virtual address of the pool</param> + /// <param name="maximumId">Maximum ID of the pool (total count minus one)</param> + public void SetTexturePool(ulong gpuVa, int maximumId) + { + _texturePoolGpuVa = gpuVa; + _texturePoolMaximumId = maximumId; + _texturePool = null; + } + + /// <summary> + /// Gets a texture and a sampler from their respective pools from a texture ID and a sampler ID. + /// </summary> + /// <param name="textureId">ID of the texture</param> + /// <param name="samplerId">ID of the sampler</param> + public (Texture, Sampler) GetTextureAndSampler(int textureId, int samplerId) + { + (TexturePool texturePool, SamplerPool samplerPool) = GetPools(); + + return (texturePool.Get(textureId), samplerPool.Get(samplerId)); + } + + /// <summary> + /// Updates the texture scale for a given texture or image. + /// </summary> + /// <param name="texture">Start GPU virtual address of the pool</param> + /// <param name="usageFlags">The related texture usage flags</param> + /// <param name="index">The texture/image binding index</param> + /// <param name="stage">The active shader stage</param> + /// <returns>True if the given texture has become blacklisted, indicating that its host texture may have changed.</returns> + private bool UpdateScale(Texture texture, TextureUsageFlags usageFlags, int index, ShaderStage stage) + { + float result = 1f; + bool changed = false; + + if ((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 && texture != null) + { + if ((usageFlags & TextureUsageFlags.ResScaleUnsupported) != 0) + { + changed = texture.ScaleMode != TextureScaleMode.Blacklisted; + texture.BlacklistScale(); + } + else + { + switch (stage) + { + case ShaderStage.Fragment: + float scale = texture.ScaleFactor; + + if (scale != 1) + { + Texture activeTarget = _channel.TextureManager.GetAnyRenderTarget(); + + if (activeTarget != null && (activeTarget.Info.Width / (float)texture.Info.Width) == (activeTarget.Info.Height / (float)texture.Info.Height)) + { + // If the texture's size is a multiple of the sampler size, enable interpolation using gl_FragCoord. (helps "invent" new integer values between scaled pixels) + result = -scale; + break; + } + } + + result = scale; + break; + + case ShaderStage.Vertex: + int fragmentIndex = (int)ShaderStage.Fragment - 1; + index += _textureBindings[fragmentIndex].Length + _imageBindings[fragmentIndex].Length; + + result = texture.ScaleFactor; + break; + + case ShaderStage.Compute: + result = texture.ScaleFactor; + break; + } + } + } + + if (result != _scales[index]) + { + _scaleChanged = true; + + _scales[index] = result; + } + + return changed; + } + + /// <summary> + /// Determines if the vertex stage requires a scale value. + /// </summary> + private bool VertexRequiresScale() + { + for (int i = 0; i < _textureBindings[0].Length; i++) + { + if ((_textureBindings[0][i].Flags & TextureUsageFlags.NeedsScaleValue) != 0) + { + return true; + } + } + + for (int i = 0; i < _imageBindings[0].Length; i++) + { + if ((_imageBindings[0][i].Flags & TextureUsageFlags.NeedsScaleValue) != 0) + { + return true; + } + } + + return false; + } + + /// <summary> + /// Uploads texture and image scales to the backend when they are used. + /// </summary> + private void CommitRenderScale() + { + // Stage 0 total: Compute or Vertex. + int total = _textureBindings[0].Length + _imageBindings[0].Length; + + int fragmentIndex = (int)ShaderStage.Fragment - 1; + int fragmentTotal = _isCompute ? 0 : (_textureBindings[fragmentIndex].Length + _imageBindings[fragmentIndex].Length); + + if (total != 0 && fragmentTotal != _lastFragmentTotal && VertexRequiresScale()) + { + // Must update scales in the support buffer if: + // - Vertex stage has bindings that require scale. + // - Fragment stage binding count has been updated since last render scale update. + + _scaleChanged = true; + } + + if (_scaleChanged) + { + if (!_isCompute) + { + total += fragmentTotal; // Add the fragment bindings to the total. + } + + _lastFragmentTotal = fragmentTotal; + + _context.Renderer.Pipeline.UpdateRenderScale(_scales, total, fragmentTotal); + + _scaleChanged = false; + } + } + + /// <summary> + /// Ensures that the bindings are visible to the host GPU. + /// Note: this actually performs the binding using the host graphics API. + /// </summary> + /// <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) + { + (TexturePool texturePool, SamplerPool samplerPool) = GetPools(); + + // 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. + if (_cachedTexturePool != texturePool || _cachedSamplerPool != samplerPool) + { + Rebind(); + + _cachedTexturePool = texturePool; + _cachedSamplerPool = samplerPool; + } + + 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) + { + specStateMatches &= CommitTextureBindings(texturePool, samplerPool, ShaderStage.Compute, 0, poolModified, specState); + specStateMatches &= CommitImageBindings(texturePool, ShaderStage.Compute, 0, poolModified, specState); + } + else + { + for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++) + { + int stageIndex = (int)stage - 1; + + specStateMatches &= CommitTextureBindings(texturePool, samplerPool, stage, stageIndex, poolModified, specState); + specStateMatches &= CommitImageBindings(texturePool, stage, stageIndex, poolModified, specState); + } + } + + CommitRenderScale(); + + 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, + scoped ref int cachedTextureBufferIndex, + scoped ref int cachedSamplerBufferIndex, + scoped ref ReadOnlySpan<int> cachedTextureBuffer, + scoped 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> + /// Counts the total number of texture bindings used by all shader stages. + /// </summary> + /// <returns>The total amount of textures used</returns> + private int GetTextureBindingsCount() + { + int count = 0; + + for (int i = 0; i < _textureBindings.Length; i++) + { + if (_textureBindings[i] != null) + { + count += _textureBindings[i].Length; + } + } + + return count; + } + + /// <summary> + /// Ensures that the texture bindings are visible to the host GPU. + /// Note: this actually performs the binding using the host graphics API. + /// </summary> + /// <param name="texturePool">The current texture pool</param> + /// <param name="samplerPool">The current sampler 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 + /// <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 texturePool, + SamplerPool samplerPool, + ShaderStage stage, + int stageIndex, + bool poolModified, + ShaderSpecializationState specState) + { + int textureCount = _textureBindings[stageIndex].Length; + if (textureCount == 0) + { + return true; + } + + if (texturePool == null) + { + Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses textures, but texture pool was not set."); + 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]; + TextureUsageFlags usageFlags = bindingInfo.Flags; + + (int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex); + + 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) + { + samplerId = textureId; + } + else + { + samplerId = TextureHandle.UnpackSamplerId(packedId); + } + + ref TextureState 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(); + + if ((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 && + UpdateScale(state.CachedTexture, usageFlags, index, stage)) + { + ITexture hostTextureRebind = state.CachedTexture.GetTargetTexture(bindingInfo.Target); + + state.Texture = hostTextureRebind; + + _context.Renderer.Pipeline.SetTextureAndSampler(stage, bindingInfo.Binding, hostTextureRebind, state.Sampler); + } + + continue; + } + + state.TextureHandle = textureId; + state.SamplerHandle = samplerId; + + ref readonly TextureDescriptor descriptor = ref texturePool.GetForBinding(textureId, out Texture texture); + + specStateMatches &= specState.MatchesTexture(stage, index, descriptor); + + Sampler sampler = samplerPool?.Get(samplerId); + + ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target); + ISampler hostSampler = sampler?.GetHostSampler(texture); + + if (hostTexture != null && texture.Target == Target.TextureBuffer) + { + // Ensure that the buffer texture is using the correct buffer as storage. + // Buffers are frequently re-created to accomodate larger data, so we need to re-bind + // to ensure we're not using a old buffer that was already deleted. + _channel.BufferManager.SetBufferTextureStorage(stage, hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, bindingInfo.Format, false); + + // Cache is not used for buffer texture, it must always rebind. + state.CachedTexture = null; + } + else + { + bool textureOrSamplerChanged = state.Texture != hostTexture || state.Sampler != hostSampler; + + if ((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 && + UpdateScale(texture, usageFlags, index, stage)) + { + hostTexture = texture?.GetTargetTexture(bindingInfo.Target); + textureOrSamplerChanged = true; + } + + if (textureOrSamplerChanged) + { + state.Texture = hostTexture; + state.Sampler = hostSampler; + + _context.Renderer.Pipeline.SetTextureAndSampler(stage, bindingInfo.Binding, hostTexture, hostSampler); + } + + state.CachedTexture = texture; + state.CachedSampler = sampler; + state.InvalidatedSequence = texture?.InvalidatedSequence ?? 0; + } + } + + return specStateMatches; + } + + /// <summary> + /// Ensures that the image bindings are visible to the host GPU. + /// Note: this actually performs the binding using the host graphics API. + /// </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> + /// <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 = _imageBindings[stageIndex].Length; + if (imageCount == 0) + { + return true; + } + + if (pool == null) + { + Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses images, but texture pool was not set."); + return true; + } + + // Scales for images appear after the texture ones. + int baseScaleIndex = _textureBindings[stageIndex].Length; + + 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]; + TextureUsageFlags usageFlags = bindingInfo.Flags; + int scaleIndex = baseScaleIndex + index; + + (int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex); + + 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); + + ref TextureState 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) + { + Texture cachedTexture = state.CachedTexture; + + // The texture is already bound. + cachedTexture.SynchronizeMemory(); + + if (isStore) + { + cachedTexture?.SignalModified(); + } + + Format format = bindingInfo.Format == 0 ? cachedTexture.Format : bindingInfo.Format; + + if (state.ImageFormat != format || + ((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 && + UpdateScale(state.CachedTexture, usageFlags, scaleIndex, stage))) + { + ITexture hostTextureRebind = state.CachedTexture.GetTargetTexture(bindingInfo.Target); + + state.Texture = hostTextureRebind; + state.ImageFormat = format; + + _context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTextureRebind, format); + } + + 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. + // Buffers are frequently re-created to accomodate larger data, so we need to re-bind + // to ensure we're not using a old buffer that was already deleted. + + Format format = bindingInfo.Format; + + if (format == 0 && texture != null) + { + format = texture.Format; + } + + _channel.BufferManager.SetBufferTextureStorage(stage, hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, format, true); + + // Cache is not used for buffer texture, it must always rebind. + state.CachedTexture = null; + } + else + { + if (isStore) + { + texture?.SignalModified(); + } + + if ((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 && + UpdateScale(texture, usageFlags, scaleIndex, stage)) + { + hostTexture = texture?.GetTargetTexture(bindingInfo.Target); + } + + if (state.Texture != hostTexture) + { + state.Texture = hostTexture; + + Format format = bindingInfo.Format; + + if (format == 0 && texture != null) + { + format = texture.Format; + } + + state.ImageFormat = format; + + _context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTexture, format); + } + + state.CachedTexture = texture; + state.InvalidatedSequence = texture?.InvalidatedSequence ?? 0; + } + } + + return specStateMatches; + } + + /// <summary> + /// Gets the texture descriptor for a given texture handle. + /// </summary> + /// <param name="poolGpuVa">GPU virtual address of the texture pool</param> + /// <param name="bufferIndex">Index of the constant buffer with texture handles</param> + /// <param name="maximumId">Maximum ID of the texture pool</param> + /// <param name="stageIndex">The stage number where the texture is bound</param> + /// <param name="handle">The texture handle</param> + /// <param name="cbufSlot">The texture handle's constant buffer slot</param> + /// <returns>The texture descriptor for the specified texture</returns> + public TextureDescriptor GetTextureDescriptor( + ulong poolGpuVa, + int bufferIndex, + int maximumId, + int stageIndex, + int handle, + int cbufSlot) + { + (int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(cbufSlot, bufferIndex); + + int packedId = ReadPackedId(stageIndex, handle, textureBufferIndex, samplerBufferIndex); + int textureId = TextureHandle.UnpackTextureId(packedId); + + ulong poolAddress = _channel.MemoryManager.Translate(poolGpuVa); + + TexturePool texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, maximumId); + + TextureDescriptor descriptor; + + if (texturePool.IsValidId(textureId)) + { + descriptor = texturePool.GetDescriptor(textureId); + } + else + { + // If the ID is not valid, we just return a default descriptor with the most common state. + // Since this is used for shader specialization, doing so might avoid the need for recompilations. + descriptor = new TextureDescriptor(); + descriptor.Word4 |= (uint)TextureTarget.Texture2D << 23; + descriptor.Word5 |= 1u << 31; // Coords normalized. + } + + return descriptor; + } + + /// <summary> + /// Reads a packed texture and sampler ID (basically, the real texture handle) + /// from the texture constant buffer. + /// </summary> + /// <param name="stageIndex">The number of the shader stage where the texture is bound</param> + /// <param name="wordOffset">A word offset of the handle on the buffer (the "fake" shader handle)</param> + /// <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); + + ulong textureBufferAddress = _isCompute + ? _channel.BufferManager.GetComputeUniformBufferAddress(textureBufferIndex) + : _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex); + + int handle = textureBufferAddress != 0 + ? _channel.MemoryManager.Physical.Read<int>(textureBufferAddress + (uint)textureWordOffset * 4) + : 0; + + // The "wordOffset" (which is really the immediate value used on texture instructions on the shader) + // is a 13-bit value. However, in order to also support separate samplers and textures (which uses + // bindless textures on the shader), we extend it with another value on the higher 16 bits with + // another offset for the sampler. + // The shader translator has code to detect separate texture and sampler uses with a bindless texture, + // turn that into a regular texture access and produce those special handles with values on the higher 16 bits. + if (handleType != TextureHandleType.CombinedSampler) + { + int samplerHandle; + + if (handleType != TextureHandleType.SeparateConstantSamplerHandle) + { + ulong samplerBufferAddress = _isCompute + ? _channel.BufferManager.GetComputeUniformBufferAddress(samplerBufferIndex) + : _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, samplerBufferIndex); + + samplerHandle = samplerBufferAddress != 0 + ? _channel.MemoryManager.Physical.Read<int>(samplerBufferAddress + (uint)samplerWordOffset * 4) + : 0; + } + else + { + samplerHandle = samplerWordOffset; + } + + if (handleType == TextureHandleType.SeparateSamplerId || + handleType == TextureHandleType.SeparateConstantSamplerHandle) + { + samplerHandle <<= 20; + } + + handle |= samplerHandle; + } + + return handle; + } + + /// <summary> + /// Gets the texture and sampler pool for the GPU virtual address that are currently set. + /// </summary> + /// <returns>The texture and sampler pools</returns> + private (TexturePool, SamplerPool) GetPools() + { + MemoryManager memoryManager = _channel.MemoryManager; + + TexturePool texturePool = _texturePool; + SamplerPool samplerPool = _samplerPool; + + if (texturePool == null) + { + ulong poolAddress = memoryManager.Translate(_texturePoolGpuVa); + + if (poolAddress != MemoryManager.PteUnmapped) + { + texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, _texturePoolMaximumId); + _texturePool = texturePool; + } + } + + if (samplerPool == null) + { + ulong poolAddress = memoryManager.Translate(_samplerPoolGpuVa); + + if (poolAddress != MemoryManager.PteUnmapped) + { + samplerPool = _samplerPoolCache.FindOrCreate(_channel, poolAddress, _samplerPoolMaximumId); + _samplerPool = samplerPool; + } + } + + return (texturePool, samplerPool); + } + + /// <summary> + /// Forces the texture and sampler pools to be re-loaded from the cache on next use. + /// </summary> + /// <remarks> + /// This should be called if the memory mappings change, to ensure the correct pools are being used. + /// </remarks> + public void ReloadPools() + { + _samplerPool = null; + _texturePool = null; + } + + /// <summary> + /// Force all bound textures and images to be rebound the next time CommitBindings is called. + /// </summary> + public void Rebind() + { + Array.Clear(_textureState); + Array.Clear(_imageState); + } + } +}
\ No newline at end of file |