R/Ryujinx.Graphics.Gpu/Image/Texture.cs
riperiperi 9f1cf6458c
Vulkan: Migrate buffers between memory types to improve GPU performance (#4540)
* Initial implementation of migration between memory heaps

- Missing OOM handling
- Missing `_map` data safety when remapping
  - Copy may not have completed yet (needs some kind of fence)
  - Map may be unmapped before it is done being used. (needs scoped access)
- SSBO accesses are all "writes" - maybe pass info in another way.
- Missing keeping map type when resizing buffers (should this be done?)

* Ensure migrated data is in place before flushing.

* Fix issue where old waitable would be signalled.

- There is a real issue where existing Auto<> references need to be replaced.

* Swap bound Auto<> instances when swapping buffer backing

* Fix conversion buffers

* Don't try move buffers if the host has shared memory.

* Make GPU methods return PinnedSpan with scope

* Storage Hint

* Fix stupidity

* Fix rebase

* Tweak rules

Attempt to sidestep BOTW slowdown

* Remove line

* Migrate only when command buffers flush

* Change backing swap log to debug

* Address some feedback

* Disallow backing swap when the flush lock is held by the current thread

* Make PinnedSpan from ReadOnlySpan explicitly unsafe

* Fix some small issues

- Index buffer swap fixed
- Allocate DeviceLocal buffers using a separate block list to images.

* Remove alternative flags

* Address feedback
2023-03-19 17:56:48 -03:00

1705 lines
No EOL
65 KiB
C#

using Ryujinx.Common.Logging;
using Ryujinx.Common.Memory;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Texture;
using Ryujinx.Graphics.Texture.Astc;
using Ryujinx.Memory;
using Ryujinx.Memory.Range;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Numerics;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Represents a cached GPU texture.
/// </summary>
class Texture : IMultiRangeItem, IDisposable
{
// How many updates we need before switching to the byte-by-byte comparison
// modification check method.
// This method uses much more memory so we want to avoid it if possible.
private const int ByteComparisonSwitchThreshold = 4;
// Tuning for blacklisting textures from scaling when their data is updated from CPU.
// Each write adds the weight, each GPU modification subtracts 1.
// Exceeding the threshold blacklists the texture.
private const int ScaledSetWeight = 10;
private const int ScaledSetThreshold = 30;
private const int MinLevelsForForceAnisotropy = 5;
private struct TexturePoolOwner
{
public TexturePool Pool;
public int ID;
public ulong GpuAddress;
}
private GpuContext _context;
private PhysicalMemory _physicalMemory;
private SizeInfo _sizeInfo;
/// <summary>
/// Texture format.
/// </summary>
public Format Format => Info.FormatInfo.Format;
/// <summary>
/// Texture target.
/// </summary>
public Target Target { get; private set; }
/// <summary>
/// Texture width.
/// </summary>
public int Width { get; private set; }
/// <summary>
/// Texture height.
/// </summary>
public int Height { get; private set; }
/// <summary>
/// Texture information.
/// </summary>
public TextureInfo Info { get; private set; }
/// <summary>
/// Set when anisotropic filtering can be forced on the given texture.
/// </summary>
public bool CanForceAnisotropy { get; private set; }
/// <summary>
/// Host scale factor.
/// </summary>
public float ScaleFactor { get; private set; }
/// <summary>
/// Upscaling mode. Informs if a texture is scaled, or is eligible for scaling.
/// </summary>
public TextureScaleMode ScaleMode { get; private set; }
/// <summary>
/// Group that this texture belongs to. Manages read/write memory tracking.
/// </summary>
public TextureGroup Group { get; private set; }
/// <summary>
/// Set when a texture's GPU VA has ever been partially or fully unmapped.
/// This indicates that the range must be fully checked when matching the texture.
/// </summary>
public bool ChangedMapping { get; private set; }
/// <summary>
/// True if the data for this texture must always be flushed when an overlap appears.
/// This is useful if SetData is called directly on this texture, but the data is meant for a future texture.
/// </summary>
public bool AlwaysFlushOnOverlap { get; private set; }
/// <summary>
/// Increments when the host texture is swapped, or when the texture is removed from all pools.
/// </summary>
public int InvalidatedSequence { get; private set; }
private int _depth;
private int _layers;
public int FirstLayer { get; private set; }
public int FirstLevel { get; private set; }
private bool _hasData;
private bool _dirty = true;
private int _updateCount;
private byte[] _currentData;
private bool _modifiedStale = true;
private ITexture _arrayViewTexture;
private Target _arrayViewTarget;
private ITexture _flushHostTexture;
private ITexture _setHostTexture;
private int _scaledSetScore;
private Texture _viewStorage;
private List<Texture> _views;
/// <summary>
/// Host texture.
/// </summary>
public ITexture HostTexture { get; private set; }
/// <summary>
/// Intrusive linked list node used on the auto deletion texture cache.
/// </summary>
public LinkedListNode<Texture> CacheNode { get; set; }
/// <summary>
/// Entry for this texture in the short duration cache, if present.
/// </summary>
public ShortTextureCacheEntry ShortCacheEntry { get; set; }
/// Physical memory ranges where the texture data is located.
/// </summary>
public MultiRange Range { get; private set; }
/// <summary>
/// Layer size in bytes.
/// </summary>
public int LayerSize => _sizeInfo.LayerSize;
/// <summary>
/// Texture size in bytes.
/// </summary>
public ulong Size => (ulong)_sizeInfo.TotalSize;
/// <summary>
/// Whether or not the texture belongs is a view.
/// </summary>
public bool IsView => _viewStorage != this;
/// <summary>
/// Whether or not this texture has views.
/// </summary>
public bool HasViews => _views.Count > 0;
private int _referenceCount;
private List<TexturePoolOwner> _poolOwners;
/// <summary>
/// Constructs a new instance of the cached GPU texture.
/// </summary>
/// <param name="context">GPU context that the texture belongs to</param>
/// <param name="physicalMemory">Physical memory where the texture is mapped</param>
/// <param name="info">Texture information</param>
/// <param name="sizeInfo">Size information of the texture</param>
/// <param name="range">Physical memory ranges where the texture data is located</param>
/// <param name="firstLayer">The first layer of the texture, or 0 if the texture has no parent</param>
/// <param name="firstLevel">The first mipmap level of the texture, or 0 if the texture has no parent</param>
/// <param name="scaleFactor">The floating point scale factor to initialize with</param>
/// <param name="scaleMode">The scale mode to initialize with</param>
private Texture(
GpuContext context,
PhysicalMemory physicalMemory,
TextureInfo info,
SizeInfo sizeInfo,
MultiRange range,
int firstLayer,
int firstLevel,
float scaleFactor,
TextureScaleMode scaleMode)
{
InitializeTexture(context, physicalMemory, info, sizeInfo, range);
FirstLayer = firstLayer;
FirstLevel = firstLevel;
ScaleFactor = scaleFactor;
ScaleMode = scaleMode;
InitializeData(true);
}
/// <summary>
/// Constructs a new instance of the cached GPU texture.
/// </summary>
/// <param name="context">GPU context that the texture belongs to</param>
/// <param name="physicalMemory">Physical memory where the texture is mapped</param>
/// <param name="info">Texture information</param>
/// <param name="sizeInfo">Size information of the texture</param>
/// <param name="range">Physical memory ranges where the texture data is located</param>
/// <param name="scaleMode">The scale mode to initialize with. If scaled, the texture's data is loaded immediately and scaled up</param>
public Texture(
GpuContext context,
PhysicalMemory physicalMemory,
TextureInfo info,
SizeInfo sizeInfo,
MultiRange range,
TextureScaleMode scaleMode)
{
ScaleFactor = 1f; // Texture is first loaded at scale 1x.
ScaleMode = scaleMode;
InitializeTexture(context, physicalMemory, info, sizeInfo, range);
}
/// <summary>
/// Common texture initialization method.
/// This sets the context, info and sizeInfo fields.
/// Other fields are initialized with their default values.
/// </summary>
/// <param name="context">GPU context that the texture belongs to</param>
/// <param name="physicalMemory">Physical memory where the texture is mapped</param>
/// <param name="info">Texture information</param>
/// <param name="sizeInfo">Size information of the texture</param>
/// <param name="range">Physical memory ranges where the texture data is located</param>
private void InitializeTexture(
GpuContext context,
PhysicalMemory physicalMemory,
TextureInfo info,
SizeInfo sizeInfo,
MultiRange range)
{
_context = context;
_physicalMemory = physicalMemory;
_sizeInfo = sizeInfo;
Range = range;
SetInfo(info);
_viewStorage = this;
_views = new List<Texture>();
_poolOwners = new List<TexturePoolOwner>();
}
/// <summary>
/// Initializes the data for a texture. Can optionally initialize the texture with or without data.
/// If the texture is a view, it will initialize memory tracking to be non-dirty.
/// </summary>
/// <param name="isView">True if the texture is a view, false otherwise</param>
/// <param name="withData">True if the texture is to be initialized with data</param>
public void InitializeData(bool isView, bool withData = false)
{
withData |= Group != null && Group.FlushIncompatibleOverlapsIfNeeded();
if (withData)
{
Debug.Assert(!isView);
TextureCreateInfo createInfo = TextureCache.GetCreateInfo(Info, _context.Capabilities, ScaleFactor);
HostTexture = _context.Renderer.CreateTexture(createInfo, ScaleFactor);
SynchronizeMemory(); // Load the data.
if (ScaleMode == TextureScaleMode.Scaled)
{
SetScale(GraphicsConfig.ResScale); // Scale the data up.
}
}
else
{
_hasData = true;
if (!isView)
{
// Don't update this texture the next time we synchronize.
CheckModified(true);
if (ScaleMode == TextureScaleMode.Scaled)
{
// Don't need to start at 1x as there is no data to scale, just go straight to the target scale.
ScaleFactor = GraphicsConfig.ResScale;
}
TextureCreateInfo createInfo = TextureCache.GetCreateInfo(Info, _context.Capabilities, ScaleFactor);
HostTexture = _context.Renderer.CreateTexture(createInfo, ScaleFactor);
}
}
}
/// <summary>
/// Initialize a new texture group with this texture as storage.
/// </summary>
/// <param name="hasLayerViews">True if the texture will have layer views</param>
/// <param name="hasMipViews">True if the texture will have mip views</param>
/// <param name="incompatibleOverlaps">Groups that overlap with this one but are incompatible</param>
public void InitializeGroup(bool hasLayerViews, bool hasMipViews, List<TextureIncompatibleOverlap> incompatibleOverlaps)
{
Group = new TextureGroup(_context, _physicalMemory, this, incompatibleOverlaps);
Group.Initialize(ref _sizeInfo, hasLayerViews, hasMipViews);
}
/// <summary>
/// Create a texture view from this texture.
/// A texture view is defined as a child texture, from a sub-range of their parent texture.
/// For example, the initial layer and mipmap level of the view can be defined, so the texture
/// will start at the given layer/level of the parent texture.
/// </summary>
/// <param name="info">Child texture information</param>
/// <param name="sizeInfo">Child texture size information</param>
/// <param name="range">Physical memory ranges where the texture data is located</param>
/// <param name="firstLayer">Start layer of the child texture on the parent texture</param>
/// <param name="firstLevel">Start mipmap level of the child texture on the parent texture</param>
/// <returns>The child texture</returns>
public Texture CreateView(TextureInfo info, SizeInfo sizeInfo, MultiRange range, int firstLayer, int firstLevel)
{
Texture texture = new Texture(
_context,
_physicalMemory,
info,
sizeInfo,
range,
FirstLayer + firstLayer,
FirstLevel + firstLevel,
ScaleFactor,
ScaleMode);
TextureCreateInfo createInfo = TextureCache.GetCreateInfo(info, _context.Capabilities, ScaleFactor);
texture.HostTexture = HostTexture.CreateView(createInfo, firstLayer, firstLevel);
_viewStorage.AddView(texture);
return texture;
}
/// <summary>
/// Adds a child texture to this texture.
/// </summary>
/// <param name="texture">The child texture</param>
private void AddView(Texture texture)
{
IncrementReferenceCount();
_views.Add(texture);
texture._viewStorage = this;
Group.UpdateViews(_views, texture);
if (texture.Group != null && texture.Group != Group)
{
if (texture.Group.Storage == texture)
{
// This texture's group is no longer used.
Group.Inherit(texture.Group);
texture.Group.Dispose();
}
}
texture.Group = Group;
}
/// <summary>
/// Removes a child texture from this texture.
/// </summary>
/// <param name="texture">The child texture</param>
private void RemoveView(Texture texture)
{
_views.Remove(texture);
Group.RemoveView(texture);
texture._viewStorage = texture;
DecrementReferenceCount();
}
/// <summary>
/// Replaces the texture's physical memory range. This forces tracking to regenerate.
/// </summary>
/// <param name="range">New physical memory range backing the texture</param>
public void ReplaceRange(MultiRange range)
{
Range = range;
Group.RangeChanged();
}
/// <summary>
/// Create a copy dependency to a texture that is view compatible with this one.
/// When either texture is modified, the texture data will be copied to the other to keep them in sync.
/// This is essentially an emulated view, useful for handling multiple view parents or format incompatibility.
/// This also forces a copy on creation, to or from the given texture to get them in sync immediately.
/// </summary>
/// <param name="contained">The view compatible texture to create a dependency to</param>
/// <param name="layer">The base layer of the given texture relative to this one</param>
/// <param name="level">The base level of the given texture relative to this one</param>
/// <param name="copyTo">True if this texture is first copied to the given one, false for the opposite direction</param>
public void CreateCopyDependency(Texture contained, int layer, int level, bool copyTo)
{
if (contained.Group == Group)
{
return;
}
Group.CreateCopyDependency(contained, FirstLayer + layer, FirstLevel + level, copyTo);
}
/// <summary>
/// Registers when a texture has had its data set after being scaled, and
/// determines if it should be blacklisted from scaling to improve performance.
/// </summary>
/// <returns>True if setting data for a scaled texture is allowed, false if the texture has been blacklisted</returns>
private bool AllowScaledSetData()
{
_scaledSetScore += ScaledSetWeight;
if (_scaledSetScore >= ScaledSetThreshold)
{
BlacklistScale();
return false;
}
return true;
}
/// <summary>
/// Blacklists this texture from being scaled. Resets its scale to 1 if needed.
/// </summary>
public void BlacklistScale()
{
ScaleMode = TextureScaleMode.Blacklisted;
SetScale(1f);
}
/// <summary>
/// Propagates the scale between this texture and another to ensure they have the same scale.
/// If one texture is blacklisted from scaling, the other will become blacklisted too.
/// </summary>
/// <param name="other">The other texture</param>
public void PropagateScale(Texture other)
{
if (other.ScaleMode == TextureScaleMode.Blacklisted || ScaleMode == TextureScaleMode.Blacklisted)
{
BlacklistScale();
other.BlacklistScale();
}
else
{
// Prefer the configured scale if present. If not, prefer the max.
float targetScale = GraphicsConfig.ResScale;
float sharedScale = (ScaleFactor == targetScale || other.ScaleFactor == targetScale) ? targetScale : Math.Max(ScaleFactor, other.ScaleFactor);
SetScale(sharedScale);
other.SetScale(sharedScale);
}
}
/// <summary>
/// Copy the host texture to a scaled one. If a texture is not provided, create it with the given scale.
/// </summary>
/// <param name="scale">Scale factor</param>
/// <param name="copy">True if the data should be copied to the texture, false otherwise</param>
/// <param name="storage">Texture to use instead of creating one</param>
/// <returns>A host texture containing a scaled version of this texture</returns>
private ITexture GetScaledHostTexture(float scale, bool copy, ITexture storage = null)
{
if (storage == null)
{
TextureCreateInfo createInfo = TextureCache.GetCreateInfo(Info, _context.Capabilities, scale);
storage = _context.Renderer.CreateTexture(createInfo, scale);
}
if (copy)
{
HostTexture.CopyTo(storage, new Extents2D(0, 0, HostTexture.Width, HostTexture.Height), new Extents2D(0, 0, storage.Width, storage.Height), true);
}
return storage;
}
/// <summary>
/// Sets the Scale Factor on this texture, and immediately recreates it at the correct size.
/// When a texture is resized, a scaled copy is performed from the old texture to the new one, to ensure no data is lost.
/// If scale is equivalent, this only propagates the blacklisted/scaled mode.
/// If called on a view, its storage is resized instead.
/// When resizing storage, all texture views are recreated.
/// </summary>
/// <param name="scale">The new scale factor for this texture</param>
public void SetScale(float scale)
{
bool unscaled = ScaleMode == TextureScaleMode.Blacklisted || (ScaleMode == TextureScaleMode.Undesired && scale == 1);
TextureScaleMode newScaleMode = unscaled ? ScaleMode : TextureScaleMode.Scaled;
if (_viewStorage != this)
{
_viewStorage.ScaleMode = newScaleMode;
_viewStorage.SetScale(scale);
return;
}
if (ScaleFactor != scale)
{
Logger.Debug?.Print(LogClass.Gpu, $"Rescaling {Info.Width}x{Info.Height} {Info.FormatInfo.Format.ToString()} to ({ScaleFactor} to {scale}). ");
ScaleFactor = scale;
ITexture newStorage = GetScaledHostTexture(ScaleFactor, true);
Logger.Debug?.Print(LogClass.Gpu, $" Copy performed: {HostTexture.Width}x{HostTexture.Height} to {newStorage.Width}x{newStorage.Height}");
ReplaceStorage(newStorage);
// All views must be recreated against the new storage.
foreach (var view in _views)
{
Logger.Debug?.Print(LogClass.Gpu, $" Recreating view {Info.Width}x{Info.Height} {Info.FormatInfo.Format.ToString()}.");
view.ScaleFactor = scale;
TextureCreateInfo viewCreateInfo = TextureCache.GetCreateInfo(view.Info, _context.Capabilities, scale);
ITexture newView = HostTexture.CreateView(viewCreateInfo, view.FirstLayer - FirstLayer, view.FirstLevel - FirstLevel);
view.ReplaceStorage(newView);
view.ScaleMode = newScaleMode;
}
}
if (ScaleMode != newScaleMode)
{
ScaleMode = newScaleMode;
foreach (var view in _views)
{
view.ScaleMode = newScaleMode;
}
}
}
/// <summary>
/// Checks if the memory for this texture was modified, and returns true if it was.
/// The modified flags are optionally consumed as a result.
/// </summary>
/// <param name="consume">True to consume the dirty flags and reprotect, false to leave them as is</param>
/// <returns>True if the texture was modified, false otherwise.</returns>
public bool CheckModified(bool consume)
{
return Group.CheckDirty(this, consume);
}
/// <summary>
/// Synchronizes guest and host memory.
/// This will overwrite the texture data with the texture data on the guest memory, if a CPU
/// modification is detected.
/// Be aware that this can cause texture data written by the GPU to be lost, this is just a
/// one way copy (from CPU owned to GPU owned memory).
/// </summary>
public void SynchronizeMemory()
{
if (Target == Target.TextureBuffer)
{
return;
}
if (!_dirty)
{
return;
}
_dirty = false;
if (_hasData)
{
Group.SynchronizeMemory(this);
}
else
{
Group.CheckDirty(this, true);
SynchronizeFull();
}
}
/// <summary>
/// Signal that this texture is dirty, indicating that the texture group must be checked.
/// </summary>
public void SignalGroupDirty()
{
_dirty = true;
}
/// <summary>
/// Signal that the modified state is dirty, indicating that the texture group should be notified when it changes.
/// </summary>
public void SignalModifiedDirty()
{
_modifiedStale = true;
}
/// <summary>
/// Fully synchronizes guest and host memory.
/// This will replace the entire texture with the data present in guest memory.
/// </summary>
public void SynchronizeFull()
{
ReadOnlySpan<byte> data = _physicalMemory.GetSpan(Range);
// If the host does not support ASTC compression, we need to do the decompression.
// The decompression is slow, so we want to avoid it as much as possible.
// This does a byte-by-byte check and skips the update if the data is equal in this case.
// This improves the speed on applications that overwrites ASTC data without changing anything.
if (Info.FormatInfo.Format.IsAstc() && !_context.Capabilities.SupportsAstcCompression)
{
if (_updateCount < ByteComparisonSwitchThreshold)
{
_updateCount++;
}
else
{
bool dataMatches = _currentData != null && data.SequenceEqual(_currentData);
if (dataMatches)
{
return;
}
_currentData = data.ToArray();
}
}
SpanOrArray<byte> result = ConvertToHostCompatibleFormat(data);
if (ScaleFactor != 1f && AllowScaledSetData())
{
// If needed, create a texture to load from 1x scale.
ITexture texture = _setHostTexture = GetScaledHostTexture(1f, false, _setHostTexture);
texture.SetData(result);
texture.CopyTo(HostTexture, new Extents2D(0, 0, texture.Width, texture.Height), new Extents2D(0, 0, HostTexture.Width, HostTexture.Height), true);
}
else
{
HostTexture.SetData(result);
}
_hasData = true;
}
/// <summary>
/// Uploads new texture data to the host GPU.
/// </summary>
/// <param name="data">New data</param>
public void SetData(SpanOrArray<byte> data)
{
BlacklistScale();
Group.CheckDirty(this, true);
AlwaysFlushOnOverlap = true;
HostTexture.SetData(data);
_hasData = true;
}
/// <summary>
/// Uploads new texture data to the host GPU for a specific layer/level.
/// </summary>
/// <param name="data">New data</param>
/// <param name="layer">Target layer</param>
/// <param name="level">Target level</param>
public void SetData(SpanOrArray<byte> data, int layer, int level)
{
BlacklistScale();
HostTexture.SetData(data, layer, level);
_currentData = null;
_hasData = true;
}
/// <summary>
/// Uploads new texture data to the host GPU for a specific layer/level and 2D sub-region.
/// </summary>
/// <param name="data">New data</param>
/// <param name="layer">Target layer</param>
/// <param name="level">Target level</param>
/// <param name="region">Target sub-region of the texture to update</param>
public void SetData(ReadOnlySpan<byte> data, int layer, int level, Rectangle<int> region)
{
BlacklistScale();
HostTexture.SetData(data, layer, level, region);
_currentData = null;
_hasData = true;
}
/// <summary>
/// Converts texture data to a format and layout that is supported by the host GPU.
/// </summary>
/// <param name="data">Data to be converted</param>
/// <param name="level">Mip level to convert</param>
/// <param name="single">True to convert a single slice</param>
/// <returns>Converted data</returns>
public SpanOrArray<byte> ConvertToHostCompatibleFormat(ReadOnlySpan<byte> data, int level = 0, bool single = false)
{
int width = Info.Width;
int height = Info.Height;
int depth = _depth;
int layers = single ? 1 : _layers;
int levels = single ? 1 : (Info.Levels - level);
width = Math.Max(width >> level, 1);
height = Math.Max(height >> level, 1);
depth = Math.Max(depth >> level, 1);
int sliceDepth = single ? 1 : depth;
SpanOrArray<byte> result;
if (Info.IsLinear)
{
result = LayoutConverter.ConvertLinearStridedToLinear(
width,
height,
Info.FormatInfo.BlockWidth,
Info.FormatInfo.BlockHeight,
Info.Stride,
Info.Stride,
Info.FormatInfo.BytesPerPixel,
data);
}
else
{
result = LayoutConverter.ConvertBlockLinearToLinear(
width,
height,
depth,
sliceDepth,
levels,
layers,
Info.FormatInfo.BlockWidth,
Info.FormatInfo.BlockHeight,
Info.FormatInfo.BytesPerPixel,
Info.GobBlocksInY,
Info.GobBlocksInZ,
Info.GobBlocksInTileX,
_sizeInfo,
data);
}
// Handle compressed cases not supported by the host:
// - ASTC is usually not supported on desktop cards.
// - BC4/BC5 is not supported on 3D textures.
if (!_context.Capabilities.SupportsAstcCompression && Format.IsAstc())
{
if (!AstcDecoder.TryDecodeToRgba8P(
result.ToArray(),
Info.FormatInfo.BlockWidth,
Info.FormatInfo.BlockHeight,
width,
height,
sliceDepth,
levels,
layers,
out byte[] decoded))
{
string texInfo = $"{Info.Target} {Info.FormatInfo.Format} {Info.Width}x{Info.Height}x{Info.DepthOrLayers} levels {Info.Levels}";
Logger.Debug?.Print(LogClass.Gpu, $"Invalid ASTC texture at 0x{Info.GpuAddress:X} ({texInfo}).");
}
if (GraphicsConfig.EnableTextureRecompression)
{
decoded = BCnEncoder.EncodeBC7(decoded, width, height, sliceDepth, levels, layers);
}
result = decoded;
}
else if (!_context.Capabilities.SupportsEtc2Compression && Format.IsEtc2())
{
switch (Format)
{
case Format.Etc2RgbaSrgb:
case Format.Etc2RgbaUnorm:
result = ETC2Decoder.DecodeRgba(result, width, height, sliceDepth, levels, layers);
break;
case Format.Etc2RgbPtaSrgb:
case Format.Etc2RgbPtaUnorm:
result = ETC2Decoder.DecodePta(result, width, height, sliceDepth, levels, layers);
break;
case Format.Etc2RgbSrgb:
case Format.Etc2RgbUnorm:
result = ETC2Decoder.DecodeRgb(result, width, height, sliceDepth, levels, layers);
break;
}
}
else if (!TextureCompatibility.HostSupportsBcFormat(Format, Target, _context.Capabilities))
{
switch (Format)
{
case Format.Bc1RgbaSrgb:
case Format.Bc1RgbaUnorm:
result = BCnDecoder.DecodeBC1(result, width, height, sliceDepth, levels, layers);
break;
case Format.Bc2Srgb:
case Format.Bc2Unorm:
result = BCnDecoder.DecodeBC2(result, width, height, sliceDepth, levels, layers);
break;
case Format.Bc3Srgb:
case Format.Bc3Unorm:
result = BCnDecoder.DecodeBC3(result, width, height, sliceDepth, levels, layers);
break;
case Format.Bc4Snorm:
case Format.Bc4Unorm:
result = BCnDecoder.DecodeBC4(result, width, height, sliceDepth, levels, layers, Format == Format.Bc4Snorm);
break;
case Format.Bc5Snorm:
case Format.Bc5Unorm:
result = BCnDecoder.DecodeBC5(result, width, height, sliceDepth, levels, layers, Format == Format.Bc5Snorm);
break;
case Format.Bc6HSfloat:
case Format.Bc6HUfloat:
result = BCnDecoder.DecodeBC6(result, width, height, sliceDepth, levels, layers, Format == Format.Bc6HSfloat);
break;
case Format.Bc7Srgb:
case Format.Bc7Unorm:
result = BCnDecoder.DecodeBC7(result, width, height, sliceDepth, levels, layers);
break;
}
}
else if (!_context.Capabilities.SupportsR4G4Format && Format == Format.R4G4Unorm)
{
result = PixelConverter.ConvertR4G4ToR4G4B4A4(result, width);
if (!_context.Capabilities.SupportsR4G4B4A4Format)
{
result = PixelConverter.ConvertR4G4B4A4ToR8G8B8A8(result, width);
}
}
else if (Format == Format.R4G4B4A4Unorm)
{
if (!_context.Capabilities.SupportsR4G4B4A4Format)
{
result = PixelConverter.ConvertR4G4B4A4ToR8G8B8A8(result, width);
}
}
else if (!_context.Capabilities.Supports5BitComponentFormat && Format.Is16BitPacked())
{
switch (Format)
{
case Format.B5G6R5Unorm:
case Format.R5G6B5Unorm:
result = PixelConverter.ConvertR5G6B5ToR8G8B8A8(result, width);
break;
case Format.B5G5R5A1Unorm:
case Format.R5G5B5X1Unorm:
case Format.R5G5B5A1Unorm:
result = PixelConverter.ConvertR5G5B5ToR8G8B8A8(result, width, Format == Format.R5G5B5X1Unorm);
break;
case Format.A1B5G5R5Unorm:
result = PixelConverter.ConvertA1B5G5R5ToR8G8B8A8(result, width);
break;
case Format.R4G4B4A4Unorm:
result = PixelConverter.ConvertR4G4B4A4ToR8G8B8A8(result, width);
break;
}
}
return result;
}
/// <summary>
/// Converts texture data from a format and layout that is supported by the host GPU, back into the intended format on the guest GPU.
/// </summary>
/// <param name="output">Optional output span to convert into</param>
/// <param name="data">Data to be converted</param>
/// <param name="level">Mip level to convert</param>
/// <param name="single">True to convert a single slice</param>
/// <returns>Converted data</returns>
public ReadOnlySpan<byte> ConvertFromHostCompatibleFormat(Span<byte> output, ReadOnlySpan<byte> data, int level = 0, bool single = false)
{
if (Target != Target.TextureBuffer)
{
int width = Info.Width;
int height = Info.Height;
int depth = _depth;
int layers = single ? 1 : _layers;
int levels = single ? 1 : (Info.Levels - level);
width = Math.Max(width >> level, 1);
height = Math.Max(height >> level, 1);
depth = Math.Max(depth >> level, 1);
if (Info.IsLinear)
{
data = LayoutConverter.ConvertLinearToLinearStrided(
output,
Info.Width,
Info.Height,
Info.FormatInfo.BlockWidth,
Info.FormatInfo.BlockHeight,
Info.Stride,
Info.FormatInfo.BytesPerPixel,
data);
}
else
{
data = LayoutConverter.ConvertLinearToBlockLinear(
output,
width,
height,
depth,
single ? 1 : depth,
levels,
layers,
Info.FormatInfo.BlockWidth,
Info.FormatInfo.BlockHeight,
Info.FormatInfo.BytesPerPixel,
Info.GobBlocksInY,
Info.GobBlocksInZ,
Info.GobBlocksInTileX,
_sizeInfo,
data);
}
}
return data;
}
/// <summary>
/// Flushes the texture data.
/// This causes the texture data to be written back to guest memory.
/// If the texture was written by the GPU, this includes all modification made by the GPU
/// up to this point.
/// Be aware that this is an expensive operation, avoid calling it unless strictly needed.
/// This may cause data corruption if the memory is already being used for something else on the CPU side.
/// </summary>
/// <param name="tracked">Whether or not the flush triggers write tracking. If it doesn't, the texture will not be blacklisted for scaling either.</param>
/// <returns>True if data was flushed, false otherwise</returns>
public bool FlushModified(bool tracked = true)
{
return TextureCompatibility.CanTextureFlush(Info, _context.Capabilities) && Group.FlushModified(this, tracked);
}
/// <summary>
/// Flushes the texture data.
/// This causes the texture data to be written back to guest memory.
/// If the texture was written by the GPU, this includes all modification made by the GPU
/// up to this point.
/// Be aware that this is an expensive operation, avoid calling it unless strictly needed.
/// This may cause data corruption if the memory is already being used for something else on the CPU side.
/// </summary>
/// <param name="tracked">Whether or not the flush triggers write tracking. If it doesn't, the texture will not be blacklisted for scaling either.</param>
public void Flush(bool tracked)
{
if (TextureCompatibility.CanTextureFlush(Info, _context.Capabilities))
{
FlushTextureDataToGuest(tracked);
}
}
/// <summary>
/// Gets a host texture to use for flushing the texture, at 1x resolution.
/// If the HostTexture is already at 1x resolution, it is returned directly.
/// </summary>
/// <returns>The host texture to flush</returns>
public ITexture GetFlushTexture()
{
ITexture texture = HostTexture;
if (ScaleFactor != 1f)
{
// If needed, create a texture to flush back to host at 1x scale.
texture = _flushHostTexture = GetScaledHostTexture(1f, true, _flushHostTexture);
}
return texture;
}
/// <summary>
/// Gets data from the host GPU, and flushes it all to guest memory.
/// </summary>
/// <remarks>
/// This method should be used to retrieve data that was modified by the host GPU.
/// This is not cheap, avoid doing that unless strictly needed.
/// When possible, the data is written directly into guest memory, rather than copied.
/// </remarks>
/// <param name="tracked">True if writing the texture data is tracked, false otherwise</param>
/// <param name="texture">The specific host texture to flush. Defaults to this texture</param>
public void FlushTextureDataToGuest(bool tracked, ITexture texture = null)
{
using WritableRegion region = _physicalMemory.GetWritableRegion(Range, tracked);
GetTextureDataFromGpu(region.Memory.Span, tracked, texture);
}
/// <summary>
/// Gets data from the host GPU.
/// </summary>
/// <remarks>
/// This method should be used to retrieve data that was modified by the host GPU.
/// This is not cheap, avoid doing that unless strictly needed.
/// </remarks>
/// <param name="output">An output span to place the texture data into</param>
/// <param name="blacklist">True if the texture should be blacklisted, false otherwise</param>
/// <param name="texture">The specific host texture to flush. Defaults to this texture</param>
private void GetTextureDataFromGpu(Span<byte> output, bool blacklist, ITexture texture = null)
{
PinnedSpan<byte> data;
if (texture != null)
{
data = texture.GetData();
}
else
{
if (blacklist)
{
BlacklistScale();
data = HostTexture.GetData();
}
else if (ScaleFactor != 1f)
{
float scale = ScaleFactor;
SetScale(1f);
data = HostTexture.GetData();
SetScale(scale);
}
else
{
data = HostTexture.GetData();
}
}
ConvertFromHostCompatibleFormat(output, data.Get());
data.Dispose();
}
/// <summary>
/// Gets data from the host GPU for a single slice.
/// </summary>
/// <remarks>
/// This method should be used to retrieve data that was modified by the host GPU.
/// This is not cheap, avoid doing that unless strictly needed.
/// </remarks>
/// <param name="output">An output span to place the texture data into. If empty, one is generated</param>
/// <param name="layer">The layer of the texture to flush</param>
/// <param name="level">The level of the texture to flush</param>
/// <param name="blacklist">True if the texture should be blacklisted, false otherwise</param>
/// <param name="texture">The specific host texture to flush. Defaults to this texture</param>
public void GetTextureDataSliceFromGpu(Span<byte> output, int layer, int level, bool blacklist, ITexture texture = null)
{
PinnedSpan<byte> data;
if (texture != null)
{
data = texture.GetData(layer, level);
}
else
{
if (blacklist)
{
BlacklistScale();
data = HostTexture.GetData(layer, level);
}
else if (ScaleFactor != 1f)
{
float scale = ScaleFactor;
SetScale(1f);
data = HostTexture.GetData(layer, level);
SetScale(scale);
}
else
{
data = HostTexture.GetData(layer, level);
}
}
ConvertFromHostCompatibleFormat(output, data.Get(), level, true);
data.Dispose();
}
/// <summary>
/// This performs a strict comparison, used to check if this texture is equal to the one supplied.
/// </summary>
/// <param name="info">Texture information to compare against</param>
/// <param name="flags">Comparison flags</param>
/// <returns>A value indicating how well this texture matches the given info</returns>
public TextureMatchQuality IsExactMatch(TextureInfo info, TextureSearchFlags flags)
{
bool forSampler = (flags & TextureSearchFlags.ForSampler) != 0;
TextureMatchQuality matchQuality = TextureCompatibility.FormatMatches(Info, info, forSampler, (flags & TextureSearchFlags.ForCopy) != 0);
if (matchQuality == TextureMatchQuality.NoMatch)
{
return matchQuality;
}
if (!TextureCompatibility.LayoutMatches(Info, info))
{
return TextureMatchQuality.NoMatch;
}
if (!TextureCompatibility.SizeMatches(Info, info, forSampler))
{
return TextureMatchQuality.NoMatch;
}
if ((flags & TextureSearchFlags.ForSampler) != 0)
{
if (!TextureCompatibility.SamplerParamsMatches(Info, info))
{
return TextureMatchQuality.NoMatch;
}
}
if ((flags & TextureSearchFlags.ForCopy) != 0)
{
bool msTargetCompatible = Info.Target == Target.Texture2DMultisample && info.Target == Target.Texture2D;
if (!msTargetCompatible && !TextureCompatibility.TargetAndSamplesCompatible(Info, info))
{
return TextureMatchQuality.NoMatch;
}
}
else if (!TextureCompatibility.TargetAndSamplesCompatible(Info, info))
{
return TextureMatchQuality.NoMatch;
}
return Info.Levels == info.Levels ? matchQuality : TextureMatchQuality.NoMatch;
}
/// <summary>
/// Check if it's possible to create a view, with the given parameters, from this texture.
/// </summary>
/// <param name="info">Texture view information</param>
/// <param name="range">Texture view physical memory ranges</param>
/// <param name="exactSize">Indicates if the texture sizes must be exactly equal, or width is allowed to differ</param>
/// <param name="layerSize">Layer size on the given texture</param>
/// <param name="caps">Host GPU capabilities</param>
/// <param name="firstLayer">Texture view initial layer on this texture</param>
/// <param name="firstLevel">Texture view first mipmap level on this texture</param>
/// <returns>The level of compatiblilty a view with the given parameters created from this texture has</returns>
public TextureViewCompatibility IsViewCompatible(
TextureInfo info,
MultiRange range,
bool exactSize,
int layerSize,
Capabilities caps,
out int firstLayer,
out int firstLevel)
{
TextureViewCompatibility result = TextureViewCompatibility.Full;
result = TextureCompatibility.PropagateViewCompatibility(result, TextureCompatibility.ViewFormatCompatible(Info, info, caps));
if (result != TextureViewCompatibility.Incompatible)
{
result = TextureCompatibility.PropagateViewCompatibility(result, TextureCompatibility.ViewTargetCompatible(Info, info, ref caps));
bool bothMs = Info.Target.IsMultisample() && info.Target.IsMultisample();
if (bothMs && (Info.SamplesInX != info.SamplesInX || Info.SamplesInY != info.SamplesInY))
{
result = TextureViewCompatibility.Incompatible;
}
if (result == TextureViewCompatibility.Full && Info.FormatInfo.Format != info.FormatInfo.Format && !_context.Capabilities.SupportsMismatchingViewFormat)
{
// AMD and Intel have a bug where the view format is always ignored;
// they use the parent format instead.
// Create a copy dependency to avoid this issue.
result = TextureViewCompatibility.CopyOnly;
}
}
firstLayer = 0;
firstLevel = 0;
if (result == TextureViewCompatibility.Incompatible)
{
return TextureViewCompatibility.Incompatible;
}
int offset = Range.FindOffset(range);
if (offset < 0 || !_sizeInfo.FindView(offset, out firstLayer, out firstLevel))
{
return TextureViewCompatibility.LayoutIncompatible;
}
if (!TextureCompatibility.ViewLayoutCompatible(Info, info, firstLevel))
{
return TextureViewCompatibility.LayoutIncompatible;
}
if (info.GetSlices() > 1 && LayerSize != layerSize)
{
return TextureViewCompatibility.LayoutIncompatible;
}
result = TextureCompatibility.PropagateViewCompatibility(result, TextureCompatibility.ViewSizeMatches(Info, info, exactSize, firstLevel));
result = TextureCompatibility.PropagateViewCompatibility(result, TextureCompatibility.ViewSubImagesInBounds(Info, info, firstLayer, firstLevel));
return result;
}
/// <summary>
/// Gets a texture of the specified target type from this texture.
/// This can be used to get an array texture from a non-array texture and vice-versa.
/// If this texture and the requested targets are equal, then this texture Host texture is returned directly.
/// </summary>
/// <param name="target">The desired target type</param>
/// <returns>A view of this texture with the requested target, or null if the target is invalid for this texture</returns>
public ITexture GetTargetTexture(Target target)
{
if (target == Target)
{
return HostTexture;
}
if (_arrayViewTexture == null && IsSameDimensionsTarget(target))
{
FormatInfo formatInfo = TextureCompatibility.ToHostCompatibleFormat(Info, _context.Capabilities);
TextureCreateInfo createInfo = new TextureCreateInfo(
Info.Width,
Info.Height,
target == Target.CubemapArray ? 6 : 1,
Info.Levels,
Info.Samples,
formatInfo.BlockWidth,
formatInfo.BlockHeight,
formatInfo.BytesPerPixel,
formatInfo.Format,
Info.DepthStencilMode,
target,
Info.SwizzleR,
Info.SwizzleG,
Info.SwizzleB,
Info.SwizzleA);
ITexture viewTexture = HostTexture.CreateView(createInfo, 0, 0);
_arrayViewTexture = viewTexture;
_arrayViewTarget = target;
return viewTexture;
}
else if (_arrayViewTarget == target)
{
return _arrayViewTexture;
}
return null;
}
/// <summary>
/// Determine if this texture can have anisotropic filtering forced.
/// Filtered textures that we might want to force anisotropy on should have a lot of mip levels.
/// </summary>
/// <returns>True if anisotropic filtering can be forced, false otherwise</returns>
private bool CanTextureForceAnisotropy()
{
if (!(Target == Target.Texture2D || Target == Target.Texture2DArray))
{
return false;
}
int maxSize = Math.Max(Info.Width, Info.Height);
int maxLevels = BitOperations.Log2((uint)maxSize) + 1;
return Info.Levels >= Math.Min(MinLevelsForForceAnisotropy, maxLevels);
}
/// <summary>
/// Check if this texture and the specified target have the same number of dimensions.
/// For the purposes of this comparison, 2D and 2D Multisample textures are not considered to have
/// the same number of dimensions. Same for Cubemap and 3D textures.
/// </summary>
/// <param name="target">The target to compare with</param>
/// <returns>True if both targets have the same number of dimensions, false otherwise</returns>
private bool IsSameDimensionsTarget(Target target)
{
switch (Info.Target)
{
case Target.Texture1D:
case Target.Texture1DArray:
return target == Target.Texture1D ||
target == Target.Texture1DArray;
case Target.Texture2D:
case Target.Texture2DArray:
return target == Target.Texture2D ||
target == Target.Texture2DArray;
case Target.Cubemap:
case Target.CubemapArray:
return target == Target.Cubemap ||
target == Target.CubemapArray;
case Target.Texture2DMultisample:
case Target.Texture2DMultisampleArray:
return target == Target.Texture2DMultisample ||
target == Target.Texture2DMultisampleArray;
case Target.Texture3D:
return target == Target.Texture3D;
}
return false;
}
/// <summary>
/// Replaces view texture information.
/// This should only be used for child textures with a parent.
/// </summary>
/// <param name="parent">The parent texture</param>
/// <param name="info">The new view texture information</param>
/// <param name="hostTexture">The new host texture</param>
/// <param name="firstLayer">The first layer of the view</param>
/// <param name="firstLevel">The first level of the view</param>
public void ReplaceView(Texture parent, TextureInfo info, ITexture hostTexture, int firstLayer, int firstLevel)
{
IncrementReferenceCount();
parent._viewStorage.SynchronizeMemory();
// If this texture has views, they must be given to the new parent.
if (_views.Count > 0)
{
Texture[] viewCopy = _views.ToArray();
foreach (Texture view in viewCopy)
{
TextureCreateInfo createInfo = TextureCache.GetCreateInfo(view.Info, _context.Capabilities, ScaleFactor);
ITexture newView = parent.HostTexture.CreateView(createInfo, view.FirstLayer + firstLayer, view.FirstLevel + firstLevel);
view.ReplaceView(parent, view.Info, newView, view.FirstLayer + firstLayer, view.FirstLevel + firstLevel);
}
}
ReplaceStorage(hostTexture);
if (_viewStorage != this)
{
_viewStorage.RemoveView(this);
}
FirstLayer = parent.FirstLayer + firstLayer;
FirstLevel = parent.FirstLevel + firstLevel;
parent._viewStorage.AddView(this);
SetInfo(info);
DecrementReferenceCount();
}
/// <summary>
/// Sets the internal texture information structure.
/// </summary>
/// <param name="info">The new texture information</param>
private void SetInfo(TextureInfo info)
{
Info = info;
Target = info.Target;
Width = info.Width;
Height = info.Height;
CanForceAnisotropy = CanTextureForceAnisotropy();
_depth = info.GetDepth();
_layers = info.GetLayers();
}
/// <summary>
/// Signals that the texture has been modified.
/// </summary>
public void SignalModified()
{
_scaledSetScore = Math.Max(0, _scaledSetScore - 1);
if (_modifiedStale || Group.HasCopyDependencies)
{
_modifiedStale = false;
Group.SignalModified(this);
}
_physicalMemory.TextureCache.Lift(this);
}
/// <summary>
/// Signals that a texture has been bound, or has been unbound.
/// During this time, lazy copies will not clear the dirty flag.
/// </summary>
/// <param name="bound">True if the texture has been bound, false if it has been unbound</param>
public void SignalModifying(bool bound)
{
if (bound)
{
_scaledSetScore = Math.Max(0, _scaledSetScore - 1);
}
if (_modifiedStale || Group.HasCopyDependencies)
{
_modifiedStale = false;
Group.SignalModifying(this, bound);
}
_physicalMemory.TextureCache.Lift(this);
if (bound)
{
IncrementReferenceCount();
}
else
{
DecrementReferenceCount();
}
}
/// <summary>
/// Replaces the host texture, while disposing of the old one if needed.
/// </summary>
/// <param name="hostTexture">The new host texture</param>
private void ReplaceStorage(ITexture hostTexture)
{
DisposeTextures();
HostTexture = hostTexture;
}
/// <summary>
/// Determine if any of this texture's data overlaps with another.
/// </summary>
/// <param name="texture">The texture to check against</param>
/// <param name="compatibility">The view compatibility of the two textures</param>
/// <returns>True if any slice of the textures overlap, false otherwise</returns>
public bool DataOverlaps(Texture texture, TextureViewCompatibility compatibility)
{
if (compatibility == TextureViewCompatibility.LayoutIncompatible && Info.GobBlocksInZ > 1 && Info.GobBlocksInZ == texture.Info.GobBlocksInZ)
{
// Allow overlapping slices of layout compatible 3D textures with matching GobBlocksInZ, as they are interleaved.
return false;
}
if (texture._sizeInfo.AllOffsets.Length == 1 && _sizeInfo.AllOffsets.Length == 1)
{
return Range.OverlapsWith(texture.Range);
}
MultiRange otherRange = texture.Range;
IEnumerable<MultiRange> regions = _sizeInfo.AllRegions().Select((region) => Range.Slice((ulong)region.Offset, (ulong)region.Size));
IEnumerable<MultiRange> otherRegions = texture._sizeInfo.AllRegions().Select((region) => otherRange.Slice((ulong)region.Offset, (ulong)region.Size));
foreach (MultiRange region in regions)
{
foreach (MultiRange otherRegion in otherRegions)
{
if (region.OverlapsWith(otherRegion))
{
return true;
}
}
}
return false;
}
/// <summary>
/// Increments the texture reference count.
/// </summary>
public void IncrementReferenceCount()
{
_referenceCount++;
}
/// <summary>
/// Increments the reference count and records the given texture pool and ID as a pool owner.
/// </summary>
/// <param name="pool">The texture pool this texture has been added to</param>
/// <param name="id">The ID of the reference to this texture in the pool</param>
/// <param name="gpuVa">GPU VA of the pool reference</param>
public void IncrementReferenceCount(TexturePool pool, int id, ulong gpuVa)
{
lock (_poolOwners)
{
_poolOwners.Add(new TexturePoolOwner { Pool = pool, ID = id, GpuAddress = gpuVa });
}
_referenceCount++;
if (ShortCacheEntry != null)
{
_physicalMemory.TextureCache.RemoveShortCache(this);
}
}
/// <summary>
/// Indicates that the texture has one reference left, and will delete on reference decrement.
/// </summary>
/// <returns>True if there is one reference remaining, false otherwise</returns>
public bool HasOneReference()
{
return _referenceCount == 1;
}
/// <summary>
/// Decrements the texture reference count.
/// When the reference count hits zero, the texture may be deleted and can't be used anymore.
/// </summary>
/// <returns>True if the texture is now referenceless, false otherwise</returns>
public bool DecrementReferenceCount()
{
int newRefCount = --_referenceCount;
if (newRefCount == 0)
{
if (_viewStorage != this)
{
_viewStorage.RemoveView(this);
}
_physicalMemory.TextureCache.RemoveTextureFromCache(this);
}
Debug.Assert(newRefCount >= 0);
DeleteIfNotUsed();
return newRefCount <= 0;
}
/// <summary>
/// Decrements the texture reference count, also removing an associated pool owner reference.
/// When the reference count hits zero, the texture may be deleted and can't be used anymore.
/// </summary>
/// <param name="pool">The texture pool this texture is being removed from</param>
/// <param name="id">The ID of the reference to this texture in the pool</param>
/// <returns>True if the texture is now referenceless, false otherwise</returns>
public bool DecrementReferenceCount(TexturePool pool, int id = -1)
{
lock (_poolOwners)
{
int references = _poolOwners.RemoveAll(entry => entry.Pool == pool && entry.ID == id || id == -1);
if (references == 0)
{
// This reference has already been removed.
return _referenceCount <= 0;
}
Debug.Assert(references == 1);
}
return DecrementReferenceCount();
}
/// <summary>
/// Forcibly remove this texture from all pools that reference it.
/// </summary>
/// <param name="deferred">Indicates if the removal is being done from another thread.</param>
public void RemoveFromPools(bool deferred)
{
lock (_poolOwners)
{
foreach (var owner in _poolOwners)
{
owner.Pool.ForceRemove(this, owner.ID, deferred);
}
_poolOwners.Clear();
}
if (ShortCacheEntry != null && _context.IsGpuThread())
{
// If this is called from another thread (unmapped), the short cache will
// have to remove this texture on a future tick.
_physicalMemory.TextureCache.RemoveShortCache(this);
}
InvalidatedSequence++;
}
/// <summary>
/// Queue updating texture mappings on the pool. Happens from another thread.
/// </summary>
public void UpdatePoolMappings()
{
lock (_poolOwners)
{
ulong address = 0;
foreach (var owner in _poolOwners)
{
if (address == 0 || address == owner.GpuAddress)
{
address = owner.GpuAddress;
owner.Pool.QueueUpdateMapping(this, owner.ID);
}
else
{
// If there is a different GPU VA mapping, prefer the first and delete the others.
owner.Pool.ForceRemove(this, owner.ID, true);
}
}
_poolOwners.Clear();
}
InvalidatedSequence++;
}
/// <summary>
/// Delete the texture if it is not used anymore.
/// The texture is considered unused when the reference count is zero,
/// and it has no child views.
/// </summary>
private void DeleteIfNotUsed()
{
// We can delete the texture as long it is not being used
// in any cache (the reference count is 0 in this case), and
// also all views that may be created from this texture were
// already deleted (views count is 0).
if (_referenceCount == 0 && _views.Count == 0)
{
Dispose();
}
}
/// <summary>
/// Performs texture disposal, deleting the texture.
/// </summary>
private void DisposeTextures()
{
InvalidatedSequence++;
_currentData = null;
HostTexture.Release();
_arrayViewTexture?.Release();
_arrayViewTexture = null;
_flushHostTexture?.Release();
_flushHostTexture = null;
_setHostTexture?.Release();
_setHostTexture = null;
}
/// <summary>
/// Called when the memory for this texture has been unmapped.
/// Calls are from non-gpu threads.
/// </summary>
/// <param name="unmapRange">The range of memory being unmapped</param>
public void Unmapped(MultiRange unmapRange)
{
ChangedMapping = true;
if (Group.Storage == this)
{
Group.ClearModified(unmapRange);
}
UpdatePoolMappings();
}
/// <summary>
/// Performs texture disposal, deleting the texture.
/// </summary>
public void Dispose()
{
DisposeTextures();
if (Group.Storage == this)
{
Group.Dispose();
}
}
}
}