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-rw-r--r--src/Ryujinx.Graphics.Gpu/Image/TextureCache.cs1180
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diff --git a/src/Ryujinx.Graphics.Gpu/Image/TextureCache.cs b/src/Ryujinx.Graphics.Gpu/Image/TextureCache.cs
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+++ b/src/Ryujinx.Graphics.Gpu/Image/TextureCache.cs
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+using Ryujinx.Common;
+using Ryujinx.Graphics.GAL;
+using Ryujinx.Graphics.Gpu.Engine.Threed;
+using Ryujinx.Graphics.Gpu.Engine.Twod;
+using Ryujinx.Graphics.Gpu.Engine.Types;
+using Ryujinx.Graphics.Gpu.Memory;
+using Ryujinx.Graphics.Texture;
+using Ryujinx.Memory.Range;
+using System;
+using System.Collections.Generic;
+
+namespace Ryujinx.Graphics.Gpu.Image
+{
+ /// <summary>
+ /// Texture cache.
+ /// </summary>
+ class TextureCache : IDisposable
+ {
+ private readonly struct OverlapInfo
+ {
+ public TextureViewCompatibility Compatibility { get; }
+ public int FirstLayer { get; }
+ public int FirstLevel { get; }
+
+ public OverlapInfo(TextureViewCompatibility compatibility, int firstLayer, int firstLevel)
+ {
+ Compatibility = compatibility;
+ FirstLayer = firstLayer;
+ FirstLevel = firstLevel;
+ }
+ }
+
+ private const int OverlapsBufferInitialCapacity = 10;
+ private const int OverlapsBufferMaxCapacity = 10000;
+
+ private readonly GpuContext _context;
+ private readonly PhysicalMemory _physicalMemory;
+
+ private readonly MultiRangeList<Texture> _textures;
+ private readonly HashSet<Texture> _partiallyMappedTextures;
+
+ private Texture[] _textureOverlaps;
+ private OverlapInfo[] _overlapInfo;
+
+ private readonly AutoDeleteCache _cache;
+
+ /// <summary>
+ /// Constructs a new instance of the texture manager.
+ /// </summary>
+ /// <param name="context">The GPU context that the texture manager belongs to</param>
+ /// <param name="physicalMemory">Physical memory where the textures managed by this cache are mapped</param>
+ public TextureCache(GpuContext context, PhysicalMemory physicalMemory)
+ {
+ _context = context;
+ _physicalMemory = physicalMemory;
+
+ _textures = new MultiRangeList<Texture>();
+ _partiallyMappedTextures = new HashSet<Texture>();
+
+ _textureOverlaps = new Texture[OverlapsBufferInitialCapacity];
+ _overlapInfo = new OverlapInfo[OverlapsBufferInitialCapacity];
+
+ _cache = new AutoDeleteCache();
+ }
+
+ /// <summary>
+ /// Handles removal of textures written to a memory region being unmapped.
+ /// </summary>
+ /// <param name="sender">Sender object</param>
+ /// <param name="e">Event arguments</param>
+ public void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
+ {
+ Texture[] overlaps = new Texture[10];
+ int overlapCount;
+
+ MultiRange unmapped = ((MemoryManager)sender).GetPhysicalRegions(e.Address, e.Size);
+
+ lock (_textures)
+ {
+ overlapCount = _textures.FindOverlaps(unmapped, ref overlaps);
+ }
+
+ for (int i = 0; i < overlapCount; i++)
+ {
+ overlaps[i].Unmapped(unmapped);
+ }
+
+ // If any range was previously unmapped, we also need to purge
+ // all partially mapped texture, as they might be fully mapped now.
+ for (int i = 0; i < unmapped.Count; i++)
+ {
+ if (unmapped.GetSubRange(i).Address == MemoryManager.PteUnmapped)
+ {
+ lock (_partiallyMappedTextures)
+ {
+ foreach (var texture in _partiallyMappedTextures)
+ {
+ texture.Unmapped(unmapped);
+ }
+ }
+
+ break;
+ }
+ }
+ }
+
+ /// <summary>
+ /// Determines if a given texture is eligible for upscaling from its info.
+ /// </summary>
+ /// <param name="info">The texture info to check</param>
+ /// <param name="withUpscale">True if the user of the texture would prefer it to be upscaled immediately</param>
+ /// <returns>True if eligible</returns>
+ private static TextureScaleMode IsUpscaleCompatible(TextureInfo info, bool withUpscale)
+ {
+ if ((info.Target == Target.Texture2D || info.Target == Target.Texture2DArray || info.Target == Target.Texture2DMultisample) && !info.FormatInfo.IsCompressed)
+ {
+ return UpscaleSafeMode(info) ? (withUpscale ? TextureScaleMode.Scaled : TextureScaleMode.Eligible) : TextureScaleMode.Undesired;
+ }
+
+ return TextureScaleMode.Blacklisted;
+ }
+
+ /// <summary>
+ /// Determines if a given texture is "safe" for upscaling from its info.
+ /// Note that this is different from being compatible - this elilinates targets that would have detrimental effects when scaled.
+ /// </summary>
+ /// <param name="info">The texture info to check</param>
+ /// <returns>True if safe</returns>
+ private static bool UpscaleSafeMode(TextureInfo info)
+ {
+ // While upscaling works for all targets defined by IsUpscaleCompatible, we additionally blacklist targets here that
+ // may have undesirable results (upscaling blur textures) or simply waste GPU resources (upscaling texture atlas).
+
+ if (info.Levels > 3)
+ {
+ // Textures with more than 3 levels are likely to be game textures, rather than render textures.
+ // Small textures with full mips are likely to be removed by the next check.
+ return false;
+ }
+
+ if (info.Width < 8 || info.Height < 8)
+ {
+ // Discount textures with small dimensions.
+ return false;
+ }
+
+ int widthAlignment = (info.IsLinear ? Constants.StrideAlignment : Constants.GobAlignment) / info.FormatInfo.BytesPerPixel;
+
+ if (!(info.FormatInfo.Format.IsDepthOrStencil() || info.FormatInfo.Components == 1))
+ {
+ // Discount square textures that aren't depth-stencil like. (excludes game textures, cubemap faces, most 3D texture LUT, texture atlas)
+ // Detect if the texture is possibly square. Widths may be aligned, so to remove the uncertainty we align both the width and height.
+
+ bool possiblySquare = BitUtils.AlignUp(info.Width, widthAlignment) == BitUtils.AlignUp(info.Height, widthAlignment);
+
+ if (possiblySquare)
+ {
+ return false;
+ }
+ }
+
+ if (info.Height < 360)
+ {
+ int aspectWidth = (int)MathF.Ceiling((info.Height / 9f) * 16f);
+ int aspectMaxWidth = BitUtils.AlignUp(aspectWidth, widthAlignment);
+ int aspectMinWidth = BitUtils.AlignDown(aspectWidth, widthAlignment);
+
+ if (info.Width >= aspectMinWidth && info.Width <= aspectMaxWidth && info.Height < 360)
+ {
+ // Targets that are roughly 16:9 can only be rescaled if they're equal to or above 360p. (excludes blur and bloom textures)
+ return false;
+ }
+ }
+
+ if (info.Width == info.Height * info.Height)
+ {
+ // Possibly used for a "3D texture" drawn onto a 2D surface.
+ // Some games do this to generate a tone mapping LUT without rendering into 3D texture slices.
+
+ return false;
+ }
+
+ return true;
+ }
+
+ /// <summary>
+ /// Lifts the texture to the top of the AutoDeleteCache. This is primarily used to enforce that
+ /// data written to a target will be flushed to memory should the texture be deleted, but also
+ /// keeps rendered textures alive without a pool reference.
+ /// </summary>
+ /// <param name="texture">Texture to lift</param>
+ public void Lift(Texture texture)
+ {
+ _cache.Lift(texture);
+ }
+
+ /// <summary>
+ /// Attempts to update a texture's physical memory range.
+ /// Returns false if there is an existing texture that matches with the updated range.
+ /// </summary>
+ /// <param name="texture">Texture to update</param>
+ /// <param name="range">New physical memory range</param>
+ /// <returns>True if the mapping was updated, false otherwise</returns>
+ public bool UpdateMapping(Texture texture, MultiRange range)
+ {
+ // There cannot be an existing texture compatible with this mapping in the texture cache already.
+ int overlapCount = _textures.FindOverlaps(range, ref _textureOverlaps);
+
+ for (int i = 0; i < overlapCount; i++)
+ {
+ var other = _textureOverlaps[i];
+
+ if (texture != other &&
+ (texture.IsViewCompatible(other.Info, other.Range, true, other.LayerSize, _context.Capabilities, out _, out _) != TextureViewCompatibility.Incompatible ||
+ other.IsViewCompatible(texture.Info, texture.Range, true, texture.LayerSize, _context.Capabilities, out _, out _) != TextureViewCompatibility.Incompatible))
+ {
+ return false;
+ }
+ }
+
+ _textures.Remove(texture);
+
+ texture.ReplaceRange(range);
+
+ _textures.Add(texture);
+
+ return true;
+ }
+
+ /// <summary>
+ /// Tries to find an existing texture, or create a new one if not found.
+ /// </summary>
+ /// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
+ /// <param name="copyTexture">Copy texture to find or create</param>
+ /// <param name="offset">Offset to be added to the physical texture address</param>
+ /// <param name="formatInfo">Format information of the copy texture</param>
+ /// <param name="preferScaling">Indicates if the texture should be scaled from the start</param>
+ /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
+ /// <returns>The texture</returns>
+ public Texture FindOrCreateTexture(
+ MemoryManager memoryManager,
+ TwodTexture copyTexture,
+ ulong offset,
+ FormatInfo formatInfo,
+ bool shouldCreate,
+ bool preferScaling,
+ Size sizeHint)
+ {
+ int gobBlocksInY = copyTexture.MemoryLayout.UnpackGobBlocksInY();
+ int gobBlocksInZ = copyTexture.MemoryLayout.UnpackGobBlocksInZ();
+
+ int width;
+
+ if (copyTexture.LinearLayout)
+ {
+ width = copyTexture.Stride / formatInfo.BytesPerPixel;
+ }
+ else
+ {
+ width = copyTexture.Width;
+ }
+
+ TextureInfo info = new TextureInfo(
+ copyTexture.Address.Pack() + offset,
+ GetMinimumWidthInGob(width, sizeHint.Width, formatInfo.BytesPerPixel, copyTexture.LinearLayout),
+ copyTexture.Height,
+ copyTexture.Depth,
+ 1,
+ 1,
+ 1,
+ copyTexture.Stride,
+ copyTexture.LinearLayout,
+ gobBlocksInY,
+ gobBlocksInZ,
+ 1,
+ Target.Texture2D,
+ formatInfo);
+
+ TextureSearchFlags flags = TextureSearchFlags.ForCopy;
+
+ if (preferScaling)
+ {
+ flags |= TextureSearchFlags.WithUpscale;
+ }
+
+ if (!shouldCreate)
+ {
+ flags |= TextureSearchFlags.NoCreate;
+ }
+
+ Texture texture = FindOrCreateTexture(memoryManager, flags, info, 0);
+
+ texture?.SynchronizeMemory();
+
+ return texture;
+ }
+
+ /// <summary>
+ /// Tries to find an existing texture, or create a new one if not found.
+ /// </summary>
+ /// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
+ /// <param name="colorState">Color buffer texture to find or create</param>
+ /// <param name="layered">Indicates if the texture might be accessed with a non-zero layer index</param>
+ /// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
+ /// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
+ /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
+ /// <returns>The texture</returns>
+ public Texture FindOrCreateTexture(
+ MemoryManager memoryManager,
+ RtColorState colorState,
+ bool layered,
+ int samplesInX,
+ int samplesInY,
+ Size sizeHint)
+ {
+ bool isLinear = colorState.MemoryLayout.UnpackIsLinear();
+
+ int gobBlocksInY = colorState.MemoryLayout.UnpackGobBlocksInY();
+ int gobBlocksInZ = colorState.MemoryLayout.UnpackGobBlocksInZ();
+
+ Target target;
+
+ if (colorState.MemoryLayout.UnpackIsTarget3D())
+ {
+ target = Target.Texture3D;
+ }
+ else if ((samplesInX | samplesInY) != 1)
+ {
+ target = colorState.Depth > 1 && layered
+ ? Target.Texture2DMultisampleArray
+ : Target.Texture2DMultisample;
+ }
+ else
+ {
+ target = colorState.Depth > 1 && layered
+ ? Target.Texture2DArray
+ : Target.Texture2D;
+ }
+
+ FormatInfo formatInfo = colorState.Format.Convert();
+
+ int width, stride;
+
+ // For linear textures, the width value is actually the stride.
+ // We can easily get the width by dividing the stride by the bpp,
+ // since the stride is the total number of bytes occupied by a
+ // line. The stride should also meet alignment constraints however,
+ // so the width we get here is the aligned width.
+ if (isLinear)
+ {
+ width = colorState.WidthOrStride / formatInfo.BytesPerPixel;
+ stride = colorState.WidthOrStride;
+ }
+ else
+ {
+ width = colorState.WidthOrStride;
+ stride = 0;
+ }
+
+ TextureInfo info = new TextureInfo(
+ colorState.Address.Pack(),
+ GetMinimumWidthInGob(width, sizeHint.Width, formatInfo.BytesPerPixel, isLinear),
+ colorState.Height,
+ colorState.Depth,
+ 1,
+ samplesInX,
+ samplesInY,
+ stride,
+ isLinear,
+ gobBlocksInY,
+ gobBlocksInZ,
+ 1,
+ target,
+ formatInfo);
+
+ int layerSize = !isLinear ? colorState.LayerSize * 4 : 0;
+
+ Texture texture = FindOrCreateTexture(memoryManager, TextureSearchFlags.WithUpscale, info, layerSize);
+
+ texture?.SynchronizeMemory();
+
+ return texture;
+ }
+
+ /// <summary>
+ /// Tries to find an existing texture, or create a new one if not found.
+ /// </summary>
+ /// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
+ /// <param name="dsState">Depth-stencil buffer texture to find or create</param>
+ /// <param name="size">Size of the depth-stencil texture</param>
+ /// <param name="layered">Indicates if the texture might be accessed with a non-zero layer index</param>
+ /// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
+ /// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
+ /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
+ /// <returns>The texture</returns>
+ public Texture FindOrCreateTexture(
+ MemoryManager memoryManager,
+ RtDepthStencilState dsState,
+ Size3D size,
+ bool layered,
+ int samplesInX,
+ int samplesInY,
+ Size sizeHint)
+ {
+ int gobBlocksInY = dsState.MemoryLayout.UnpackGobBlocksInY();
+ int gobBlocksInZ = dsState.MemoryLayout.UnpackGobBlocksInZ();
+
+ Target target;
+
+ if (dsState.MemoryLayout.UnpackIsTarget3D())
+ {
+ target = Target.Texture3D;
+ }
+ else if ((samplesInX | samplesInY) != 1)
+ {
+ target = size.Depth > 1 && layered
+ ? Target.Texture2DMultisampleArray
+ : Target.Texture2DMultisample;
+ }
+ else
+ {
+ target = size.Depth > 1 && layered
+ ? Target.Texture2DArray
+ : Target.Texture2D;
+ }
+
+ FormatInfo formatInfo = dsState.Format.Convert();
+
+ TextureInfo info = new TextureInfo(
+ dsState.Address.Pack(),
+ GetMinimumWidthInGob(size.Width, sizeHint.Width, formatInfo.BytesPerPixel, false),
+ size.Height,
+ size.Depth,
+ 1,
+ samplesInX,
+ samplesInY,
+ 0,
+ false,
+ gobBlocksInY,
+ gobBlocksInZ,
+ 1,
+ target,
+ formatInfo);
+
+ Texture texture = FindOrCreateTexture(memoryManager, TextureSearchFlags.WithUpscale, info, dsState.LayerSize * 4);
+
+ texture?.SynchronizeMemory();
+
+ return texture;
+ }
+
+ /// <summary>
+ /// For block linear textures, gets the minimum width of the texture
+ /// that would still have the same number of GOBs per row as the original width.
+ /// </summary>
+ /// <param name="width">The possibly aligned texture width</param>
+ /// <param name="minimumWidth">The minimum width that the texture may have without losing data</param>
+ /// <param name="bytesPerPixel">Bytes per pixel of the texture format</param>
+ /// <param name="isLinear">True if the texture is linear, false for block linear</param>
+ /// <returns>The minimum width of the texture with the same amount of GOBs per row</returns>
+ private static int GetMinimumWidthInGob(int width, int minimumWidth, int bytesPerPixel, bool isLinear)
+ {
+ if (isLinear || (uint)minimumWidth >= (uint)width)
+ {
+ return width;
+ }
+
+ // Calculate the minimum possible that would not cause data loss
+ // and would be still within the same GOB (aligned size would be the same).
+ // This is useful for render and copy operations, where we don't know the
+ // exact width of the texture, but it doesn't matter, as long the texture is
+ // at least as large as the region being rendered or copied.
+
+ int alignment = 64 / bytesPerPixel;
+ int widthAligned = BitUtils.AlignUp(width, alignment);
+
+ return Math.Clamp(widthAligned - alignment + 1, minimumWidth, widthAligned);
+ }
+
+ /// <summary>
+ /// Tries to find an existing texture, or create a new one if not found.
+ /// </summary>
+ /// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
+ /// <param name="flags">The texture search flags, defines texture comparison rules</param>
+ /// <param name="info">Texture information of the texture to be found or created</param>
+ /// <param name="layerSize">Size in bytes of a single texture layer</param>
+ /// <param name="range">Optional ranges of physical memory where the texture data is located</param>
+ /// <returns>The texture</returns>
+ public Texture FindOrCreateTexture(
+ MemoryManager memoryManager,
+ TextureSearchFlags flags,
+ TextureInfo info,
+ int layerSize = 0,
+ MultiRange? range = null)
+ {
+ bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0;
+
+ TextureScaleMode scaleMode = IsUpscaleCompatible(info, (flags & TextureSearchFlags.WithUpscale) != 0);
+
+ ulong address;
+
+ if (range != null)
+ {
+ address = range.Value.GetSubRange(0).Address;
+ }
+ else
+ {
+ address = memoryManager.Translate(info.GpuAddress);
+
+ // If the start address is unmapped, let's try to find a page of memory that is mapped.
+ if (address == MemoryManager.PteUnmapped)
+ {
+ // Make sure that the dimensions are valid before calculating the texture size.
+ if (info.Width < 1 || info.Height < 1 || info.Levels < 1)
+ {
+ return null;
+ }
+
+ if ((info.Target == Target.Texture3D ||
+ info.Target == Target.Texture2DArray ||
+ info.Target == Target.Texture2DMultisampleArray ||
+ info.Target == Target.CubemapArray) && info.DepthOrLayers < 1)
+ {
+ return null;
+ }
+
+ ulong dataSize = (ulong)info.CalculateSizeInfo(layerSize).TotalSize;
+
+ address = memoryManager.TranslateFirstMapped(info.GpuAddress, dataSize);
+ }
+
+ // If address is still invalid, the texture is fully unmapped, so it has no data, just return null.
+ if (address == MemoryManager.PteUnmapped)
+ {
+ return null;
+ }
+ }
+
+ int sameAddressOverlapsCount;
+
+ lock (_textures)
+ {
+ // Try to find a perfect texture match, with the same address and parameters.
+ sameAddressOverlapsCount = _textures.FindOverlaps(address, ref _textureOverlaps);
+ }
+
+ Texture texture = null;
+
+ TextureMatchQuality bestQuality = TextureMatchQuality.NoMatch;
+
+ for (int index = 0; index < sameAddressOverlapsCount; index++)
+ {
+ Texture overlap = _textureOverlaps[index];
+
+ TextureMatchQuality matchQuality = overlap.IsExactMatch(info, flags);
+
+ if (matchQuality != TextureMatchQuality.NoMatch)
+ {
+ // If the parameters match, we need to make sure the texture is mapped to the same memory regions.
+ if (range != null)
+ {
+ // If a range of memory was supplied, just check if the ranges match.
+ if (!overlap.Range.Equals(range.Value))
+ {
+ continue;
+ }
+ }
+ else
+ {
+ // If no range was supplied, we can check if the GPU virtual address match. If they do,
+ // we know the textures are located at the same memory region.
+ // If they don't, it may still be mapped to the same physical region, so we
+ // do a more expensive check to tell if they are mapped into the same physical regions.
+ // If the GPU VA for the texture has ever been unmapped, then the range must be checked regardless.
+ if ((overlap.Info.GpuAddress != info.GpuAddress || overlap.ChangedMapping) &&
+ !memoryManager.CompareRange(overlap.Range, info.GpuAddress))
+ {
+ continue;
+ }
+ }
+ }
+
+ if (matchQuality == TextureMatchQuality.Perfect)
+ {
+ texture = overlap;
+ break;
+ }
+ else if (matchQuality > bestQuality)
+ {
+ texture = overlap;
+ bestQuality = matchQuality;
+ }
+ }
+
+ if (texture != null)
+ {
+ texture.SynchronizeMemory();
+
+ return texture;
+ }
+ else if (flags.HasFlag(TextureSearchFlags.NoCreate))
+ {
+ return null;
+ }
+
+ // Calculate texture sizes, used to find all overlapping textures.
+ SizeInfo sizeInfo = info.CalculateSizeInfo(layerSize);
+
+ ulong size = (ulong)sizeInfo.TotalSize;
+ bool partiallyMapped = false;
+
+ if (range == null)
+ {
+ range = memoryManager.GetPhysicalRegions(info.GpuAddress, size);
+
+ for (int i = 0; i < range.Value.Count; i++)
+ {
+ if (range.Value.GetSubRange(i).Address == MemoryManager.PteUnmapped)
+ {
+ partiallyMapped = true;
+ break;
+ }
+ }
+ }
+
+ // Find view compatible matches.
+ int overlapsCount;
+
+ lock (_textures)
+ {
+ overlapsCount = _textures.FindOverlaps(range.Value, ref _textureOverlaps);
+ }
+
+ if (_overlapInfo.Length != _textureOverlaps.Length)
+ {
+ Array.Resize(ref _overlapInfo, _textureOverlaps.Length);
+ }
+
+ // =============== Find Texture View of Existing Texture ===============
+
+ int fullyCompatible = 0;
+
+ // Evaluate compatibility of overlaps, add temporary references
+
+ for (int index = 0; index < overlapsCount; index++)
+ {
+ Texture overlap = _textureOverlaps[index];
+ TextureViewCompatibility overlapCompatibility = overlap.IsViewCompatible(
+ info,
+ range.Value,
+ isSamplerTexture,
+ sizeInfo.LayerSize,
+ _context.Capabilities,
+ out int firstLayer,
+ out int firstLevel);
+
+ if (overlapCompatibility == TextureViewCompatibility.Full)
+ {
+ if (overlap.IsView)
+ {
+ overlapCompatibility = TextureViewCompatibility.CopyOnly;
+ }
+ else
+ {
+ fullyCompatible++;
+ }
+ }
+
+ _overlapInfo[index] = new OverlapInfo(overlapCompatibility, firstLayer, firstLevel);
+ overlap.IncrementReferenceCount();
+ }
+
+ // Search through the overlaps to find a compatible view and establish any copy dependencies.
+
+ for (int index = 0; index < overlapsCount; index++)
+ {
+ Texture overlap = _textureOverlaps[index];
+ OverlapInfo oInfo = _overlapInfo[index];
+
+ if (oInfo.Compatibility == TextureViewCompatibility.Full)
+ {
+ if (!isSamplerTexture)
+ {
+ // If this is not a sampler texture, the size might be different from the requested size,
+ // so we need to make sure the texture information has the correct size for this base texture,
+ // before creating the view.
+ info = info.CreateInfoForLevelView(overlap, oInfo.FirstLevel);
+ }
+
+ texture = overlap.CreateView(info, sizeInfo, range.Value, oInfo.FirstLayer, oInfo.FirstLevel);
+ texture.SynchronizeMemory();
+ break;
+ }
+ else if (oInfo.Compatibility == TextureViewCompatibility.CopyOnly && fullyCompatible == 0)
+ {
+ // Only copy compatible. If there's another choice for a FULLY compatible texture, choose that instead.
+
+ texture = new Texture(_context, _physicalMemory, info, sizeInfo, range.Value, scaleMode);
+
+ texture.InitializeGroup(true, true, new List<TextureIncompatibleOverlap>());
+ texture.InitializeData(false, false);
+
+ overlap.SynchronizeMemory();
+ overlap.CreateCopyDependency(texture, oInfo.FirstLayer, oInfo.FirstLevel, true);
+ break;
+ }
+ }
+
+ if (texture != null)
+ {
+ // This texture could be a view of multiple parent textures with different storages, even if it is a view.
+ // When a texture is created, make sure all possible dependencies to other textures are created as copies.
+ // (even if it could be fulfilled without a copy)
+
+ for (int index = 0; index < overlapsCount; index++)
+ {
+ Texture overlap = _textureOverlaps[index];
+ OverlapInfo oInfo = _overlapInfo[index];
+
+ if (oInfo.Compatibility <= TextureViewCompatibility.LayoutIncompatible)
+ {
+ if (!overlap.IsView && texture.DataOverlaps(overlap, oInfo.Compatibility))
+ {
+ texture.Group.RegisterIncompatibleOverlap(new TextureIncompatibleOverlap(overlap.Group, oInfo.Compatibility), true);
+ }
+ }
+ else if (overlap.Group != texture.Group)
+ {
+ overlap.SynchronizeMemory();
+ overlap.CreateCopyDependency(texture, oInfo.FirstLayer, oInfo.FirstLevel, true);
+ }
+ }
+
+ texture.SynchronizeMemory();
+ }
+
+ // =============== Create a New Texture ===============
+
+ // No match, create a new texture.
+ if (texture == null)
+ {
+ texture = new Texture(_context, _physicalMemory, info, sizeInfo, range.Value, scaleMode);
+
+ // Step 1: Find textures that are view compatible with the new texture.
+ // Any textures that are incompatible will contain garbage data, so they should be removed where possible.
+
+ int viewCompatible = 0;
+ fullyCompatible = 0;
+ bool setData = isSamplerTexture || overlapsCount == 0 || flags.HasFlag(TextureSearchFlags.ForCopy);
+
+ bool hasLayerViews = false;
+ bool hasMipViews = false;
+
+ var incompatibleOverlaps = new List<TextureIncompatibleOverlap>();
+
+ for (int index = 0; index < overlapsCount; index++)
+ {
+ Texture overlap = _textureOverlaps[index];
+ bool overlapInCache = overlap.CacheNode != null;
+
+ TextureViewCompatibility compatibility = texture.IsViewCompatible(
+ overlap.Info,
+ overlap.Range,
+ exactSize: true,
+ overlap.LayerSize,
+ _context.Capabilities,
+ out int firstLayer,
+ out int firstLevel);
+
+ if (overlap.IsView && compatibility == TextureViewCompatibility.Full)
+ {
+ compatibility = TextureViewCompatibility.CopyOnly;
+ }
+
+ if (compatibility > TextureViewCompatibility.LayoutIncompatible)
+ {
+ _overlapInfo[viewCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel);
+ _textureOverlaps[index] = _textureOverlaps[viewCompatible];
+ _textureOverlaps[viewCompatible] = overlap;
+
+ if (compatibility == TextureViewCompatibility.Full)
+ {
+ if (viewCompatible != fullyCompatible)
+ {
+ // Swap overlaps so that the fully compatible views have priority.
+
+ _overlapInfo[viewCompatible] = _overlapInfo[fullyCompatible];
+ _textureOverlaps[viewCompatible] = _textureOverlaps[fullyCompatible];
+
+ _overlapInfo[fullyCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel);
+ _textureOverlaps[fullyCompatible] = overlap;
+ }
+
+ fullyCompatible++;
+ }
+
+ viewCompatible++;
+
+ hasLayerViews |= overlap.Info.GetSlices() < texture.Info.GetSlices();
+ hasMipViews |= overlap.Info.Levels < texture.Info.Levels;
+ }
+ else
+ {
+ bool dataOverlaps = texture.DataOverlaps(overlap, compatibility);
+
+ if (!overlap.IsView && dataOverlaps && !incompatibleOverlaps.Exists(incompatible => incompatible.Group == overlap.Group))
+ {
+ incompatibleOverlaps.Add(new TextureIncompatibleOverlap(overlap.Group, compatibility));
+ }
+
+ bool removeOverlap;
+ bool modified = overlap.CheckModified(false);
+
+ if (overlapInCache || !setData)
+ {
+ if (!dataOverlaps)
+ {
+ // Allow textures to overlap if their data does not actually overlap.
+ // This typically happens when mip level subranges of a layered texture are used. (each texture fills the gaps of the others)
+ continue;
+ }
+
+ // The overlap texture is going to contain garbage data after we draw, or is generally incompatible.
+ // The texture group will obtain copy dependencies for any subresources that are compatible between the two textures,
+ // but sometimes its data must be flushed regardless.
+
+ // If the texture was modified since its last use, then that data is probably meant to go into this texture.
+ // If the data has been modified by the CPU, then it also shouldn't be flushed.
+
+ bool flush = overlapInCache && !modified && overlap.AlwaysFlushOnOverlap;
+
+ setData |= modified || flush;
+
+ if (overlapInCache)
+ {
+ _cache.Remove(overlap, flush);
+ }
+
+ removeOverlap = modified;
+ }
+ else
+ {
+ // If an incompatible overlapping texture has been modified, then it's data is likely destined for this texture,
+ // and the overlapped texture will contain garbage. In this case, it should be removed to save memory.
+ removeOverlap = modified;
+ }
+
+ if (removeOverlap && overlap.Info.Target != Target.TextureBuffer)
+ {
+ overlap.RemoveFromPools(false);
+ }
+ }
+ }
+
+ texture.InitializeGroup(hasLayerViews, hasMipViews, incompatibleOverlaps);
+
+ // We need to synchronize before copying the old view data to the texture,
+ // otherwise the copied data would be overwritten by a future synchronization.
+ texture.InitializeData(false, setData);
+
+ texture.Group.InitializeOverlaps();
+
+ for (int index = 0; index < viewCompatible; index++)
+ {
+ Texture overlap = _textureOverlaps[index];
+
+ OverlapInfo oInfo = _overlapInfo[index];
+
+ if (overlap.Group == texture.Group)
+ {
+ // If the texture group is equal, then this texture (or its parent) is already a view.
+ continue;
+ }
+
+ // Note: If we allow different sizes for those overlaps,
+ // we need to make sure that the "info" has the correct size for the parent texture here.
+ // Since this is not allowed right now, we don't need to do it.
+
+ TextureInfo overlapInfo = overlap.Info;
+
+ if (texture.ScaleFactor != overlap.ScaleFactor)
+ {
+ // A bit tricky, our new texture may need to contain an existing texture that is upscaled, but isn't itself.
+ // In that case, we prefer the higher scale only if our format is render-target-like, otherwise we scale the view down before copy.
+
+ texture.PropagateScale(overlap);
+ }
+
+ if (oInfo.Compatibility != TextureViewCompatibility.Full)
+ {
+ // Copy only compatibility, or target texture is already a view.
+
+ overlap.SynchronizeMemory();
+ texture.CreateCopyDependency(overlap, oInfo.FirstLayer, oInfo.FirstLevel, false);
+ }
+ else
+ {
+ TextureCreateInfo createInfo = GetCreateInfo(overlapInfo, _context.Capabilities, overlap.ScaleFactor);
+
+ ITexture newView = texture.HostTexture.CreateView(createInfo, oInfo.FirstLayer, oInfo.FirstLevel);
+
+ overlap.SynchronizeMemory();
+
+ overlap.HostTexture.CopyTo(newView, 0, 0);
+
+ overlap.ReplaceView(texture, overlapInfo, newView, oInfo.FirstLayer, oInfo.FirstLevel);
+ }
+ }
+
+ texture.SynchronizeMemory();
+ }
+
+ // Sampler textures are managed by the texture pool, all other textures
+ // are managed by the auto delete cache.
+ if (!isSamplerTexture)
+ {
+ _cache.Add(texture);
+ }
+
+ lock (_textures)
+ {
+ _textures.Add(texture);
+ }
+
+ if (partiallyMapped)
+ {
+ lock (_partiallyMappedTextures)
+ {
+ _partiallyMappedTextures.Add(texture);
+ }
+ }
+
+ ShrinkOverlapsBufferIfNeeded();
+
+ for (int i = 0; i < overlapsCount; i++)
+ {
+ _textureOverlaps[i].DecrementReferenceCount();
+ }
+
+ return texture;
+ }
+
+ /// <summary>
+ /// Attempt to find a texture on the short duration cache.
+ /// </summary>
+ /// <param name="descriptor">The texture descriptor</param>
+ /// <returns>The texture if found, null otherwise</returns>
+ public Texture FindShortCache(in TextureDescriptor descriptor)
+ {
+ return _cache.FindShortCache(descriptor);
+ }
+
+ /// <summary>
+ /// Tries to find an existing texture matching the given buffer copy destination. If none is found, returns null.
+ /// </summary>
+ /// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
+ /// <param name="gpuVa">GPU virtual address of the texture</param>
+ /// <param name="bpp">Bytes per pixel</param>
+ /// <param name="stride">If <paramref name="linear"/> is true, should have the texture stride, otherwise ignored</param>
+ /// <param name="height">If <paramref name="linear"/> is false, should have the texture height, otherwise ignored</param>
+ /// <param name="xCount">Number of pixels to be copied per line</param>
+ /// <param name="yCount">Number of lines to be copied</param>
+ /// <param name="linear">True if the texture has a linear layout, false otherwise</param>
+ /// <param name="gobBlocksInY">If <paramref name="linear"/> is false, the amount of GOB blocks in the Y axis</param>
+ /// <param name="gobBlocksInZ">If <paramref name="linear"/> is false, the amount of GOB blocks in the Z axis</param>
+ /// <returns>A matching texture, or null if there is no match</returns>
+ public Texture FindTexture(
+ MemoryManager memoryManager,
+ ulong gpuVa,
+ int bpp,
+ int stride,
+ int height,
+ int xCount,
+ int yCount,
+ bool linear,
+ int gobBlocksInY,
+ int gobBlocksInZ)
+ {
+ ulong address = memoryManager.Translate(gpuVa);
+
+ if (address == MemoryManager.PteUnmapped)
+ {
+ return null;
+ }
+
+ int addressMatches = _textures.FindOverlaps(address, ref _textureOverlaps);
+ Texture textureMatch = null;
+
+ for (int i = 0; i < addressMatches; i++)
+ {
+ Texture texture = _textureOverlaps[i];
+ FormatInfo format = texture.Info.FormatInfo;
+
+ if (texture.Info.DepthOrLayers > 1 || texture.Info.Levels > 1 || texture.Info.FormatInfo.IsCompressed)
+ {
+ // Don't support direct buffer copies to anything that isn't a single 2D image, uncompressed.
+ continue;
+ }
+
+ bool match;
+
+ if (linear)
+ {
+ // Size is not available for linear textures. Use the stride and end of the copy region instead.
+
+ match = texture.Info.IsLinear && texture.Info.Stride == stride && yCount == texture.Info.Height;
+ }
+ else
+ {
+ // Bpp may be a mismatch between the target texture and the param.
+ // Due to the way linear strided and block layouts work, widths can be multiplied by Bpp for comparison.
+ // Note: tex.Width is the aligned texture size. Prefer param.XCount, as the destination should be a texture with that exact size.
+
+ bool sizeMatch = xCount * bpp == texture.Info.Width * format.BytesPerPixel && height == texture.Info.Height;
+ bool formatMatch = !texture.Info.IsLinear &&
+ texture.Info.GobBlocksInY == gobBlocksInY &&
+ texture.Info.GobBlocksInZ == gobBlocksInZ;
+
+ match = sizeMatch && formatMatch;
+ }
+
+ if (match)
+ {
+ if (textureMatch == null)
+ {
+ textureMatch = texture;
+ }
+ else if (texture.Group != textureMatch.Group)
+ {
+ return null; // It's ambiguous which texture should match between multiple choices, so leave it up to the slow path.
+ }
+ }
+ }
+
+ return textureMatch;
+ }
+
+ /// <summary>
+ /// Resizes the temporary buffer used for range list intersection results, if it has grown too much.
+ /// </summary>
+ private void ShrinkOverlapsBufferIfNeeded()
+ {
+ if (_textureOverlaps.Length > OverlapsBufferMaxCapacity)
+ {
+ Array.Resize(ref _textureOverlaps, OverlapsBufferMaxCapacity);
+ }
+ }
+
+ /// <summary>
+ /// Gets a texture creation information from texture information.
+ /// This can be used to create new host textures.
+ /// </summary>
+ /// <param name="info">Texture information</param>
+ /// <param name="caps">GPU capabilities</param>
+ /// <param name="scale">Texture scale factor, to be applied to the texture size</param>
+ /// <returns>The texture creation information</returns>
+ public static TextureCreateInfo GetCreateInfo(TextureInfo info, Capabilities caps, float scale)
+ {
+ FormatInfo formatInfo = TextureCompatibility.ToHostCompatibleFormat(info, caps);
+
+ if (info.Target == Target.TextureBuffer && !caps.SupportsSnormBufferTextureFormat)
+ {
+ // If the host does not support signed normalized formats, we use a signed integer format instead.
+ // The shader will need the appropriate conversion code to compensate.
+ switch (formatInfo.Format)
+ {
+ case Format.R8Snorm:
+ formatInfo = new FormatInfo(Format.R8Sint, 1, 1, 1, 1);
+ break;
+ case Format.R16Snorm:
+ formatInfo = new FormatInfo(Format.R16Sint, 1, 1, 2, 1);
+ break;
+ case Format.R8G8Snorm:
+ formatInfo = new FormatInfo(Format.R8G8Sint, 1, 1, 2, 2);
+ break;
+ case Format.R16G16Snorm:
+ formatInfo = new FormatInfo(Format.R16G16Sint, 1, 1, 4, 2);
+ break;
+ case Format.R8G8B8A8Snorm:
+ formatInfo = new FormatInfo(Format.R8G8B8A8Sint, 1, 1, 4, 4);
+ break;
+ case Format.R16G16B16A16Snorm:
+ formatInfo = new FormatInfo(Format.R16G16B16A16Sint, 1, 1, 8, 4);
+ break;
+ }
+ }
+
+ int width = info.Width / info.SamplesInX;
+ int height = info.Height / info.SamplesInY;
+
+ int depth = info.GetDepth() * info.GetLayers();
+
+ if (scale != 1f)
+ {
+ width = (int)MathF.Ceiling(width * scale);
+ height = (int)MathF.Ceiling(height * scale);
+ }
+
+ return new TextureCreateInfo(
+ width,
+ height,
+ depth,
+ info.Levels,
+ info.Samples,
+ formatInfo.BlockWidth,
+ formatInfo.BlockHeight,
+ formatInfo.BytesPerPixel,
+ formatInfo.Format,
+ info.DepthStencilMode,
+ info.Target,
+ info.SwizzleR,
+ info.SwizzleG,
+ info.SwizzleB,
+ info.SwizzleA);
+ }
+
+ /// <summary>
+ /// Removes a texture from the cache.
+ /// </summary>
+ /// <remarks>
+ /// This only removes the texture from the internal list, not from the auto-deletion cache.
+ /// It may still have live references after the removal.
+ /// </remarks>
+ /// <param name="texture">The texture to be removed</param>
+ public void RemoveTextureFromCache(Texture texture)
+ {
+ lock (_textures)
+ {
+ _textures.Remove(texture);
+ }
+
+ lock (_partiallyMappedTextures)
+ {
+ _partiallyMappedTextures.Remove(texture);
+ }
+ }
+
+ /// <summary>
+ /// Adds a texture to the short duration cache. This typically keeps it alive for two ticks.
+ /// </summary>
+ /// <param name="texture">Texture to add to the short cache</param>
+ /// <param name="descriptor">Last used texture descriptor</param>
+ public void AddShortCache(Texture texture, ref TextureDescriptor descriptor)
+ {
+ _cache.AddShortCache(texture, ref descriptor);
+ }
+
+ /// <summary>
+ /// Removes a texture from the short duration cache.
+ /// </summary>
+ /// <param name="texture">Texture to remove from the short cache</param>
+ public void RemoveShortCache(Texture texture)
+ {
+ _cache.RemoveShortCache(texture);
+ }
+
+ /// <summary>
+ /// Ticks periodic elements of the texture cache.
+ /// </summary>
+ public void Tick()
+ {
+ _cache.ProcessShortCache();
+ }
+
+ /// <summary>
+ /// Disposes all textures and samplers in the cache.
+ /// It's an error to use the texture cache after disposal.
+ /// </summary>
+ public void Dispose()
+ {
+ lock (_textures)
+ {
+ foreach (Texture texture in _textures)
+ {
+ texture.Dispose();
+ }
+ }
+ }
+ }
+}