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-rw-r--r--src/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs882
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diff --git a/src/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs b/src/Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs
new file mode 100644
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+++ 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