mirror of
https://github.com/Ryujinx/Ryujinx.git
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94cc365b63
* Honour copy dependencies when switching render target When switching from one render target to another, when both have a copy dependency to each other, a copy can be deferred on the second target when unbinding the first. Before, this would not be honoured before binding the new texture, so the copy would stay deferred until the render targets change again, at which point it would copy in old data and essentially clear all the draws done during that time. This change runs synchronize memory to make sure that copies are honoured. This can cause a redundant copy, but it's better than it breaking for now. This should fix miiedit on AMD/Intel GPUs on windows. May fix other games, or perhaps rare copy dependency bugs on NVIDIA too. * Address feedback
405 lines
15 KiB
C#
405 lines
15 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.State;
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using System;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Texture manager.
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/// </summary>
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class TextureManager : IDisposable
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{
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private readonly GpuContext _context;
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private readonly TextureBindingsManager _cpBindingsManager;
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private readonly TextureBindingsManager _gpBindingsManager;
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private readonly Texture[] _rtColors;
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private readonly ITexture[] _rtHostColors;
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private Texture _rtDepthStencil;
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private ITexture _rtHostDs;
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/// <summary>
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/// The scaling factor applied to all currently bound render targets.
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/// </summary>
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public float RenderTargetScale { get; private set; } = 1f;
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/// <summary>
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/// Creates a new instance of the texture manager.
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/// </summary>
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/// <param name="context">GPU context that the texture manager belongs to</param>
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/// <param name="channel">GPU channel that the texture manager belongs to</param>
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public TextureManager(GpuContext context, GpuChannel channel)
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{
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_context = context;
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TexturePoolCache texturePoolCache = new TexturePoolCache(context);
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_cpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, isCompute: true);
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_gpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, isCompute: false);
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_rtColors = new Texture[Constants.TotalRenderTargets];
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_rtHostColors = new ITexture[Constants.TotalRenderTargets];
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}
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/// <summary>
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/// Sets texture bindings on the compute pipeline.
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/// </summary>
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/// <param name="bindings">The texture bindings</param>
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public void SetComputeTextures(TextureBindingInfo[] bindings)
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{
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_cpBindingsManager.SetTextures(0, bindings);
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}
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/// <summary>
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/// Sets texture bindings on the graphics pipeline.
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/// </summary>
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/// <param name="stage">The index of the shader stage to bind the textures</param>
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/// <param name="bindings">The texture bindings</param>
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public void SetGraphicsTextures(int stage, TextureBindingInfo[] bindings)
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{
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_gpBindingsManager.SetTextures(stage, bindings);
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}
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/// <summary>
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/// Sets image bindings on the compute pipeline.
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/// </summary>
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/// <param name="bindings">The image bindings</param>
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public void SetComputeImages(TextureBindingInfo[] bindings)
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{
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_cpBindingsManager.SetImages(0, bindings);
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}
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/// <summary>
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/// Sets image bindings on the graphics pipeline.
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/// </summary>
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/// <param name="stage">The index of the shader stage to bind the images</param>
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/// <param name="bindings">The image bindings</param>
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public void SetGraphicsImages(int stage, TextureBindingInfo[] bindings)
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{
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_gpBindingsManager.SetImages(stage, bindings);
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}
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/// <summary>
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/// Sets the texture constant buffer index on the compute pipeline.
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/// </summary>
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/// <param name="index">The texture constant buffer index</param>
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public void SetComputeTextureBufferIndex(int index)
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{
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_cpBindingsManager.SetTextureBufferIndex(index);
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}
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/// <summary>
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/// Sets the texture constant buffer index on the graphics pipeline.
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/// </summary>
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/// <param name="index">The texture constant buffer index</param>
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public void SetGraphicsTextureBufferIndex(int index)
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{
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_gpBindingsManager.SetTextureBufferIndex(index);
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}
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/// <summary>
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/// Sets the current sampler pool on the compute pipeline.
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/// </summary>
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/// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
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/// <param name="maximumId">The maximum ID of the sampler pool</param>
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/// <param name="samplerIndex">The indexing type of the sampler pool</param>
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public void SetComputeSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
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{
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_cpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
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}
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/// <summary>
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/// Sets the current sampler pool on the graphics pipeline.
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/// </summary>
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/// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
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/// <param name="maximumId">The maximum ID of the sampler pool</param>
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/// <param name="samplerIndex">The indexing type of the sampler pool</param>
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public void SetGraphicsSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
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{
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_gpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
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}
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/// <summary>
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/// Sets the current texture pool on the compute pipeline.
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/// </summary>
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/// <param name="gpuVa">The start GPU virtual address of the texture pool</param>
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/// <param name="maximumId">The maximum ID of the texture pool</param>
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public void SetComputeTexturePool(ulong gpuVa, int maximumId)
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{
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_cpBindingsManager.SetTexturePool(gpuVa, maximumId);
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}
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/// <summary>
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/// Sets the current texture pool on the graphics pipeline.
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/// </summary>
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/// <param name="gpuVa">The start GPU virtual address of the texture pool</param>
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/// <param name="maximumId">The maximum ID of the texture pool</param>
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public void SetGraphicsTexturePool(ulong gpuVa, int maximumId)
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{
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_gpBindingsManager.SetTexturePool(gpuVa, maximumId);
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}
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/// <summary>
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/// Sets the render target color buffer.
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/// </summary>
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/// <param name="index">The index of the color buffer to set (up to 8)</param>
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/// <param name="color">The color buffer texture</param>
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/// <returns>True if render target scale must be updated.</returns>
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public bool SetRenderTargetColor(int index, Texture color)
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{
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bool hasValue = color != null;
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bool changesScale = (hasValue != (_rtColors[index] != null)) || (hasValue && RenderTargetScale != color.ScaleFactor);
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if (_rtColors[index] != color)
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{
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_rtColors[index]?.SignalModifying(false);
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if (color != null)
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{
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color.SynchronizeMemory();
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color.SignalModifying(true);
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}
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_rtColors[index] = color;
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}
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return changesScale || (hasValue && color.ScaleMode != TextureScaleMode.Blacklisted && color.ScaleFactor != GraphicsConfig.ResScale);
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}
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/// <summary>
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/// Sets the render target depth-stencil buffer.
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/// </summary>
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/// <param name="depthStencil">The depth-stencil buffer texture</param>
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/// <returns>True if render target scale must be updated.</returns>
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public bool SetRenderTargetDepthStencil(Texture depthStencil)
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{
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bool hasValue = depthStencil != null;
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bool changesScale = (hasValue != (_rtDepthStencil != null)) || (hasValue && RenderTargetScale != depthStencil.ScaleFactor);
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if (_rtDepthStencil != depthStencil)
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{
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_rtDepthStencil?.SignalModifying(false);
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if (depthStencil != null)
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{
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depthStencil.SynchronizeMemory();
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depthStencil.SignalModifying(true);
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}
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_rtDepthStencil = depthStencil;
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}
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return changesScale || (hasValue && depthStencil.ScaleMode != TextureScaleMode.Blacklisted && depthStencil.ScaleFactor != GraphicsConfig.ResScale);
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}
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/// <summary>
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/// Gets the first available bound colour target, or the depth stencil target if not present.
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/// </summary>
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/// <returns>The first bound colour target, otherwise the depth stencil target</returns>
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public Texture GetAnyRenderTarget()
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{
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return _rtColors[0] ?? _rtDepthStencil;
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}
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/// <summary>
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/// Updates the Render Target scale, given the currently bound render targets.
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/// This will update scale to match the configured scale, scale textures that are eligible but not scaled,
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/// and propagate blacklisted status from one texture to the ones bound with it.
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/// </summary>
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/// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
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public void UpdateRenderTargetScale(int singleUse)
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{
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// Make sure all scales for render targets are at the highest they should be. Blacklisted targets should propagate their scale to the other targets.
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bool mismatch = false;
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bool blacklisted = false;
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bool hasUpscaled = false;
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float targetScale = GraphicsConfig.ResScale;
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void ConsiderTarget(Texture target)
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{
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if (target == null) return;
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float scale = target.ScaleFactor;
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switch (target.ScaleMode)
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{
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case TextureScaleMode.Blacklisted:
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mismatch |= scale != 1f;
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blacklisted = true;
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break;
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case TextureScaleMode.Eligible:
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mismatch = true; // We must make a decision.
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break;
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case TextureScaleMode.Scaled:
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hasUpscaled = true;
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mismatch |= scale != targetScale; // If the target scale has changed, reset the scale for all targets.
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break;
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}
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}
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if (singleUse != -1)
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{
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// If only one target is in use (by a clear, for example) the others do not need to be checked for mismatching scale.
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ConsiderTarget(_rtColors[singleUse]);
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}
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else
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{
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foreach (Texture color in _rtColors)
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{
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ConsiderTarget(color);
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}
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}
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ConsiderTarget(_rtDepthStencil);
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mismatch |= blacklisted && hasUpscaled;
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if (blacklisted)
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{
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targetScale = 1f;
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}
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if (mismatch)
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{
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if (blacklisted)
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{
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// Propagate the blacklisted state to the other textures.
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foreach (Texture color in _rtColors)
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{
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color?.BlacklistScale();
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}
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_rtDepthStencil?.BlacklistScale();
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}
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else
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{
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// Set the scale of the other textures.
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foreach (Texture color in _rtColors)
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{
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color?.SetScale(targetScale);
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}
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_rtDepthStencil?.SetScale(targetScale);
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}
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}
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RenderTargetScale = targetScale;
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}
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/// <summary>
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/// Commits bindings on the compute pipeline.
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/// </summary>
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public void CommitComputeBindings()
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{
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// Every time we switch between graphics and compute work,
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// we must rebind everything.
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// Since compute work happens less often, we always do that
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// before and after the compute dispatch.
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_cpBindingsManager.Rebind();
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_cpBindingsManager.CommitBindings();
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_gpBindingsManager.Rebind();
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}
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/// <summary>
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/// Commits bindings on the graphics pipeline.
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/// </summary>
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public void CommitGraphicsBindings()
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{
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_gpBindingsManager.CommitBindings();
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UpdateRenderTargets();
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}
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/// <summary>
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/// Gets a texture descriptor used on the compute pipeline.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="handle">Shader "fake" handle of the texture</param>
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/// <param name="cbufSlot">Shader constant buffer slot of the texture</param>
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/// <returns>The texture descriptor</returns>
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public TextureDescriptor GetComputeTextureDescriptor(GpuState state, int handle, int cbufSlot)
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{
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return _cpBindingsManager.GetTextureDescriptor(state, 0, handle, cbufSlot);
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}
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/// <summary>
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/// Gets a texture descriptor used on the graphics pipeline.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Index of the shader stage where the texture is bound</param>
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/// <param name="handle">Shader "fake" handle of the texture</param>
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/// <param name="cbufSlot">Shader constant buffer slot of the texture</param>
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/// <returns>The texture descriptor</returns>
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public TextureDescriptor GetGraphicsTextureDescriptor(GpuState state, int stageIndex, int handle, int cbufSlot)
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{
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return _gpBindingsManager.GetTextureDescriptor(state, stageIndex, handle, cbufSlot);
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}
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/// <summary>
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/// Update host framebuffer attachments based on currently bound render target buffers.
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/// </summary>
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public void UpdateRenderTargets()
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{
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bool anyChanged = false;
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if (_rtHostDs != _rtDepthStencil?.HostTexture)
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{
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_rtHostDs = _rtDepthStencil?.HostTexture;
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anyChanged = true;
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}
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for (int index = 0; index < _rtColors.Length; index++)
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{
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ITexture hostTexture = _rtColors[index]?.HostTexture;
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if (_rtHostColors[index] != hostTexture)
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{
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_rtHostColors[index] = hostTexture;
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anyChanged = true;
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}
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}
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if (anyChanged)
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{
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_context.Renderer.Pipeline.SetRenderTargets(_rtHostColors, _rtHostDs);
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}
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}
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/// <summary>
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/// Forces all textures, samplers, images and render targets to be rebound the next time
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/// CommitGraphicsBindings is called.
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/// </summary>
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public void Rebind()
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{
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_gpBindingsManager.Rebind();
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for (int index = 0; index < _rtHostColors.Length; index++)
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{
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_rtHostColors[index] = null;
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}
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_rtHostDs = null;
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}
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/// <summary>
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/// Disposes the texture manager.
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/// It's an error to use the texture manager after disposal.
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/// </summary>
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public void Dispose()
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{
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_cpBindingsManager.Dispose();
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_gpBindingsManager.Dispose();
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for (int i = 0; i < _rtColors.Length; i++)
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{
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_rtColors[i]?.DecrementReferenceCount();
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_rtColors[i] = null;
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}
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_rtDepthStencil?.DecrementReferenceCount();
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_rtDepthStencil = null;
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}
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}
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}
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