From a10b2c5ff26886e9ffc6f19e3f0fe9505a503b2f Mon Sep 17 00:00:00 2001
From: gdkchan <gab.dark.100@gmail.com>
Date: Wed, 23 Jun 2021 20:51:41 -0300
Subject: Initial support for GPU channels (#2372)

* Ground work for separate GPU channels

* Rename TextureManager to TextureCache

* Decouple texture bindings management from the texture cache

* Rename BufferManager to BufferCache

* Decouple buffer bindings management from the buffer cache

* More comments and proper disposal

* PR feedback

* Force host state update on channel switch

* Typo

* PR feedback

* Missing using
---
 Ryujinx.Graphics.Gpu/Image/TextureCache.cs | 967 +++++++++++++++++++++++++++++
 1 file changed, 967 insertions(+)
 create mode 100644 Ryujinx.Graphics.Gpu/Image/TextureCache.cs

(limited to 'Ryujinx.Graphics.Gpu/Image/TextureCache.cs')

diff --git a/Ryujinx.Graphics.Gpu/Image/TextureCache.cs b/Ryujinx.Graphics.Gpu/Image/TextureCache.cs
new file mode 100644
index 00000000..24fa723a
--- /dev/null
+++ b/Ryujinx.Graphics.Gpu/Image/TextureCache.cs
@@ -0,0 +1,967 @@
+using Ryujinx.Common;
+using Ryujinx.Graphics.GAL;
+using Ryujinx.Graphics.Gpu.Image;
+using Ryujinx.Graphics.Gpu.Memory;
+using Ryujinx.Graphics.Gpu.State;
+using Ryujinx.Graphics.Texture;
+using Ryujinx.Memory.Range;
+using System;
+
+namespace Ryujinx.Graphics.Gpu.Image
+{
+    /// <summary>
+    /// Texture cache.
+    /// </summary>
+    class TextureCache : IDisposable
+    {
+        private 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 MultiRangeList<Texture> _textures;
+
+        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>
+        public TextureCache(GpuContext context)
+        {
+            _context = context;
+
+            _textures = new MultiRangeList<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;
+
+            lock (_textures)
+            {
+                overlapCount = _textures.FindOverlaps(_context.MemoryManager.Translate(e.Address), e.Size, ref overlaps);
+            }
+
+            for (int i = 0; i < overlapCount; i++)
+            {
+                overlaps[i].Unmapped();
+            }
+        }
+
+        /// <summary>
+        /// Determines if a given texture is eligible for upscaling from its info.
+        /// </summary>
+        /// <param name="info">The texture info to check</param>
+        /// <returns>True if eligible</returns>
+        private static bool IsUpscaleCompatible(TextureInfo info)
+        {
+            return (info.Target == Target.Texture2D || info.Target == Target.Texture2DArray) && !info.FormatInfo.IsCompressed && UpscaleSafeMode(info);
+        }
+
+        /// <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;
+            }
+
+            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.
+
+                int widthAlignment = (info.IsLinear ? Constants.StrideAlignment : Constants.GobAlignment) / info.FormatInfo.BytesPerPixel;
+
+                bool possiblySquare = BitUtils.AlignUp(info.Width, widthAlignment) == BitUtils.AlignUp(info.Height, widthAlignment);
+
+                if (possiblySquare)
+                {
+                    return false;
+                }
+            }
+
+            int aspect = (int)Math.Round((info.Width / (float)info.Height) * 9);
+            if (aspect == 16 && 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;
+            }
+
+            return true;
+        }
+
+        /// <summary>
+        /// Tries to find an existing texture, or create a new one if not found.
+        /// </summary>
+        /// <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(CopyTexture copyTexture, ulong offset, FormatInfo formatInfo, bool preferScaling = true, Size? sizeHint = null)
+        {
+            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,
+                width,
+                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;
+            }
+
+            Texture texture = FindOrCreateTexture(flags, info, 0, sizeHint);
+
+            texture?.SynchronizeMemory();
+
+            return texture;
+        }
+
+        /// <summary>
+        /// Tries to find an existing texture, or create a new one if not found.
+        /// </summary>
+        /// <param name="colorState">Color buffer texture to find or create</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(RtColorState colorState, 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
+                    ? Target.Texture2DMultisampleArray
+                    : Target.Texture2DMultisample;
+            }
+            else
+            {
+                target = colorState.Depth > 1
+                    ? 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(),
+                width,
+                colorState.Height,
+                colorState.Depth,
+                1,
+                samplesInX,
+                samplesInY,
+                stride,
+                isLinear,
+                gobBlocksInY,
+                gobBlocksInZ,
+                1,
+                target,
+                formatInfo);
+
+            int layerSize = !isLinear ? colorState.LayerSize * 4 : 0;
+
+            Texture texture = FindOrCreateTexture(TextureSearchFlags.WithUpscale, info, layerSize, sizeHint);
+
+            texture?.SynchronizeMemory();
+
+            return texture;
+        }
+
+        /// <summary>
+        /// Tries to find an existing texture, or create a new one if not found.
+        /// </summary>
+        /// <param name="dsState">Depth-stencil buffer texture to find or create</param>
+        /// <param name="size">Size of the depth-stencil texture</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(RtDepthStencilState dsState, Size3D size, int samplesInX, int samplesInY, Size sizeHint)
+        {
+            int gobBlocksInY = dsState.MemoryLayout.UnpackGobBlocksInY();
+            int gobBlocksInZ = dsState.MemoryLayout.UnpackGobBlocksInZ();
+
+            Target target = (samplesInX | samplesInY) != 1
+                ? Target.Texture2DMultisample
+                : Target.Texture2D;
+
+            FormatInfo formatInfo = dsState.Format.Convert();
+
+            TextureInfo info = new TextureInfo(
+                dsState.Address.Pack(),
+                size.Width,
+                size.Height,
+                size.Depth,
+                1,
+                samplesInX,
+                samplesInY,
+                0,
+                false,
+                gobBlocksInY,
+                gobBlocksInZ,
+                1,
+                target,
+                formatInfo);
+
+            Texture texture = FindOrCreateTexture(TextureSearchFlags.WithUpscale, info, dsState.LayerSize * 4, sizeHint);
+
+            texture?.SynchronizeMemory();
+
+            return texture;
+        }
+
+        /// <summary>
+        /// Tries to find an existing texture, or create a new one if not found.
+        /// </summary>
+        /// <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="sizeHint">A hint indicating the minimum used size for the texture</param>
+        /// <param name="range">Optional ranges of physical memory where the texture data is located</param>
+        /// <returns>The texture</returns>
+        public Texture FindOrCreateTexture(TextureSearchFlags flags, TextureInfo info, int layerSize = 0, Size? sizeHint = null, MultiRange? range = null)
+        {
+            bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0;
+
+            bool isScalable = IsUpscaleCompatible(info);
+
+            TextureScaleMode scaleMode = TextureScaleMode.Blacklisted;
+            if (isScalable)
+            {
+                scaleMode = (flags & TextureSearchFlags.WithUpscale) != 0 ? TextureScaleMode.Scaled : TextureScaleMode.Eligible;
+            }
+
+            ulong address;
+
+            if (range != null)
+            {
+                address = range.Value.GetSubRange(0).Address;
+            }
+            else
+            {
+                address = _context.MemoryManager.Translate(info.GpuAddress);
+
+                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 a range of memory was supplied, just check if the ranges match.
+                    if (range != null && !overlap.Range.Equals(range.Value))
+                    {
+                        continue;
+                    }
+
+                    // 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) &&
+                        !_context.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)
+            {
+                if (!isSamplerTexture)
+                {
+                    // If not a sampler texture, it is managed by the auto delete
+                    // cache, ensure that it is on the "top" of the list to avoid
+                    // deletion.
+                    _cache.Lift(texture);
+                }
+
+                ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint);
+
+                texture.SynchronizeMemory();
+
+                return texture;
+            }
+
+            // Calculate texture sizes, used to find all overlapping textures.
+            SizeInfo sizeInfo = info.CalculateSizeInfo(layerSize);
+
+            ulong size = (ulong)sizeInfo.TotalSize;
+
+            if (range == null)
+            {
+                range = _context.MemoryManager.GetPhysicalRegions(info.GpuAddress, size);
+            }
+
+            // 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
+
+            for (int index = 0; index < overlapsCount; index++)
+            {
+                Texture overlap = _textureOverlaps[index];
+                TextureViewCompatibility overlapCompatibility = overlap.IsViewCompatible(info, range.Value, sizeInfo.LayerSize, 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);
+            }
+
+            // 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)
+                {
+                    TextureInfo adjInfo = AdjustSizes(overlap, info, oInfo.FirstLevel);
+
+                    if (!isSamplerTexture)
+                    {
+                        info = adjInfo;
+                    }
+
+                    texture = overlap.CreateView(adjInfo, sizeInfo, range.Value, oInfo.FirstLayer, oInfo.FirstLevel);
+
+                    ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint);
+
+                    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, info, sizeInfo, range.Value, scaleMode);
+                    texture.InitializeGroup(true, true);
+                    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.Incompatible && 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, 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;
+
+                for (int index = 0; index < overlapsCount; index++)
+                {
+                    Texture overlap = _textureOverlaps[index];
+                    bool overlapInCache = overlap.CacheNode != null;
+
+                    TextureViewCompatibility compatibility = texture.IsViewCompatible(overlap.Info, overlap.Range, overlap.LayerSize, out int firstLayer, out int firstLevel);
+
+                    if (overlap.IsView && compatibility == TextureViewCompatibility.Full)
+                    {
+                        compatibility = TextureViewCompatibility.CopyOnly;
+                    }
+
+                    if (compatibility != TextureViewCompatibility.Incompatible)
+                    {
+                        if (compatibility == TextureViewCompatibility.Full)
+                        {
+                            if (viewCompatible == fullyCompatible)
+                            {
+                                _overlapInfo[viewCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel);
+                                _textureOverlaps[viewCompatible++] = overlap;
+                            }
+                            else
+                            {
+                                // 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++;
+                        }
+                        else
+                        {
+                            _overlapInfo[viewCompatible] = new OverlapInfo(compatibility, firstLayer, firstLevel);
+                            _textureOverlaps[viewCompatible++] = overlap;
+                        }
+
+                        hasLayerViews |= overlap.Info.GetSlices() < texture.Info.GetSlices();
+                        hasMipViews |= overlap.Info.Levels < texture.Info.Levels;
+                    }
+                    else if (overlapInCache || !setData)
+                    {
+                        if (info.GobBlocksInZ > 1 && info.GobBlocksInZ == overlap.Info.GobBlocksInZ)
+                        {
+                            // Allow overlapping slices of 3D textures. Could be improved in future by making sure the textures don't overlap.
+                            continue;
+                        }
+
+                        // The overlap texture is going to contain garbage data after we draw, or is generally incompatible.
+                        // If the texture cannot be entirely contained in the new address space, and one of its view children is compatible with us,
+                        // it must be flushed before removal, so that the data is not lost.
+
+                        // 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 modified = overlap.ConsumeModified();
+
+                        bool flush = overlapInCache && !modified && !texture.Range.Contains(overlap.Range) && overlap.HasViewCompatibleChild(texture);
+
+                        setData |= modified || flush;
+
+                        if (overlapInCache)
+                        {
+                            _cache.Remove(overlap, flush);
+                        }
+                    }
+                }
+
+                texture.InitializeGroup(hasLayerViews, hasMipViews);
+
+                // 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);
+
+                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;
+                    }
+
+                    TextureInfo overlapInfo = AdjustSizes(texture, overlap.Info, oInfo.FirstLevel);
+
+                    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);
+            }
+
+            ShrinkOverlapsBufferIfNeeded();
+
+            return texture;
+        }
+
+        /// <summary>
+        /// Changes a texture's size to match the desired size for samplers,
+        /// or increases a texture's size to fit the region indicated by a size hint.
+        /// </summary>
+        /// <param name="info">The desired texture info</param>
+        /// <param name="texture">The texture to resize</param>
+        /// <param name="isSamplerTexture">True if the texture will be used for a sampler, false otherwise</param>
+        /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
+        private void ChangeSizeIfNeeded(TextureInfo info, Texture texture, bool isSamplerTexture, Size? sizeHint)
+        {
+            if (isSamplerTexture)
+            {
+                // If this is used for sampling, the size must match,
+                // otherwise the shader would sample garbage data.
+                // To fix that, we create a new texture with the correct
+                // size, and copy the data from the old one to the new one.
+
+                if (!TextureCompatibility.SizeMatches(texture.Info, info))
+                {
+                    texture.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
+                }
+            }
+            else if (sizeHint != null)
+            {
+                // A size hint indicates that data will be used within that range, at least.
+                // If the texture is smaller than the size hint, it must be enlarged to meet it.
+                // The maximum size is provided by the requested info, which generally has an aligned size.
+
+                int width = Math.Max(texture.Info.Width, Math.Min(sizeHint.Value.Width, info.Width));
+                int height = Math.Max(texture.Info.Height, Math.Min(sizeHint.Value.Height, info.Height));
+
+                if (texture.Info.Width != width || texture.Info.Height != height)
+                {
+                    texture.ChangeSize(width, height, info.DepthOrLayers);
+                }
+            }
+        }
+
+        /// <summary>
+        /// Tries to find an existing texture matching the given buffer copy destination. If none is found, returns null.
+        /// </summary>
+        /// <param name="tex">The texture information</param>
+        /// <param name="cbp">The copy buffer parameters</param>
+        /// <param name="swizzle">The copy buffer swizzle</param>
+        /// <param name="linear">True if the texture has a linear layout, false otherwise</param>
+        /// <returns>A matching texture, or null if there is no match</returns>
+        public Texture FindTexture(CopyBufferTexture tex, CopyBufferParams cbp, CopyBufferSwizzle swizzle, bool linear)
+        {
+            ulong address = _context.MemoryManager.Translate(cbp.DstAddress.Pack());
+
+            if (address == MemoryManager.PteUnmapped)
+            {
+                return null;
+            }
+
+            int bpp = swizzle.UnpackDstComponentsCount() * swizzle.UnpackComponentSize();
+
+            int addressMatches = _textures.FindOverlaps(address, ref _textureOverlaps);
+
+            for (int i = 0; i < addressMatches; i++)
+            {
+                Texture texture = _textureOverlaps[i];
+                FormatInfo format = texture.Info.FormatInfo;
+
+                if (texture.Info.DepthOrLayers > 1)
+                {
+                    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 == cbp.DstStride && tex.RegionY + cbp.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 = cbp.XCount * bpp == texture.Info.Width * format.BytesPerPixel && tex.Height == texture.Info.Height;
+                    bool formatMatch = !texture.Info.IsLinear &&
+                                        texture.Info.GobBlocksInY == tex.MemoryLayout.UnpackGobBlocksInY() &&
+                                        texture.Info.GobBlocksInZ == tex.MemoryLayout.UnpackGobBlocksInZ();
+
+                    match = sizeMatch && formatMatch;
+                }
+
+                if (match)
+                {
+                    return texture;
+                }
+            }
+
+            return null;
+        }
+
+        /// <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>
+        /// Adjusts the size of the texture information for a given mipmap level,
+        /// based on the size of a parent texture.
+        /// </summary>
+        /// <param name="parent">The parent texture</param>
+        /// <param name="info">The texture information to be adjusted</param>
+        /// <param name="firstLevel">The first level of the texture view</param>
+        /// <returns>The adjusted texture information with the new size</returns>
+        private static TextureInfo AdjustSizes(Texture parent, TextureInfo info, int firstLevel)
+        {
+            // When the texture is used as view of another texture, we must
+            // ensure that the sizes are valid, otherwise data uploads would fail
+            // (and the size wouldn't match the real size used on the host API).
+            // Given a parent texture from where the view is created, we have the
+            // following rules:
+            // - The view size must be equal to the parent size, divided by (2 ^ l),
+            // where l is the first mipmap level of the view. The division result must
+            // be rounded down, and the result must be clamped to 1.
+            // - If the parent format is compressed, and the view format isn't, the
+            // view size is calculated as above, but the width and height of the
+            // view must be also divided by the compressed format block width and height.
+            // - If the parent format is not compressed, and the view is, the view
+            // size is calculated as described on the first point, but the width and height
+            // of the view must be also multiplied by the block width and height.
+            int width  = Math.Max(1, parent.Info.Width  >> firstLevel);
+            int height = Math.Max(1, parent.Info.Height >> firstLevel);
+
+            if (parent.Info.FormatInfo.IsCompressed && !info.FormatInfo.IsCompressed)
+            {
+                width  = BitUtils.DivRoundUp(width,  parent.Info.FormatInfo.BlockWidth);
+                height = BitUtils.DivRoundUp(height, parent.Info.FormatInfo.BlockHeight);
+            }
+            else if (!parent.Info.FormatInfo.IsCompressed && info.FormatInfo.IsCompressed)
+            {
+                width  *= info.FormatInfo.BlockWidth;
+                height *= info.FormatInfo.BlockHeight;
+            }
+
+            int depthOrLayers;
+
+            if (info.Target == Target.Texture3D)
+            {
+                depthOrLayers = Math.Max(1, parent.Info.DepthOrLayers >> firstLevel);
+            }
+            else
+            {
+                depthOrLayers = info.DepthOrLayers;
+            }
+
+            return new TextureInfo(
+                info.GpuAddress,
+                width,
+                height,
+                depthOrLayers,
+                info.Levels,
+                info.SamplesInX,
+                info.SamplesInY,
+                info.Stride,
+                info.IsLinear,
+                info.GobBlocksInY,
+                info.GobBlocksInZ,
+                info.GobBlocksInTileX,
+                info.Target,
+                info.FormatInfo,
+                info.DepthStencilMode,
+                info.SwizzleR,
+                info.SwizzleG,
+                info.SwizzleB,
+                info.SwizzleA);
+        }
+
+
+        /// <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)
+            {
+                // We assume that the host does not support signed normalized format
+                // (as is the case with OpenGL), so we just use a unsigned format.
+                // 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);
+            }
+        }
+
+        /// <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();
+                }
+            }
+        }
+    }
+}
-- 
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