diff options
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/Image/TextureCache.cs')
-rw-r--r-- | src/Ryujinx.Graphics.Gpu/Image/TextureCache.cs | 1180 |
1 files changed, 1180 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Image/TextureCache.cs b/src/Ryujinx.Graphics.Gpu/Image/TextureCache.cs new file mode 100644 index 00000000..c3243cf2 --- /dev/null +++ b/src/Ryujinx.Graphics.Gpu/Image/TextureCache.cs @@ -0,0 +1,1180 @@ +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(); + } + } + } + } +} |