mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-20 03:06:34 +00:00
Optimize Texture Binding and Shader Specialization Checks (#3399)
* Changes 1 * Changes 2 * Better ModifiedSequence handling This should handle PreciseEvents properly, and simplifies a few things. * Minor changes, remove debug log * Handle stage.Info being null Hopefully fixes Catherine crash * Fix shader specialization fast texture lookup * Fix some things. * Address Feedback Part 1 * Make method static.
This commit is contained in:
parent
d987cacfb7
commit
99ffc061d3
15 changed files with 766 additions and 180 deletions
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@ -188,6 +188,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
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_channel.BufferManager.SetComputeStorageBufferBindings(info.SBuffers);
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_channel.BufferManager.SetComputeUniformBufferBindings(info.CBuffers);
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int maxTextureBinding = -1;
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int maxImageBinding = -1;
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TextureBindingInfo[] textureBindings = _channel.TextureManager.RentComputeTextureBindings(info.Textures.Count);
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for (int index = 0; index < info.Textures.Count; index++)
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@ -202,6 +205,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
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descriptor.CbufSlot,
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descriptor.HandleIndex,
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descriptor.Flags);
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if (descriptor.Binding > maxTextureBinding)
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{
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maxTextureBinding = descriptor.Binding;
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}
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}
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TextureBindingInfo[] imageBindings = _channel.TextureManager.RentComputeImageBindings(info.Images.Count);
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@ -220,9 +228,18 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
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descriptor.CbufSlot,
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descriptor.HandleIndex,
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descriptor.Flags);
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if (descriptor.Binding > maxImageBinding)
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{
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maxImageBinding = descriptor.Binding;
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}
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}
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_channel.TextureManager.CommitComputeBindings();
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_channel.TextureManager.SetComputeMaxBindings(maxTextureBinding, maxImageBinding);
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// Should never return false for mismatching spec state, since the shader was fetched above.
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_channel.TextureManager.CommitComputeBindings(cs.SpecializationState);
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_channel.BufferManager.CommitComputeBindings();
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_context.Renderer.Pipeline.DispatchCompute(qmd.CtaRasterWidth, qmd.CtaRasterHeight, qmd.CtaRasterDepth);
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@ -201,7 +201,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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// of the shader for the new state.
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if (_shaderSpecState != null)
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{
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if (!_shaderSpecState.MatchesGraphics(_channel, GetPoolState(), GetGraphicsState()))
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if (!_shaderSpecState.MatchesGraphics(_channel, GetPoolState(), GetGraphicsState(), false))
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{
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ForceShaderUpdate();
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}
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@ -275,7 +275,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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UpdateStorageBuffers();
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_channel.TextureManager.CommitGraphicsBindings();
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if (!_channel.TextureManager.CommitGraphicsBindings(_shaderSpecState))
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{
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// Shader must be reloaded.
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UpdateShaderState();
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}
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_channel.BufferManager.CommitGraphicsBindings();
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}
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@ -1150,6 +1155,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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return;
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}
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int maxTextureBinding = -1;
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int maxImageBinding = -1;
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Span<TextureBindingInfo> textureBindings = _channel.TextureManager.RentGraphicsTextureBindings(stage, info.Textures.Count);
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if (info.UsesRtLayer)
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@ -1169,6 +1177,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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descriptor.CbufSlot,
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descriptor.HandleIndex,
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descriptor.Flags);
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if (descriptor.Binding > maxTextureBinding)
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{
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maxTextureBinding = descriptor.Binding;
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}
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}
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TextureBindingInfo[] imageBindings = _channel.TextureManager.RentGraphicsImageBindings(stage, info.Images.Count);
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@ -1187,8 +1200,15 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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descriptor.CbufSlot,
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descriptor.HandleIndex,
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descriptor.Flags);
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if (descriptor.Binding > maxImageBinding)
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{
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maxImageBinding = descriptor.Binding;
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}
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}
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_channel.TextureManager.SetGraphicsMaxBindings(maxTextureBinding, maxImageBinding);
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_channel.BufferManager.SetGraphicsStorageBufferBindings(stage, info.SBuffers);
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_channel.BufferManager.SetGraphicsUniformBufferBindings(stage, info.CBuffers);
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}
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@ -1,6 +1,7 @@
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using Ryujinx.Cpu.Tracking;
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using Ryujinx.Graphics.Gpu.Memory;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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@ -16,6 +17,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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protected GpuContext Context;
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protected PhysicalMemory PhysicalMemory;
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protected int SequenceNumber;
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protected int ModifiedSequenceNumber;
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protected T1[] Items;
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protected T2[] DescriptorCache;
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@ -41,6 +43,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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private readonly CpuMultiRegionHandle _memoryTracking;
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private readonly Action<ulong, ulong> _modifiedDelegate;
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private int _modifiedSequenceOffset;
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private bool _modified;
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/// <summary>
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/// Creates a new instance of the GPU resource pool.
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/// </summary>
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@ -79,6 +84,16 @@ namespace Ryujinx.Graphics.Gpu.Image
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return PhysicalMemory.Read<T2>(Address + (ulong)id * DescriptorSize);
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}
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/// <summary>
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/// Gets a reference to the descriptor for a given ID.
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/// </summary>
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/// <param name="id">ID of the descriptor. This is effectively a zero-based index</param>
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/// <returns>A reference to the descriptor</returns>
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public ref readonly T2 GetDescriptorRef(int id)
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{
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return ref MemoryMarshal.Cast<byte, T2>(PhysicalMemory.GetSpan(Address + (ulong)id * DescriptorSize, DescriptorSize))[0];
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}
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/// <summary>
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/// Gets the GPU resource with the given ID.
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/// </summary>
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@ -93,7 +108,13 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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public void SynchronizeMemory()
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{
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_modified = false;
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_memoryTracking.QueryModified(_modifiedDelegate);
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if (_modified)
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{
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UpdateModifiedSequence();
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}
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}
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/// <summary>
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@ -103,6 +124,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="mSize">Size of the modified region</param>
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private void RegionModified(ulong mAddress, ulong mSize)
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{
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_modified = true;
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if (mAddress < Address)
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{
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mAddress = Address;
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@ -118,6 +141,15 @@ namespace Ryujinx.Graphics.Gpu.Image
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InvalidateRangeImpl(mAddress, mSize);
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}
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/// <summary>
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/// Updates the modified sequence number using the current sequence number and offset,
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/// indicating that it has been modified.
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/// </summary>
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protected void UpdateModifiedSequence()
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{
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ModifiedSequenceNumber = SequenceNumber + _modifiedSequenceOffset;
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}
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/// <summary>
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/// An action to be performed when a precise memory access occurs to this resource.
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/// Makes sure that the dirty flags are checked.
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@ -129,6 +161,16 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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if (write && Context.SequenceNumber == SequenceNumber)
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{
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if (ModifiedSequenceNumber == SequenceNumber + _modifiedSequenceOffset)
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{
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// The modified sequence number is offset when PreciseActions occur so that
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// users checking it will see an increment and know the pool has changed since
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// their last look, even though the main SequenceNumber has not been changed.
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_modifiedSequenceOffset++;
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}
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// Force the pool to be checked again the next time it is used.
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SequenceNumber--;
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}
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@ -8,6 +8,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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class Sampler : IDisposable
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{
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/// <summary>
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/// True if the sampler is disposed, false otherwise.
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/// </summary>
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public bool IsDisposed { get; private set; }
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/// <summary>
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/// Host sampler object.
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/// </summary>
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@ -101,6 +106,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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public void Dispose()
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{
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IsDisposed = true;
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_hostSampler.Dispose();
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_anisoSampler?.Dispose();
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}
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@ -48,6 +48,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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Items[i] = null;
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}
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}
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UpdateModifiedSequence();
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}
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SequenceNumber = Context.SequenceNumber;
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@ -71,6 +73,39 @@ namespace Ryujinx.Graphics.Gpu.Image
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return sampler;
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}
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/// <summary>
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/// Checks if the pool was modified, and returns the last sequence number where a modification was detected.
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/// </summary>
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/// <returns>A number that increments each time a modification is detected</returns>
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public int CheckModified()
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{
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if (SequenceNumber != Context.SequenceNumber)
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{
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SequenceNumber = Context.SequenceNumber;
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if (_forcedAnisotropy != GraphicsConfig.MaxAnisotropy)
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{
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_forcedAnisotropy = GraphicsConfig.MaxAnisotropy;
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for (int i = 0; i < Items.Length; i++)
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{
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if (Items[i] != null)
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{
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Items[i].Dispose();
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Items[i] = null;
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}
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}
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UpdateModifiedSequence();
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}
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SynchronizeMemory();
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}
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return ModifiedSequenceNumber;
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}
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/// <summary>
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/// Implementation of the sampler pool range invalidation.
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/// </summary>
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@ -100,6 +100,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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public bool AlwaysFlushOnOverlap { get; private set; }
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/// <summary>
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/// Increments when the host texture is swapped, or when the texture is removed from all pools.
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/// </summary>
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public int InvalidatedSequence { get; private set; }
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private int _depth;
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private int _layers;
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public int FirstLayer { get; private set; }
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@ -1407,6 +1412,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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DisposeTextures();
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HostTexture = hostTexture;
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InvalidatedSequence++;
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}
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/// <summary>
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@ -1535,6 +1541,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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_poolOwners.Clear();
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}
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InvalidatedSequence++;
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}
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/// <summary>
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@ -1,8 +1,12 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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@ -35,17 +39,24 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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public ITexture Texture;
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public ISampler Sampler;
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public int TextureHandle;
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public int SamplerHandle;
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public int InvalidatedSequence;
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public Texture CachedTexture;
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public Sampler CachedSampler;
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}
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private readonly TextureStatePerStage[][] _textureState;
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private readonly TextureStatePerStage[][] _imageState;
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private TextureStatePerStage[] _textureState;
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private TextureStatePerStage[] _imageState;
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private int[] _textureBindingsCount;
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private int[] _imageBindingsCount;
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private int _textureBufferIndex;
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private int _texturePoolSequence;
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private int _samplerPoolSequence;
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private bool _rebind;
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private int _textureBufferIndex;
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private readonly float[] _scales;
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private bool _scaleChanged;
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@ -72,8 +83,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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_textureBindings = new TextureBindingInfo[stages][];
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_imageBindings = new TextureBindingInfo[stages][];
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_textureState = new TextureStatePerStage[stages][];
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_imageState = new TextureStatePerStage[stages][];
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_textureState = new TextureStatePerStage[InitialTextureStateSize];
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_imageState = new TextureStatePerStage[InitialImageStateSize];
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_textureBindingsCount = new int[stages];
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_imageBindingsCount = new int[stages];
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@ -82,9 +93,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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_textureBindings[stage] = new TextureBindingInfo[InitialTextureStateSize];
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_imageBindings[stage] = new TextureBindingInfo[InitialImageStateSize];
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_textureState[stage] = new TextureStatePerStage[InitialTextureStateSize];
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_imageState[stage] = new TextureStatePerStage[InitialImageStateSize];
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}
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}
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@ -99,15 +107,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (count > _textureBindings[stage].Length)
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{
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Array.Resize(ref _textureBindings[stage], count);
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Array.Resize(ref _textureState[stage], count);
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}
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int toClear = Math.Max(_textureBindingsCount[stage], count);
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TextureStatePerStage[] state = _textureState[stage];
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for (int i = 0; i < toClear; i++)
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{
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state[i] = new TextureStatePerStage();
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}
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_textureBindingsCount[stage] = count;
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@ -126,15 +125,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (count > _imageBindings[stage].Length)
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{
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Array.Resize(ref _imageBindings[stage], count);
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Array.Resize(ref _imageState[stage], count);
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}
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int toClear = Math.Max(_imageBindingsCount[stage], count);
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TextureStatePerStage[] state = _imageState[stage];
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for (int i = 0; i < toClear; i++)
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{
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state[i] = new TextureStatePerStage();
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}
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_imageBindingsCount[stage] = count;
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@ -142,6 +132,24 @@ namespace Ryujinx.Graphics.Gpu.Image
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return _imageBindings[stage];
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}
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/// <summary>
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/// Sets the max binding indexes for textures and images.
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/// </summary>
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/// <param name="maxTextureBinding">The maximum texture binding</param>
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/// <param name="maxImageBinding">The maximum image binding</param>
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public void SetMaxBindings(int maxTextureBinding, int maxImageBinding)
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{
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if (maxTextureBinding >= _textureState.Length)
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{
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Array.Resize(ref _textureState, maxTextureBinding + 1);
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}
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if (maxImageBinding >= _imageState.Length)
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{
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Array.Resize(ref _imageState, maxImageBinding + 1);
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}
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}
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/// <summary>
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/// Sets the textures constant buffer index.
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/// The constant buffer specified holds the texture handles.
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@ -323,7 +331,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// Ensures that the bindings are visible to the host GPU.
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/// Note: this actually performs the binding using the host graphics API.
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/// </summary>
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public void CommitBindings()
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/// <param name="specState">Specialization state for the bound shader</param>
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/// <returns>True if all bound textures match the current shader specialiation state, false otherwise</returns>
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public bool CommitBindings(ShaderSpecializationState specState)
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{
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ulong texturePoolAddress = _texturePoolAddress;
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@ -331,10 +341,38 @@ namespace Ryujinx.Graphics.Gpu.Image
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? _texturePoolCache.FindOrCreate(_channel, texturePoolAddress, _texturePoolMaximumId)
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: null;
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// Check if the texture pool has been modified since bindings were last committed.
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// If it wasn't, then it's possible to avoid looking up textures again when the handle remains the same.
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bool poolModified = false;
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if (texturePool != null)
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{
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int texturePoolSequence = texturePool.CheckModified();
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if (_texturePoolSequence != texturePoolSequence)
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{
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poolModified = true;
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_texturePoolSequence = texturePoolSequence;
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}
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}
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if (_samplerPool != null)
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{
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int samplerPoolSequence = _samplerPool.CheckModified();
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if (_samplerPoolSequence != samplerPoolSequence)
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{
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poolModified = true;
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_samplerPoolSequence = samplerPoolSequence;
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}
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}
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bool specStateMatches = true;
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if (_isCompute)
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{
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CommitTextureBindings(texturePool, ShaderStage.Compute, 0);
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CommitImageBindings (texturePool, ShaderStage.Compute, 0);
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specStateMatches &= CommitTextureBindings(texturePool, ShaderStage.Compute, 0, poolModified, specState);
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specStateMatches &= CommitImageBindings(texturePool, ShaderStage.Compute, 0, poolModified, specState);
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}
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else
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{
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@ -342,14 +380,57 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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int stageIndex = (int)stage - 1;
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CommitTextureBindings(texturePool, stage, stageIndex);
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CommitImageBindings (texturePool, stage, stageIndex);
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specStateMatches &= CommitTextureBindings(texturePool, stage, stageIndex, poolModified, specState);
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specStateMatches &= CommitImageBindings(texturePool, stage, stageIndex, poolModified, specState);
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}
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}
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|
||||
CommitRenderScale();
|
||||
|
||||
_rebind = false;
|
||||
return specStateMatches;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fetch the constant buffers used for a texture to cache.
|
||||
/// </summary>
|
||||
/// <param name="stageIndex">Stage index of the constant buffer</param>
|
||||
/// <param name="cachedTextureBufferIndex">The currently cached texture buffer index</param>
|
||||
/// <param name="cachedSamplerBufferIndex">The currently cached sampler buffer index</param>
|
||||
/// <param name="cachedTextureBuffer">The currently cached texture buffer data</param>
|
||||
/// <param name="cachedSamplerBuffer">The currently cached sampler buffer data</param>
|
||||
/// <param name="textureBufferIndex">The new texture buffer index</param>
|
||||
/// <param name="samplerBufferIndex">The new sampler buffer index</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private void UpdateCachedBuffer(
|
||||
int stageIndex,
|
||||
ref int cachedTextureBufferIndex,
|
||||
ref int cachedSamplerBufferIndex,
|
||||
ref ReadOnlySpan<int> cachedTextureBuffer,
|
||||
ref ReadOnlySpan<int> cachedSamplerBuffer,
|
||||
int textureBufferIndex,
|
||||
int samplerBufferIndex)
|
||||
{
|
||||
if (textureBufferIndex != cachedTextureBufferIndex)
|
||||
{
|
||||
ref BufferBounds bounds = ref _channel.BufferManager.GetUniformBufferBounds(_isCompute, stageIndex, textureBufferIndex);
|
||||
|
||||
cachedTextureBuffer = MemoryMarshal.Cast<byte, int>(_channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
|
||||
cachedTextureBufferIndex = textureBufferIndex;
|
||||
|
||||
if (samplerBufferIndex == textureBufferIndex)
|
||||
{
|
||||
cachedSamplerBuffer = cachedTextureBuffer;
|
||||
cachedSamplerBufferIndex = samplerBufferIndex;
|
||||
}
|
||||
}
|
||||
|
||||
if (samplerBufferIndex != cachedSamplerBufferIndex)
|
||||
{
|
||||
ref BufferBounds bounds = ref _channel.BufferManager.GetUniformBufferBounds(_isCompute, stageIndex, samplerBufferIndex);
|
||||
|
||||
cachedSamplerBuffer = MemoryMarshal.Cast<byte, int>(_channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
|
||||
cachedSamplerBufferIndex = samplerBufferIndex;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -358,13 +439,16 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
/// </summary>
|
||||
/// <param name="pool">The current texture pool</param>
|
||||
/// <param name="stage">The shader stage using the textures to be bound</param>
|
||||
/// <param name="stageIndex">The stage number of the specified shader stage</param>
|
||||
private void CommitTextureBindings(TexturePool pool, ShaderStage stage, int stageIndex)
|
||||
/// <param name="stageIndex">The stage number of the specified shader stage</param
|
||||
/// <param name="poolModified">True if either the texture or sampler pool was modified, false otherwise</param>
|
||||
/// <param name="specState">Specialization state for the bound shader</param>
|
||||
/// <returns>True if all bound textures match the current shader specialiation state, false otherwise</returns>
|
||||
private bool CommitTextureBindings(TexturePool pool, ShaderStage stage, int stageIndex, bool poolModified, ShaderSpecializationState specState)
|
||||
{
|
||||
int textureCount = _textureBindingsCount[stageIndex];
|
||||
if (textureCount == 0)
|
||||
{
|
||||
return;
|
||||
return true;
|
||||
}
|
||||
|
||||
var samplerPool = _samplerPool;
|
||||
|
@ -372,17 +456,26 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
if (pool == null)
|
||||
{
|
||||
Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses textures, but texture pool was not set.");
|
||||
return;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool specStateMatches = true;
|
||||
|
||||
int cachedTextureBufferIndex = -1;
|
||||
int cachedSamplerBufferIndex = -1;
|
||||
ReadOnlySpan<int> cachedTextureBuffer = Span<int>.Empty;
|
||||
ReadOnlySpan<int> cachedSamplerBuffer = Span<int>.Empty;
|
||||
|
||||
for (int index = 0; index < textureCount; index++)
|
||||
{
|
||||
TextureBindingInfo bindingInfo = _textureBindings[stageIndex][index];
|
||||
|
||||
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
|
||||
|
||||
int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
|
||||
int textureId = UnpackTextureId(packedId);
|
||||
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)
|
||||
|
@ -391,10 +484,30 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
}
|
||||
else
|
||||
{
|
||||
samplerId = UnpackSamplerId(packedId);
|
||||
samplerId = TextureHandle.UnpackSamplerId(packedId);
|
||||
}
|
||||
|
||||
Texture texture = pool.Get(textureId);
|
||||
ref TextureStatePerStage 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();
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
state.TextureHandle = textureId;
|
||||
state.SamplerHandle = samplerId;
|
||||
|
||||
ref readonly TextureDescriptor descriptor = ref pool.GetForBinding(textureId, out Texture texture);
|
||||
|
||||
specStateMatches &= specState.MatchesTexture(stage, index, descriptor);
|
||||
|
||||
ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
|
||||
|
||||
|
@ -407,30 +520,36 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
}
|
||||
else
|
||||
{
|
||||
if (_textureState[stageIndex][index].Texture != hostTexture || _rebind)
|
||||
if (state.Texture != hostTexture)
|
||||
{
|
||||
if (UpdateScale(texture, bindingInfo, index, stage))
|
||||
{
|
||||
hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
|
||||
}
|
||||
|
||||
_textureState[stageIndex][index].Texture = hostTexture;
|
||||
state.Texture = hostTexture;
|
||||
|
||||
_context.Renderer.Pipeline.SetTexture(bindingInfo.Binding, hostTexture);
|
||||
}
|
||||
|
||||
Sampler sampler = samplerPool?.Get(samplerId);
|
||||
state.CachedSampler = sampler;
|
||||
|
||||
ISampler hostSampler = sampler?.GetHostSampler(texture);
|
||||
|
||||
if (_textureState[stageIndex][index].Sampler != hostSampler || _rebind)
|
||||
if (state.Sampler != hostSampler)
|
||||
{
|
||||
_textureState[stageIndex][index].Sampler = hostSampler;
|
||||
state.Sampler = hostSampler;
|
||||
|
||||
_context.Renderer.Pipeline.SetSampler(bindingInfo.Binding, hostSampler);
|
||||
}
|
||||
|
||||
state.CachedTexture = texture;
|
||||
state.InvalidatedSequence = texture?.InvalidatedSequence ?? 0;
|
||||
}
|
||||
}
|
||||
|
||||
return specStateMatches;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -440,38 +559,72 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
/// <param name="pool">The current texture pool</param>
|
||||
/// <param name="stage">The shader stage using the textures to be bound</param>
|
||||
/// <param name="stageIndex">The stage number of the specified shader stage</param>
|
||||
private void CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex)
|
||||
/// <param name="poolModified">True if either the texture or sampler pool was modified, false otherwise</param>
|
||||
/// <param name="specState">Specialization state for the bound shader</param>
|
||||
/// <returns>True if all bound images match the current shader specialiation state, false otherwise</returns>
|
||||
private bool CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex, bool poolModified, ShaderSpecializationState specState)
|
||||
{
|
||||
int imageCount = _imageBindingsCount[stageIndex];
|
||||
if (imageCount == 0)
|
||||
{
|
||||
return;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (pool == null)
|
||||
{
|
||||
Logger.Error?.Print(LogClass.Gpu, $"Shader stage \"{stage}\" uses images, but texture pool was not set.");
|
||||
return;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Scales for images appear after the texture ones.
|
||||
int baseScaleIndex = _textureBindingsCount[stageIndex];
|
||||
|
||||
int cachedTextureBufferIndex = -1;
|
||||
int cachedSamplerBufferIndex = -1;
|
||||
ReadOnlySpan<int> cachedTextureBuffer = Span<int>.Empty;
|
||||
ReadOnlySpan<int> cachedSamplerBuffer = Span<int>.Empty;
|
||||
|
||||
bool specStateMatches = true;
|
||||
|
||||
for (int index = 0; index < imageCount; index++)
|
||||
{
|
||||
TextureBindingInfo bindingInfo = _imageBindings[stageIndex][index];
|
||||
|
||||
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, _textureBufferIndex);
|
||||
|
||||
int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, textureBufferIndex, samplerBufferIndex);
|
||||
int textureId = UnpackTextureId(packedId);
|
||||
UpdateCachedBuffer(stageIndex, ref cachedTextureBufferIndex, ref cachedSamplerBufferIndex, ref cachedTextureBuffer, ref cachedSamplerBuffer, textureBufferIndex, samplerBufferIndex);
|
||||
|
||||
Texture texture = pool.Get(textureId);
|
||||
int packedId = TextureHandle.ReadPackedId(bindingInfo.Handle, cachedTextureBuffer, cachedSamplerBuffer);
|
||||
int textureId = TextureHandle.UnpackTextureId(packedId);
|
||||
|
||||
ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
|
||||
ref TextureStatePerStage 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)
|
||||
{
|
||||
// The texture is already bound.
|
||||
state.CachedTexture.SynchronizeMemory();
|
||||
|
||||
if (isStore)
|
||||
{
|
||||
state.CachedTexture?.SignalModified();
|
||||
}
|
||||
|
||||
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.
|
||||
|
@ -494,14 +647,14 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
texture?.SignalModified();
|
||||
}
|
||||
|
||||
if (_imageState[stageIndex][index].Texture != hostTexture || _rebind)
|
||||
if (state.Texture != hostTexture)
|
||||
{
|
||||
if (UpdateScale(texture, bindingInfo, baseScaleIndex + index, stage))
|
||||
{
|
||||
hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
|
||||
}
|
||||
|
||||
_imageState[stageIndex][index].Texture = hostTexture;
|
||||
state.Texture = hostTexture;
|
||||
|
||||
Format format = bindingInfo.Format;
|
||||
|
||||
|
@ -512,8 +665,13 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
|
||||
_context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTexture, format);
|
||||
}
|
||||
|
||||
state.CachedTexture = texture;
|
||||
state.InvalidatedSequence = texture?.InvalidatedSequence ?? 0;
|
||||
}
|
||||
}
|
||||
|
||||
return specStateMatches;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -537,7 +695,7 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(cbufSlot, bufferIndex);
|
||||
|
||||
int packedId = ReadPackedId(stageIndex, handle, textureBufferIndex, samplerBufferIndex);
|
||||
int textureId = UnpackTextureId(packedId);
|
||||
int textureId = TextureHandle.UnpackTextureId(packedId);
|
||||
|
||||
ulong poolAddress = _channel.MemoryManager.Translate(poolGpuVa);
|
||||
|
||||
|
@ -555,6 +713,7 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
/// <param name="textureBufferIndex">Index of the constant buffer holding the texture handles</param>
|
||||
/// <param name="samplerBufferIndex">Index of the constant buffer holding the sampler handles</param>
|
||||
/// <returns>The packed texture and sampler ID (the real texture handle)</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private int ReadPackedId(int stageIndex, int wordOffset, int textureBufferIndex, int samplerBufferIndex)
|
||||
{
|
||||
(int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = TextureHandle.UnpackOffsets(wordOffset);
|
||||
|
@ -590,32 +749,13 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
return handle;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the texture ID from the real texture handle.
|
||||
/// </summary>
|
||||
/// <param name="packedId">The real texture handle</param>
|
||||
/// <returns>The texture ID</returns>
|
||||
private static int UnpackTextureId(int packedId)
|
||||
{
|
||||
return (packedId >> 0) & 0xfffff;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the sampler ID from the real texture handle.
|
||||
/// </summary>
|
||||
/// <param name="packedId">The real texture handle</param>
|
||||
/// <returns>The sampler ID</returns>
|
||||
private static int UnpackSamplerId(int packedId)
|
||||
{
|
||||
return (packedId >> 20) & 0xfff;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Force all bound textures and images to be rebound the next time CommitBindings is called.
|
||||
/// </summary>
|
||||
public void Rebind()
|
||||
{
|
||||
_rebind = true;
|
||||
Array.Clear(_textureState);
|
||||
Array.Clear(_imageState);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
using Ryujinx.Graphics.GAL;
|
||||
using Ryujinx.Graphics.Gpu.Engine.Types;
|
||||
using Ryujinx.Graphics.Gpu.Shader;
|
||||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Image
|
||||
|
@ -10,9 +11,11 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
class TextureManager : IDisposable
|
||||
{
|
||||
private readonly GpuContext _context;
|
||||
private readonly GpuChannel _channel;
|
||||
|
||||
private readonly TextureBindingsManager _cpBindingsManager;
|
||||
private readonly TextureBindingsManager _gpBindingsManager;
|
||||
private readonly TexturePoolCache _texturePoolCache;
|
||||
|
||||
private readonly Texture[] _rtColors;
|
||||
private readonly ITexture[] _rtHostColors;
|
||||
|
@ -35,6 +38,7 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
public TextureManager(GpuContext context, GpuChannel channel)
|
||||
{
|
||||
_context = context;
|
||||
_channel = channel;
|
||||
|
||||
TexturePoolCache texturePoolCache = new TexturePoolCache(context);
|
||||
|
||||
|
@ -43,6 +47,7 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
|
||||
_cpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, scales, isCompute: true);
|
||||
_gpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, scales, isCompute: false);
|
||||
_texturePoolCache = texturePoolCache;
|
||||
|
||||
_rtColors = new Texture[Constants.TotalRenderTargets];
|
||||
_rtHostColors = new ITexture[Constants.TotalRenderTargets];
|
||||
|
@ -99,6 +104,16 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
_cpBindingsManager.SetTextureBufferIndex(index);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the max binding indexes on the compute pipeline.
|
||||
/// </summary>
|
||||
/// <param name="maxTextureBinding">The maximum texture binding</param>
|
||||
/// <param name="maxImageBinding">The maximum image binding</param>
|
||||
public void SetComputeMaxBindings(int maxTextureBinding, int maxImageBinding)
|
||||
{
|
||||
_cpBindingsManager.SetMaxBindings(maxTextureBinding, maxImageBinding);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the texture constant buffer index on the graphics pipeline.
|
||||
/// </summary>
|
||||
|
@ -108,6 +123,16 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
_gpBindingsManager.SetTextureBufferIndex(index);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the max binding indexes on the graphics pipeline.
|
||||
/// </summary>
|
||||
/// <param name="maxTextureBinding">The maximum texture binding</param>
|
||||
/// <param name="maxImageBinding">The maximum image binding</param>
|
||||
public void SetGraphicsMaxBindings(int maxTextureBinding, int maxImageBinding)
|
||||
{
|
||||
_gpBindingsManager.SetMaxBindings(maxTextureBinding, maxImageBinding);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the current sampler pool on the compute pipeline.
|
||||
/// </summary>
|
||||
|
@ -335,25 +360,48 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
/// <summary>
|
||||
/// Commits bindings on the compute pipeline.
|
||||
/// </summary>
|
||||
public void CommitComputeBindings()
|
||||
/// <param name="specState">Specialization state for the bound shader</param>
|
||||
/// <returns>True if all bound textures match the current shader specialization state, false otherwise</returns>
|
||||
public bool CommitComputeBindings(ShaderSpecializationState specState)
|
||||
{
|
||||
// Every time we switch between graphics and compute work,
|
||||
// we must rebind everything.
|
||||
// Since compute work happens less often, we always do that
|
||||
// before and after the compute dispatch.
|
||||
_cpBindingsManager.Rebind();
|
||||
_cpBindingsManager.CommitBindings();
|
||||
bool result = _cpBindingsManager.CommitBindings(specState);
|
||||
_gpBindingsManager.Rebind();
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Commits bindings on the graphics pipeline.
|
||||
/// </summary>
|
||||
public void CommitGraphicsBindings()
|
||||
/// <param name="specState">Specialization state for the bound shader</param>
|
||||
/// <returns>True if all bound textures match the current shader specialization state, false otherwise</returns>
|
||||
public bool CommitGraphicsBindings(ShaderSpecializationState specState)
|
||||
{
|
||||
_gpBindingsManager.CommitBindings();
|
||||
bool result = _gpBindingsManager.CommitBindings(specState);
|
||||
|
||||
UpdateRenderTargets();
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a texture pool from the cache, with the given address and maximum id.
|
||||
/// </summary>
|
||||
/// <param name="poolGpuVa">GPU virtual address of the texture pool</param>
|
||||
/// <param name="maximumId">Maximum ID of the texture pool</param>
|
||||
/// <returns>The texture pool</returns>
|
||||
public TexturePool GetTexturePool(ulong poolGpuVa, int maximumId)
|
||||
{
|
||||
ulong poolAddress = _channel.MemoryManager.Translate(poolGpuVa);
|
||||
|
||||
TexturePool texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, maximumId);
|
||||
|
||||
return texturePool;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -14,6 +14,7 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
{
|
||||
private readonly GpuChannel _channel;
|
||||
private readonly ConcurrentQueue<Texture> _dereferenceQueue = new ConcurrentQueue<Texture>();
|
||||
private TextureDescriptor _defaultDescriptor;
|
||||
|
||||
/// <summary>
|
||||
/// Intrusive linked list node used on the texture pool cache.
|
||||
|
@ -32,6 +33,62 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
_channel = channel;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the texture descripor and texture with the given ID with no bounds check or synchronization.
|
||||
/// </summary>
|
||||
/// <param name="id">ID of the texture. This is effectively a zero-based index</param>
|
||||
/// <param name="texture">The texture with the given ID</param>
|
||||
/// <returns>The texture descriptor with the given ID</returns>
|
||||
private ref readonly TextureDescriptor GetInternal(int id, out Texture texture)
|
||||
{
|
||||
texture = Items[id];
|
||||
|
||||
ref readonly TextureDescriptor descriptor = ref GetDescriptorRef(id);
|
||||
|
||||
if (texture == null)
|
||||
{
|
||||
TextureInfo info = GetInfo(descriptor, out int layerSize);
|
||||
|
||||
ProcessDereferenceQueue();
|
||||
|
||||
texture = PhysicalMemory.TextureCache.FindOrCreateTexture(_channel.MemoryManager, TextureSearchFlags.ForSampler, info, layerSize);
|
||||
|
||||
// If this happens, then the texture address is invalid, we can't add it to the cache.
|
||||
if (texture == null)
|
||||
{
|
||||
return ref descriptor;
|
||||
}
|
||||
|
||||
texture.IncrementReferenceCount(this, id);
|
||||
|
||||
Items[id] = texture;
|
||||
|
||||
DescriptorCache[id] = descriptor;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (texture.ChangedSize)
|
||||
{
|
||||
// Texture changed size at one point - it may be a different size than the sampler expects.
|
||||
// This can be triggered when the size is changed by a size hint on copy or draw, but the texture has been sampled before.
|
||||
|
||||
int baseLevel = descriptor.UnpackBaseLevel();
|
||||
int width = Math.Max(1, descriptor.UnpackWidth() >> baseLevel);
|
||||
int height = Math.Max(1, descriptor.UnpackHeight() >> baseLevel);
|
||||
|
||||
if (texture.Info.Width != width || texture.Info.Height != height)
|
||||
{
|
||||
texture.ChangeSize(width, height, texture.Info.DepthOrLayers);
|
||||
}
|
||||
}
|
||||
|
||||
// Memory is automatically synchronized on texture creation.
|
||||
texture.SynchronizeMemory();
|
||||
}
|
||||
|
||||
return ref descriptor;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the texture with the given ID.
|
||||
/// </summary>
|
||||
|
@ -51,56 +108,49 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
SynchronizeMemory();
|
||||
}
|
||||
|
||||
Texture texture = Items[id];
|
||||
|
||||
if (texture == null)
|
||||
{
|
||||
TextureDescriptor descriptor = GetDescriptor(id);
|
||||
|
||||
TextureInfo info = GetInfo(descriptor, out int layerSize);
|
||||
|
||||
ProcessDereferenceQueue();
|
||||
|
||||
texture = PhysicalMemory.TextureCache.FindOrCreateTexture(_channel.MemoryManager, TextureSearchFlags.ForSampler, info, layerSize);
|
||||
|
||||
// If this happens, then the texture address is invalid, we can't add it to the cache.
|
||||
if (texture == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
texture.IncrementReferenceCount(this, id);
|
||||
|
||||
Items[id] = texture;
|
||||
|
||||
DescriptorCache[id] = descriptor;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (texture.ChangedSize)
|
||||
{
|
||||
// Texture changed size at one point - it may be a different size than the sampler expects.
|
||||
// This can be triggered when the size is changed by a size hint on copy or draw, but the texture has been sampled before.
|
||||
|
||||
TextureDescriptor descriptor = GetDescriptor(id);
|
||||
|
||||
int baseLevel = descriptor.UnpackBaseLevel();
|
||||
int width = Math.Max(1, descriptor.UnpackWidth() >> baseLevel);
|
||||
int height = Math.Max(1, descriptor.UnpackHeight() >> baseLevel);
|
||||
|
||||
if (texture.Info.Width != width || texture.Info.Height != height)
|
||||
{
|
||||
texture.ChangeSize(width, height, texture.Info.DepthOrLayers);
|
||||
}
|
||||
}
|
||||
|
||||
// Memory is automatically synchronized on texture creation.
|
||||
texture.SynchronizeMemory();
|
||||
}
|
||||
GetInternal(id, out Texture texture);
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the texture descriptor and texture with the given ID.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This method assumes that the pool has been manually synchronized before doing binding.
|
||||
/// </remarks>
|
||||
/// <param name="id">ID of the texture. This is effectively a zero-based index</param>
|
||||
/// <param name="texture">The texture with the given ID</param>
|
||||
/// <returns>The texture descriptor with the given ID</returns>
|
||||
public ref readonly TextureDescriptor GetForBinding(int id, out Texture texture)
|
||||
{
|
||||
if ((uint)id >= Items.Length)
|
||||
{
|
||||
texture = null;
|
||||
return ref _defaultDescriptor;
|
||||
}
|
||||
|
||||
// When getting for binding, assume the pool has already been synchronized.
|
||||
|
||||
return ref GetInternal(id, out texture);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the pool was modified, and returns the last sequence number where a modification was detected.
|
||||
/// </summary>
|
||||
/// <returns>A number that increments each time a modification is detected</returns>
|
||||
public int CheckModified()
|
||||
{
|
||||
if (SequenceNumber != Context.SequenceNumber)
|
||||
{
|
||||
SequenceNumber = Context.SequenceNumber;
|
||||
|
||||
SynchronizeMemory();
|
||||
}
|
||||
|
||||
return ModifiedSequenceNumber;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Forcibly remove a texture from this pool's items.
|
||||
/// If deferred, the dereference will be queued to occur on the render thread.
|
||||
|
@ -175,7 +225,7 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||
/// <param name="descriptor">The texture descriptor</param>
|
||||
/// <param name="layerSize">Layer size for textures using a sub-range of mipmap levels, otherwise 0</param>
|
||||
/// <returns>The texture information</returns>
|
||||
private TextureInfo GetInfo(TextureDescriptor descriptor, out int layerSize)
|
||||
private TextureInfo GetInfo(in TextureDescriptor descriptor, out int layerSize)
|
||||
{
|
||||
int depthOrLayers = descriptor.UnpackDepth();
|
||||
int levels = descriptor.UnpackLevels();
|
||||
|
|
|
@ -378,6 +378,25 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
|||
return _gpUniformBuffers[stage].Buffers[index].Address;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the bounds of the uniform buffer currently bound at the given index.
|
||||
/// </summary>
|
||||
/// <param name="isCompute">Indicates whenever the uniform is requested by the 3D or compute engine</param>
|
||||
/// <param name="stage">Index of the shader stage, if the uniform is for the 3D engine</param>
|
||||
/// <param name="index">Index of the uniform buffer binding</param>
|
||||
/// <returns>The uniform buffer bounds, or an undefined value if the buffer is not currently bound</returns>
|
||||
public ref BufferBounds GetUniformBufferBounds(bool isCompute, int stage, int index)
|
||||
{
|
||||
if (isCompute)
|
||||
{
|
||||
return ref _cpUniformBuffers.Buffers[index];
|
||||
}
|
||||
else
|
||||
{
|
||||
return ref _gpUniformBuffers[stage].Buffers[index];
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Ensures that the compute engine bindings are visible to the host GPU.
|
||||
/// Note: this actually performs the binding using the host graphics API.
|
||||
|
|
|
@ -35,6 +35,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
HostProgram = hostProgram;
|
||||
SpecializationState = specializationState;
|
||||
Shaders = shaders;
|
||||
|
||||
SpecializationState.Prepare(shaders);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -418,7 +418,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
{
|
||||
if (IsShaderEqual(channel.MemoryManager, cpShader.Shaders[0], gpuVa))
|
||||
{
|
||||
return cpShader.SpecializationState.MatchesCompute(channel, poolState);
|
||||
return cpShader.SpecializationState.MatchesCompute(channel, poolState, true);
|
||||
}
|
||||
|
||||
return false;
|
||||
|
@ -454,7 +454,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
}
|
||||
}
|
||||
|
||||
return gpShaders.SpecializationState.MatchesGraphics(channel, poolState, graphicsState);
|
||||
return gpShaders.SpecializationState.MatchesGraphics(channel, poolState, graphicsState, true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -35,7 +35,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
{
|
||||
foreach (var entry in _entries)
|
||||
{
|
||||
if (entry.SpecializationState.MatchesGraphics(channel, poolState, graphicsState))
|
||||
if (entry.SpecializationState.MatchesGraphics(channel, poolState, graphicsState, true))
|
||||
{
|
||||
program = entry;
|
||||
return true;
|
||||
|
@ -57,7 +57,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
{
|
||||
foreach (var entry in _entries)
|
||||
{
|
||||
if (entry.SpecializationState.MatchesCompute(channel, poolState))
|
||||
if (entry.SpecializationState.MatchesCompute(channel, poolState, true))
|
||||
{
|
||||
program = entry;
|
||||
return true;
|
||||
|
|
|
@ -1,9 +1,14 @@
|
|||
using Ryujinx.Common.Memory;
|
||||
using Ryujinx.Graphics.Gpu.Image;
|
||||
using Ryujinx.Graphics.Gpu.Memory;
|
||||
using Ryujinx.Graphics.Gpu.Shader.DiskCache;
|
||||
using Ryujinx.Graphics.Shader;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Shader
|
||||
{
|
||||
|
@ -158,6 +163,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
}
|
||||
|
||||
private readonly Dictionary<TextureKey, Box<TextureSpecializationState>> _textureSpecialization;
|
||||
private KeyValuePair<TextureKey, Box<TextureSpecializationState>>[] _allTextures;
|
||||
private Box<TextureSpecializationState>[][] _textureByBinding;
|
||||
private Box<TextureSpecializationState>[][] _imageByBinding;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the shader specialization state.
|
||||
|
@ -194,6 +202,48 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Prepare the shader specialization state for quick binding lookups.
|
||||
/// </summary>
|
||||
/// <param name="stages">The shader stages</param>
|
||||
public void Prepare(CachedShaderStage[] stages)
|
||||
{
|
||||
_allTextures = _textureSpecialization.ToArray();
|
||||
|
||||
_textureByBinding = new Box<TextureSpecializationState>[stages.Length][];
|
||||
_imageByBinding = new Box<TextureSpecializationState>[stages.Length][];
|
||||
|
||||
for (int i = 0; i < stages.Length; i++)
|
||||
{
|
||||
CachedShaderStage stage = stages[i];
|
||||
if (stage?.Info != null)
|
||||
{
|
||||
var textures = stage.Info.Textures;
|
||||
var images = stage.Info.Images;
|
||||
|
||||
var texBindings = new Box<TextureSpecializationState>[textures.Count];
|
||||
var imageBindings = new Box<TextureSpecializationState>[images.Count];
|
||||
|
||||
int stageIndex = Math.Max(i - 1, 0); // Don't count VertexA for looking up spec state. No-Op for compute.
|
||||
|
||||
for (int j = 0; j < textures.Count; j++)
|
||||
{
|
||||
var texture = textures[j];
|
||||
texBindings[j] = GetTextureSpecState(stageIndex, texture.HandleIndex, texture.CbufSlot);
|
||||
}
|
||||
|
||||
for (int j = 0; j < images.Count; j++)
|
||||
{
|
||||
var image = images[j];
|
||||
imageBindings[j] = GetTextureSpecState(stageIndex, image.HandleIndex, image.CbufSlot);
|
||||
}
|
||||
|
||||
_textureByBinding[i] = texBindings;
|
||||
_imageByBinding[i] = imageBindings;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Indicates that the shader accesses the early Z force state.
|
||||
/// </summary>
|
||||
|
@ -396,15 +446,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// <param name="channel">GPU channel</param>
|
||||
/// <param name="poolState">Texture pool state</param>
|
||||
/// <param name="graphicsState">Graphics state</param>
|
||||
/// <param name="checkTextures">Indicates whether texture descriptors should be checked</param>
|
||||
/// <returns>True if the state matches, false otherwise</returns>
|
||||
public bool MatchesGraphics(GpuChannel channel, GpuChannelPoolState poolState, GpuChannelGraphicsState graphicsState)
|
||||
public bool MatchesGraphics(GpuChannel channel, GpuChannelPoolState poolState, GpuChannelGraphicsState graphicsState, bool checkTextures)
|
||||
{
|
||||
if (graphicsState.ViewportTransformDisable != GraphicsState.ViewportTransformDisable)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return Matches(channel, poolState, isCompute: false);
|
||||
return Matches(channel, poolState, checkTextures, isCompute: false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -412,10 +463,64 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// </summary>
|
||||
/// <param name="channel">GPU channel</param>
|
||||
/// <param name="poolState">Texture pool state</param>
|
||||
/// <param name="checkTextures">Indicates whether texture descriptors should be checked</param>
|
||||
/// <returns>True if the state matches, false otherwise</returns>
|
||||
public bool MatchesCompute(GpuChannel channel, GpuChannelPoolState poolState)
|
||||
public bool MatchesCompute(GpuChannel channel, GpuChannelPoolState poolState, bool checkTextures)
|
||||
{
|
||||
return Matches(channel, poolState, isCompute: true);
|
||||
return Matches(channel, poolState, checkTextures, isCompute: true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fetch the constant buffers used for a texture to cache.
|
||||
/// </summary>
|
||||
/// <param name="channel">GPU channel</param>
|
||||
/// <param name="isCompute">Indicates whenever the check is requested by the 3D or compute engine</param>
|
||||
/// <param name="cachedTextureBufferIndex">The currently cached texture buffer index</param>
|
||||
/// <param name="cachedSamplerBufferIndex">The currently cached sampler buffer index</param>
|
||||
/// <param name="cachedTextureBuffer">The currently cached texture buffer data</param>
|
||||
/// <param name="cachedSamplerBuffer">The currently cached sampler buffer data</param>
|
||||
/// <param name="cachedStageIndex">The currently cached stage</param>
|
||||
/// <param name="textureBufferIndex">The new texture buffer index</param>
|
||||
/// <param name="samplerBufferIndex">The new sampler buffer index</param>
|
||||
/// <param name="stageIndex">Stage index of the constant buffer</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private static void UpdateCachedBuffer(
|
||||
GpuChannel channel,
|
||||
bool isCompute,
|
||||
ref int cachedTextureBufferIndex,
|
||||
ref int cachedSamplerBufferIndex,
|
||||
ref ReadOnlySpan<int> cachedTextureBuffer,
|
||||
ref ReadOnlySpan<int> cachedSamplerBuffer,
|
||||
ref int cachedStageIndex,
|
||||
int textureBufferIndex,
|
||||
int samplerBufferIndex,
|
||||
int stageIndex)
|
||||
{
|
||||
bool stageChange = stageIndex != cachedStageIndex;
|
||||
|
||||
if (stageChange || textureBufferIndex != cachedTextureBufferIndex)
|
||||
{
|
||||
ref BufferBounds bounds = ref channel.BufferManager.GetUniformBufferBounds(isCompute, stageIndex, textureBufferIndex);
|
||||
|
||||
cachedTextureBuffer = MemoryMarshal.Cast<byte, int>(channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
|
||||
cachedTextureBufferIndex = textureBufferIndex;
|
||||
|
||||
if (samplerBufferIndex == textureBufferIndex)
|
||||
{
|
||||
cachedSamplerBuffer = cachedTextureBuffer;
|
||||
cachedSamplerBufferIndex = samplerBufferIndex;
|
||||
}
|
||||
}
|
||||
|
||||
if (stageChange || samplerBufferIndex != cachedSamplerBufferIndex)
|
||||
{
|
||||
ref BufferBounds bounds = ref channel.BufferManager.GetUniformBufferBounds(isCompute, stageIndex, samplerBufferIndex);
|
||||
|
||||
cachedSamplerBuffer = MemoryMarshal.Cast<byte, int>(channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
|
||||
cachedSamplerBufferIndex = samplerBufferIndex;
|
||||
}
|
||||
|
||||
cachedStageIndex = stageIndex;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -423,9 +528,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// </summary>
|
||||
/// <param name="channel">GPU channel</param>
|
||||
/// <param name="poolState">Texture pool state</param>
|
||||
/// <param name="checkTextures">Indicates whether texture descriptors should be checked</param>
|
||||
/// <param name="isCompute">Indicates whenever the check is requested by the 3D or compute engine</param>
|
||||
/// <returns>True if the state matches, false otherwise</returns>
|
||||
private bool Matches(GpuChannel channel, GpuChannelPoolState poolState, bool isCompute)
|
||||
private bool Matches(GpuChannel channel, GpuChannelPoolState poolState, bool checkTextures, bool isCompute)
|
||||
{
|
||||
int constantBufferUsePerStageMask = _constantBufferUsePerStage;
|
||||
|
||||
|
@ -445,55 +551,60 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
constantBufferUsePerStageMask &= ~(1 << index);
|
||||
}
|
||||
|
||||
foreach (var kv in _textureSpecialization)
|
||||
if (checkTextures)
|
||||
{
|
||||
TextureKey textureKey = kv.Key;
|
||||
TexturePool pool = channel.TextureManager.GetTexturePool(poolState.TexturePoolGpuVa, poolState.TexturePoolMaximumId);
|
||||
|
||||
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(textureKey.CbufSlot, poolState.TextureBufferIndex);
|
||||
int cachedTextureBufferIndex = -1;
|
||||
int cachedSamplerBufferIndex = -1;
|
||||
int cachedStageIndex = -1;
|
||||
ReadOnlySpan<int> cachedTextureBuffer = Span<int>.Empty;
|
||||
ReadOnlySpan<int> cachedSamplerBuffer = Span<int>.Empty;
|
||||
|
||||
ulong textureCbAddress;
|
||||
ulong samplerCbAddress;
|
||||
|
||||
if (isCompute)
|
||||
foreach (var kv in _allTextures)
|
||||
{
|
||||
textureCbAddress = channel.BufferManager.GetComputeUniformBufferAddress(textureBufferIndex);
|
||||
samplerCbAddress = channel.BufferManager.GetComputeUniformBufferAddress(samplerBufferIndex);
|
||||
}
|
||||
else
|
||||
{
|
||||
textureCbAddress = channel.BufferManager.GetGraphicsUniformBufferAddress(textureKey.StageIndex, textureBufferIndex);
|
||||
samplerCbAddress = channel.BufferManager.GetGraphicsUniformBufferAddress(textureKey.StageIndex, samplerBufferIndex);
|
||||
}
|
||||
TextureKey textureKey = kv.Key;
|
||||
|
||||
if (!channel.MemoryManager.Physical.IsMapped(textureCbAddress) || !channel.MemoryManager.Physical.IsMapped(samplerCbAddress))
|
||||
{
|
||||
continue;
|
||||
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(textureKey.CbufSlot, poolState.TextureBufferIndex);
|
||||
|
||||
UpdateCachedBuffer(channel,
|
||||
isCompute,
|
||||
ref cachedTextureBufferIndex,
|
||||
ref cachedSamplerBufferIndex,
|
||||
ref cachedTextureBuffer,
|
||||
ref cachedSamplerBuffer,
|
||||
ref cachedStageIndex,
|
||||
textureBufferIndex,
|
||||
samplerBufferIndex,
|
||||
textureKey.StageIndex);
|
||||
|
||||
int packedId = TextureHandle.ReadPackedId(textureKey.Handle, cachedTextureBuffer, cachedSamplerBuffer);
|
||||
|
||||
int textureId = TextureHandle.UnpackTextureId(packedId);
|
||||
|
||||
ref readonly Image.TextureDescriptor descriptor = ref pool.GetDescriptorRef(textureId);
|
||||
|
||||
if (!MatchesTexture(kv.Value, descriptor))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Image.TextureDescriptor descriptor;
|
||||
|
||||
if (isCompute)
|
||||
{
|
||||
descriptor = channel.TextureManager.GetComputeTextureDescriptor(
|
||||
poolState.TexturePoolGpuVa,
|
||||
poolState.TextureBufferIndex,
|
||||
poolState.TexturePoolMaximumId,
|
||||
textureKey.Handle,
|
||||
textureKey.CbufSlot);
|
||||
}
|
||||
else
|
||||
{
|
||||
descriptor = channel.TextureManager.GetGraphicsTextureDescriptor(
|
||||
poolState.TexturePoolGpuVa,
|
||||
poolState.TextureBufferIndex,
|
||||
poolState.TexturePoolMaximumId,
|
||||
textureKey.StageIndex,
|
||||
textureKey.Handle,
|
||||
textureKey.CbufSlot);
|
||||
}
|
||||
|
||||
Box<TextureSpecializationState> specializationState = kv.Value;
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the recorded texture state matches the given texture descriptor.
|
||||
/// </summary>
|
||||
/// <param name="specializationState">Texture specialization state</param>
|
||||
/// <param name="descriptor">Texture descriptor</param>
|
||||
/// <returns>True if the state matches, false otherwise</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private bool MatchesTexture(Box<TextureSpecializationState> specializationState, in Image.TextureDescriptor descriptor)
|
||||
{
|
||||
if (specializationState != null)
|
||||
{
|
||||
if (specializationState.Value.QueriedFlags.HasFlag(QueriedTextureStateFlags.CoordNormalized) &&
|
||||
specializationState.Value.CoordNormalized != descriptor.UnpackTextureCoordNormalized())
|
||||
{
|
||||
|
@ -504,6 +615,34 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the recorded texture state for a given texture binding matches a texture descriptor.
|
||||
/// </summary>
|
||||
/// <param name="stage">The shader stage</param>
|
||||
/// <param name="index">The texture index</param>
|
||||
/// <param name="descriptor">Texture descriptor</param>
|
||||
/// <returns>True if the state matches, false otherwise</returns>
|
||||
public bool MatchesTexture(ShaderStage stage, int index, in Image.TextureDescriptor descriptor)
|
||||
{
|
||||
Box<TextureSpecializationState> specializationState = _textureByBinding[(int)stage][index];
|
||||
|
||||
return MatchesTexture(specializationState, descriptor);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the recorded texture state for a given image binding matches a texture descriptor.
|
||||
/// </summary>
|
||||
/// <param name="stage">The shader stage</param>
|
||||
/// <param name="index">The texture index</param>
|
||||
/// <param name="descriptor">Texture descriptor</param>
|
||||
/// <returns>True if the state matches, false otherwise</returns>
|
||||
public bool MatchesImage(ShaderStage stage, int index, in Image.TextureDescriptor descriptor)
|
||||
{
|
||||
Box<TextureSpecializationState> specializationState = _imageByBinding[(int)stage][index];
|
||||
|
||||
return MatchesTexture(specializationState, descriptor);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reads shader specialization state that has been serialized.
|
||||
/// </summary>
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
using System;
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
namespace Ryujinx.Graphics.Shader
|
||||
|
@ -50,5 +51,63 @@ namespace Ryujinx.Graphics.Shader
|
|||
{
|
||||
return (handle & 0x3fff, (handle >> 14) & 0x3fff, (TextureHandleType)((uint)handle >> 28));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the texture ID from the real texture handle.
|
||||
/// </summary>
|
||||
/// <param name="packedId">The real texture handle</param>
|
||||
/// <returns>The texture ID</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static int UnpackTextureId(int packedId)
|
||||
{
|
||||
return (packedId >> 0) & 0xfffff;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the sampler ID from the real texture handle.
|
||||
/// </summary>
|
||||
/// <param name="packedId">The real texture handle</param>
|
||||
/// <returns>The sampler ID</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static int UnpackSamplerId(int packedId)
|
||||
{
|
||||
return (packedId >> 20) & 0xfff;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reads a packed texture and sampler ID (basically, the real texture handle)
|
||||
/// from a given texture/sampler constant buffer.
|
||||
/// </summary>
|
||||
/// <param name="wordOffset">A word offset of the handle on the buffer (the "fake" shader handle)</param>
|
||||
/// <param name="cachedTextureBuffer">The constant buffer to fetch texture IDs from</param>
|
||||
/// <param name="cachedSamplerBuffer">The constant buffer to fetch sampler IDs from</param>
|
||||
/// <returns>The packed texture and sampler ID (the real texture handle)</returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static int ReadPackedId(int wordOffset, ReadOnlySpan<int> cachedTextureBuffer, ReadOnlySpan<int> cachedSamplerBuffer)
|
||||
{
|
||||
(int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = UnpackOffsets(wordOffset);
|
||||
|
||||
int handle = cachedTextureBuffer[textureWordOffset];
|
||||
|
||||
// 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 = cachedSamplerBuffer[samplerWordOffset];
|
||||
|
||||
if (handleType == TextureHandleType.SeparateSamplerId)
|
||||
{
|
||||
samplerHandle <<= 20;
|
||||
}
|
||||
|
||||
handle |= samplerHandle;
|
||||
}
|
||||
|
||||
return handle;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue