using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Types;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Gpu.Shader;
using Ryujinx.Graphics.Shader;
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Image
{
///
/// Texture bindings manager.
///
class TextureBindingsManager
{
private const int InitialTextureStateSize = 32;
private const int InitialImageStateSize = 8;
private readonly GpuContext _context;
private readonly bool _isCompute;
private ulong _texturePoolGpuVa;
private int _texturePoolMaximumId;
private TexturePool _texturePool;
private ulong _samplerPoolGpuVa;
private int _samplerPoolMaximumId;
private SamplerIndex _samplerIndex;
private SamplerPool _samplerPool;
private readonly GpuChannel _channel;
private readonly TexturePoolCache _texturePoolCache;
private readonly SamplerPoolCache _samplerPoolCache;
private TexturePool _cachedTexturePool;
private SamplerPool _cachedSamplerPool;
private TextureBindingInfo[][] _textureBindings;
private TextureBindingInfo[][] _imageBindings;
private struct TextureState
{
public ITexture Texture;
public ISampler Sampler;
public int TextureHandle;
public int SamplerHandle;
public Format ImageFormat;
public int InvalidatedSequence;
public Texture CachedTexture;
public Sampler CachedSampler;
}
private TextureState[] _textureState;
private TextureState[] _imageState;
private int _texturePoolSequence;
private int _samplerPoolSequence;
private int _textureBufferIndex;
private int _lastFragmentTotal;
///
/// Constructs a new instance of the texture bindings manager.
///
/// The GPU context that the texture bindings manager belongs to
/// The GPU channel that the texture bindings manager belongs to
/// Texture pools cache used to get texture pools from
/// Sampler pools cache used to get sampler pools from
/// True if the bindings manager is used for the compute engine
public TextureBindingsManager(
GpuContext context,
GpuChannel channel,
TexturePoolCache texturePoolCache,
SamplerPoolCache samplerPoolCache,
bool isCompute)
{
_context = context;
_channel = channel;
_texturePoolCache = texturePoolCache;
_samplerPoolCache = samplerPoolCache;
_isCompute = isCompute;
int stages = isCompute ? 1 : Constants.ShaderStages;
_textureBindings = new TextureBindingInfo[stages][];
_imageBindings = new TextureBindingInfo[stages][];
_textureState = new TextureState[InitialTextureStateSize];
_imageState = new TextureState[InitialImageStateSize];
for (int stage = 0; stage < stages; stage++)
{
_textureBindings[stage] = new TextureBindingInfo[InitialTextureStateSize];
_imageBindings[stage] = new TextureBindingInfo[InitialImageStateSize];
}
}
///
/// Sets the texture and image bindings.
///
/// Bindings for the active shader
public void SetBindings(CachedShaderBindings bindings)
{
_textureBindings = bindings.TextureBindings;
_imageBindings = bindings.ImageBindings;
SetMaxBindings(bindings.MaxTextureBinding, bindings.MaxImageBinding);
}
///
/// Sets the max binding indexes for textures and images.
///
/// The maximum texture binding
/// The maximum image binding
public void SetMaxBindings(int maxTextureBinding, int maxImageBinding)
{
if (maxTextureBinding >= _textureState.Length)
{
Array.Resize(ref _textureState, maxTextureBinding + 1);
}
if (maxImageBinding >= _imageState.Length)
{
Array.Resize(ref _imageState, maxImageBinding + 1);
}
}
///
/// Sets the textures constant buffer index.
/// The constant buffer specified holds the texture handles.
///
/// Constant buffer index
public void SetTextureBufferIndex(int index)
{
_textureBufferIndex = index;
}
///
/// Sets the current texture sampler pool to be used.
///
/// Start GPU virtual address of the pool
/// Maximum ID of the pool (total count minus one)
/// Type of the sampler pool indexing used for bound samplers
public void SetSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
{
_samplerPoolGpuVa = gpuVa;
_samplerPoolMaximumId = maximumId;
_samplerIndex = samplerIndex;
_samplerPool = null;
}
///
/// Sets the current texture pool to be used.
///
/// Start GPU virtual address of the pool
/// Maximum ID of the pool (total count minus one)
public void SetTexturePool(ulong gpuVa, int maximumId)
{
_texturePoolGpuVa = gpuVa;
_texturePoolMaximumId = maximumId;
_texturePool = null;
}
///
/// Gets a texture and a sampler from their respective pools from a texture ID and a sampler ID.
///
/// ID of the texture
/// ID of the sampler
public (Texture, Sampler) GetTextureAndSampler(int textureId, int samplerId)
{
(TexturePool texturePool, SamplerPool samplerPool) = GetPools();
return (texturePool.Get(textureId), samplerPool.Get(samplerId));
}
///
/// Updates the texture scale for a given texture or image.
///
/// Start GPU virtual address of the pool
/// The related texture usage flags
/// The texture/image binding index
/// The active shader stage
/// True if the given texture has become blacklisted, indicating that its host texture may have changed.
private bool UpdateScale(Texture texture, TextureUsageFlags usageFlags, int index, ShaderStage stage)
{
float result = 1f;
bool changed = false;
if ((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 && texture != null)
{
if ((usageFlags & TextureUsageFlags.ResScaleUnsupported) != 0)
{
changed = texture.ScaleMode != TextureScaleMode.Blacklisted;
texture.BlacklistScale();
}
else
{
switch (stage)
{
case ShaderStage.Fragment:
float scale = texture.ScaleFactor;
if (scale != 1)
{
Texture activeTarget = _channel.TextureManager.GetAnyRenderTarget();
if (activeTarget != null && (activeTarget.Info.Width / (float)texture.Info.Width) == (activeTarget.Info.Height / (float)texture.Info.Height))
{
// If the texture's size is a multiple of the sampler size, enable interpolation using gl_FragCoord. (helps "invent" new integer values between scaled pixels)
result = -scale;
break;
}
}
result = scale;
break;
case ShaderStage.Vertex:
int fragmentIndex = (int)ShaderStage.Fragment - 1;
index += _textureBindings[fragmentIndex].Length + _imageBindings[fragmentIndex].Length;
result = texture.ScaleFactor;
break;
case ShaderStage.Compute:
result = texture.ScaleFactor;
break;
}
}
}
_context.SupportBufferUpdater.UpdateRenderScale(index, result);
return changed;
}
///
/// Determines if the vertex stage requires a scale value.
///
private bool VertexRequiresScale()
{
for (int i = 0; i < _textureBindings[0].Length; i++)
{
if ((_textureBindings[0][i].Flags & TextureUsageFlags.NeedsScaleValue) != 0)
{
return true;
}
}
for (int i = 0; i < _imageBindings[0].Length; i++)
{
if ((_imageBindings[0][i].Flags & TextureUsageFlags.NeedsScaleValue) != 0)
{
return true;
}
}
return false;
}
///
/// Uploads texture and image scales to the backend when they are used.
///
private void CommitRenderScale()
{
// Stage 0 total: Compute or Vertex.
int total = _textureBindings[0].Length + _imageBindings[0].Length;
int fragmentIndex = (int)ShaderStage.Fragment - 1;
int fragmentTotal = _isCompute ? 0 : (_textureBindings[fragmentIndex].Length + _imageBindings[fragmentIndex].Length);
if (total != 0 && fragmentTotal != _lastFragmentTotal && VertexRequiresScale())
{
// Must update scales in the support buffer if:
// - Vertex stage has bindings that require scale.
// - Fragment stage binding count has been updated since last render scale update.
if (!_isCompute)
{
total += fragmentTotal; // Add the fragment bindings to the total.
}
_lastFragmentTotal = fragmentTotal;
_context.SupportBufferUpdater.UpdateRenderScaleFragmentCount(total, fragmentTotal);
}
}
///
/// Ensures that the bindings are visible to the host GPU.
/// Note: this actually performs the binding using the host graphics API.
///
/// Specialization state for the bound shader
/// True if all bound textures match the current shader specialiation state, false otherwise
public bool CommitBindings(ShaderSpecializationState specState)
{
(TexturePool texturePool, SamplerPool samplerPool) = GetPools();
// Check if the texture pool has been modified since bindings were last committed.
// If it wasn't, then it's possible to avoid looking up textures again when the handle remains the same.
if (_cachedTexturePool != texturePool || _cachedSamplerPool != samplerPool)
{
Rebind();
_cachedTexturePool = texturePool;
_cachedSamplerPool = samplerPool;
}
bool poolModified = false;
if (texturePool != null)
{
int texturePoolSequence = texturePool.CheckModified();
if (_texturePoolSequence != texturePoolSequence)
{
poolModified = true;
_texturePoolSequence = texturePoolSequence;
}
}
if (samplerPool != null)
{
int samplerPoolSequence = samplerPool.CheckModified();
if (_samplerPoolSequence != samplerPoolSequence)
{
poolModified = true;
_samplerPoolSequence = samplerPoolSequence;
}
}
bool specStateMatches = true;
if (_isCompute)
{
specStateMatches &= CommitTextureBindings(texturePool, samplerPool, ShaderStage.Compute, 0, poolModified, specState);
specStateMatches &= CommitImageBindings(texturePool, ShaderStage.Compute, 0, poolModified, specState);
}
else
{
for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
{
int stageIndex = (int)stage - 1;
specStateMatches &= CommitTextureBindings(texturePool, samplerPool, stage, stageIndex, poolModified, specState);
specStateMatches &= CommitImageBindings(texturePool, stage, stageIndex, poolModified, specState);
}
}
CommitRenderScale();
return specStateMatches;
}
///
/// Fetch the constant buffers used for a texture to cache.
///
/// Stage index of the constant buffer
/// The currently cached texture buffer index
/// The currently cached sampler buffer index
/// The currently cached texture buffer data
/// The currently cached sampler buffer data
/// The new texture buffer index
/// The new sampler buffer index
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void UpdateCachedBuffer(
int stageIndex,
scoped ref int cachedTextureBufferIndex,
scoped ref int cachedSamplerBufferIndex,
scoped ref ReadOnlySpan cachedTextureBuffer,
scoped ref ReadOnlySpan cachedSamplerBuffer,
int textureBufferIndex,
int samplerBufferIndex)
{
if (textureBufferIndex != cachedTextureBufferIndex)
{
ref BufferBounds bounds = ref _channel.BufferManager.GetUniformBufferBounds(_isCompute, stageIndex, textureBufferIndex);
cachedTextureBuffer = MemoryMarshal.Cast(_channel.MemoryManager.Physical.GetSpan(bounds.Range));
cachedTextureBufferIndex = textureBufferIndex;
if (samplerBufferIndex == textureBufferIndex)
{
cachedSamplerBuffer = cachedTextureBuffer;
cachedSamplerBufferIndex = samplerBufferIndex;
}
}
if (samplerBufferIndex != cachedSamplerBufferIndex)
{
ref BufferBounds bounds = ref _channel.BufferManager.GetUniformBufferBounds(_isCompute, stageIndex, samplerBufferIndex);
cachedSamplerBuffer = MemoryMarshal.Cast(_channel.MemoryManager.Physical.GetSpan(bounds.Range));
cachedSamplerBufferIndex = samplerBufferIndex;
}
}
#pragma warning disable IDE0051 // Remove unused private member
///
/// Counts the total number of texture bindings used by all shader stages.
///
/// The total amount of textures used
private int GetTextureBindingsCount()
{
int count = 0;
foreach (TextureBindingInfo[] textureInfo in _textureBindings)
{
if (textureInfo != null)
{
count += textureInfo.Length;
}
}
return count;
}
#pragma warning restore IDE0051
///
/// Ensures that the texture bindings are visible to the host GPU.
/// Note: this actually performs the binding using the host graphics API.
///
/// The current texture pool
/// The current sampler pool
/// The shader stage using the textures to be bound
/// The stage number of the specified shader stageTrue if either the texture or sampler pool was modified, false otherwise
/// Specialization state for the bound shader
/// True if all bound textures match the current shader specialiation state, false otherwise
private bool CommitTextureBindings(
TexturePool texturePool,
SamplerPool samplerPool,
ShaderStage stage,
int stageIndex,
bool poolModified,
ShaderSpecializationState specState)
{
int textureCount = _textureBindings[stageIndex].Length;
if (textureCount == 0)
{
return true;
}
if (texturePool == null)
{
Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses textures, but texture pool was not set.");
return true;
}
bool specStateMatches = true;
int cachedTextureBufferIndex = -1;
int cachedSamplerBufferIndex = -1;
ReadOnlySpan cachedTextureBuffer = Span.Empty;
ReadOnlySpan cachedSamplerBuffer = Span.Empty;
for (int index = 0; index < textureCount; index++)
{
TextureBindingInfo bindingInfo = _textureBindings[stageIndex][index];
TextureUsageFlags usageFlags = bindingInfo.Flags;
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
UpdateCachedBuffer(stageIndex, ref cachedTextureBufferIndex, ref cachedSamplerBufferIndex, ref cachedTextureBuffer, ref cachedSamplerBuffer, textureBufferIndex, samplerBufferIndex);
int packedId = TextureHandle.ReadPackedId(bindingInfo.Handle, cachedTextureBuffer, cachedSamplerBuffer);
int textureId = TextureHandle.UnpackTextureId(packedId);
int samplerId;
if (_samplerIndex == SamplerIndex.ViaHeaderIndex)
{
samplerId = textureId;
}
else
{
samplerId = TextureHandle.UnpackSamplerId(packedId);
}
ref TextureState state = ref _textureState[bindingInfo.Binding];
if (!poolModified &&
state.TextureHandle == textureId &&
state.SamplerHandle == samplerId &&
state.CachedTexture != null &&
state.CachedTexture.InvalidatedSequence == state.InvalidatedSequence &&
state.CachedSampler?.IsDisposed != true)
{
// The texture is already bound.
state.CachedTexture.SynchronizeMemory();
if ((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 &&
UpdateScale(state.CachedTexture, usageFlags, index, stage))
{
ITexture hostTextureRebind = state.CachedTexture.GetTargetTexture(bindingInfo.Target);
state.Texture = hostTextureRebind;
_context.Renderer.Pipeline.SetTextureAndSampler(stage, bindingInfo.Binding, hostTextureRebind, state.Sampler);
}
continue;
}
state.TextureHandle = textureId;
state.SamplerHandle = samplerId;
ref readonly TextureDescriptor descriptor = ref texturePool.GetForBinding(textureId, out Texture texture);
specStateMatches &= specState.MatchesTexture(stage, index, descriptor);
Sampler sampler = samplerPool?.Get(samplerId);
ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
ISampler hostSampler = sampler?.GetHostSampler(texture);
if (hostTexture != null && texture.Target == Target.TextureBuffer)
{
// Ensure that the buffer texture is using the correct buffer as storage.
// Buffers are frequently re-created to accommodate larger data, so we need to re-bind
// to ensure we're not using a old buffer that was already deleted.
_channel.BufferManager.SetBufferTextureStorage(stage, hostTexture, texture.Range, bindingInfo, bindingInfo.Format, false);
// Cache is not used for buffer texture, it must always rebind.
state.CachedTexture = null;
}
else
{
bool textureOrSamplerChanged = state.Texture != hostTexture || state.Sampler != hostSampler;
if ((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 &&
UpdateScale(texture, usageFlags, index, stage))
{
hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
textureOrSamplerChanged = true;
}
if (textureOrSamplerChanged)
{
state.Texture = hostTexture;
state.Sampler = hostSampler;
_context.Renderer.Pipeline.SetTextureAndSampler(stage, bindingInfo.Binding, hostTexture, hostSampler);
}
state.CachedTexture = texture;
state.CachedSampler = sampler;
state.InvalidatedSequence = texture?.InvalidatedSequence ?? 0;
}
}
return specStateMatches;
}
///
/// Ensures that the image bindings are visible to the host GPU.
/// Note: this actually performs the binding using the host graphics API.
///
/// The current texture pool
/// The shader stage using the textures to be bound
/// The stage number of the specified shader stage
/// True if either the texture or sampler pool was modified, false otherwise
/// Specialization state for the bound shader
/// True if all bound images match the current shader specialiation state, false otherwise
private bool CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex, bool poolModified, ShaderSpecializationState specState)
{
int imageCount = _imageBindings[stageIndex].Length;
if (imageCount == 0)
{
return true;
}
if (pool == null)
{
Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses images, but texture pool was not set.");
return true;
}
// Scales for images appear after the texture ones.
int baseScaleIndex = _textureBindings[stageIndex].Length;
int cachedTextureBufferIndex = -1;
int cachedSamplerBufferIndex = -1;
ReadOnlySpan cachedTextureBuffer = Span.Empty;
ReadOnlySpan cachedSamplerBuffer = Span.Empty;
bool specStateMatches = true;
for (int index = 0; index < imageCount; index++)
{
TextureBindingInfo bindingInfo = _imageBindings[stageIndex][index];
TextureUsageFlags usageFlags = bindingInfo.Flags;
int scaleIndex = baseScaleIndex + index;
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
UpdateCachedBuffer(stageIndex, ref cachedTextureBufferIndex, ref cachedSamplerBufferIndex, ref cachedTextureBuffer, ref cachedSamplerBuffer, textureBufferIndex, samplerBufferIndex);
int packedId = TextureHandle.ReadPackedId(bindingInfo.Handle, cachedTextureBuffer, cachedSamplerBuffer);
int textureId = TextureHandle.UnpackTextureId(packedId);
ref TextureState state = ref _imageState[bindingInfo.Binding];
bool isStore = bindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);
if (!poolModified &&
state.TextureHandle == textureId &&
state.CachedTexture != null &&
state.CachedTexture.InvalidatedSequence == state.InvalidatedSequence)
{
Texture cachedTexture = state.CachedTexture;
// The texture is already bound.
cachedTexture.SynchronizeMemory();
if (isStore)
{
cachedTexture?.SignalModified();
}
Format format = bindingInfo.Format == 0 ? cachedTexture.Format : bindingInfo.Format;
if (state.ImageFormat != format ||
((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 &&
UpdateScale(state.CachedTexture, usageFlags, scaleIndex, stage)))
{
ITexture hostTextureRebind = state.CachedTexture.GetTargetTexture(bindingInfo.Target);
state.Texture = hostTextureRebind;
state.ImageFormat = format;
_context.Renderer.Pipeline.SetImage(stage, bindingInfo.Binding, hostTextureRebind, format);
}
continue;
}
state.TextureHandle = textureId;
ref readonly TextureDescriptor descriptor = ref pool.GetForBinding(textureId, out Texture texture);
specStateMatches &= specState.MatchesImage(stage, index, descriptor);
ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
if (hostTexture != null && texture.Target == Target.TextureBuffer)
{
// Ensure that the buffer texture is using the correct buffer as storage.
// Buffers are frequently re-created to accommodate larger data, so we need to re-bind
// to ensure we're not using a old buffer that was already deleted.
Format format = bindingInfo.Format;
if (format == 0 && texture != null)
{
format = texture.Format;
}
_channel.BufferManager.SetBufferTextureStorage(stage, hostTexture, texture.Range, bindingInfo, format, true);
// Cache is not used for buffer texture, it must always rebind.
state.CachedTexture = null;
}
else
{
if (isStore)
{
texture?.SignalModified();
}
if ((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 &&
UpdateScale(texture, usageFlags, scaleIndex, stage))
{
hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
}
if (state.Texture != hostTexture)
{
state.Texture = hostTexture;
Format format = bindingInfo.Format;
if (format == 0 && texture != null)
{
format = texture.Format;
}
state.ImageFormat = format;
_context.Renderer.Pipeline.SetImage(stage, bindingInfo.Binding, hostTexture, format);
}
state.CachedTexture = texture;
state.InvalidatedSequence = texture?.InvalidatedSequence ?? 0;
}
}
return specStateMatches;
}
///
/// Gets the texture descriptor for a given texture handle.
///
/// GPU virtual address of the texture pool
/// Index of the constant buffer with texture handles
/// Maximum ID of the texture pool
/// The stage number where the texture is bound
/// The texture handle
/// The texture handle's constant buffer slot
/// The texture descriptor for the specified texture
public TextureDescriptor GetTextureDescriptor(
ulong poolGpuVa,
int bufferIndex,
int maximumId,
int stageIndex,
int handle,
int cbufSlot)
{
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(cbufSlot, bufferIndex);
int packedId = ReadPackedId(stageIndex, handle, textureBufferIndex, samplerBufferIndex);
int textureId = TextureHandle.UnpackTextureId(packedId);
ulong poolAddress = _channel.MemoryManager.Translate(poolGpuVa);
TexturePool texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, maximumId);
TextureDescriptor descriptor;
if (texturePool.IsValidId(textureId))
{
descriptor = texturePool.GetDescriptor(textureId);
}
else
{
// If the ID is not valid, we just return a default descriptor with the most common state.
// Since this is used for shader specialization, doing so might avoid the need for recompilations.
descriptor = new TextureDescriptor();
descriptor.Word4 |= (uint)TextureTarget.Texture2D << 23;
descriptor.Word5 |= 1u << 31; // Coords normalized.
}
return descriptor;
}
///
/// Reads a packed texture and sampler ID (basically, the real texture handle)
/// from the texture constant buffer.
///
/// The number of the shader stage where the texture is bound
/// A word offset of the handle on the buffer (the "fake" shader handle)
/// Index of the constant buffer holding the texture handles
/// Index of the constant buffer holding the sampler handles
/// The packed texture and sampler ID (the real texture handle)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private int ReadPackedId(int stageIndex, int wordOffset, int textureBufferIndex, int samplerBufferIndex)
{
(int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = TextureHandle.UnpackOffsets(wordOffset);
ulong textureBufferAddress = _isCompute
? _channel.BufferManager.GetComputeUniformBufferAddress(textureBufferIndex)
: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
int handle = textureBufferAddress != 0
? _channel.MemoryManager.Physical.Read(textureBufferAddress + (uint)textureWordOffset * 4)
: 0;
// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
// bindless textures on the shader), we extend it with another value on the higher 16 bits with
// another offset for the sampler.
// The shader translator has code to detect separate texture and sampler uses with a bindless texture,
// turn that into a regular texture access and produce those special handles with values on the higher 16 bits.
if (handleType != TextureHandleType.CombinedSampler)
{
int samplerHandle;
if (handleType != TextureHandleType.SeparateConstantSamplerHandle)
{
ulong samplerBufferAddress = _isCompute
? _channel.BufferManager.GetComputeUniformBufferAddress(samplerBufferIndex)
: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, samplerBufferIndex);
samplerHandle = samplerBufferAddress != 0
? _channel.MemoryManager.Physical.Read(samplerBufferAddress + (uint)samplerWordOffset * 4)
: 0;
}
else
{
samplerHandle = samplerWordOffset;
}
if (handleType == TextureHandleType.SeparateSamplerId ||
handleType == TextureHandleType.SeparateConstantSamplerHandle)
{
samplerHandle <<= 20;
}
handle |= samplerHandle;
}
return handle;
}
///
/// Gets the texture and sampler pool for the GPU virtual address that are currently set.
///
/// The texture and sampler pools
private (TexturePool, SamplerPool) GetPools()
{
MemoryManager memoryManager = _channel.MemoryManager;
TexturePool texturePool = _texturePool;
SamplerPool samplerPool = _samplerPool;
if (texturePool == null)
{
ulong poolAddress = memoryManager.Translate(_texturePoolGpuVa);
if (poolAddress != MemoryManager.PteUnmapped)
{
texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, _texturePoolMaximumId);
_texturePool = texturePool;
}
}
if (samplerPool == null)
{
ulong poolAddress = memoryManager.Translate(_samplerPoolGpuVa);
if (poolAddress != MemoryManager.PteUnmapped)
{
samplerPool = _samplerPoolCache.FindOrCreate(_channel, poolAddress, _samplerPoolMaximumId);
_samplerPool = samplerPool;
}
}
return (texturePool, samplerPool);
}
///
/// Forces the texture and sampler pools to be re-loaded from the cache on next use.
///
///
/// This should be called if the memory mappings change, to ensure the correct pools are being used.
///
public void ReloadPools()
{
_samplerPool = null;
_texturePool = null;
}
///
/// Force all bound textures and images to be rebound the next time CommitBindings is called.
///
public void Rebind()
{
Array.Clear(_textureState);
Array.Clear(_imageState);
}
}
}