JinxRyu/Ryujinx.Graphics.OpenGL/Image/TextureCopyMS.cs
gdkchan da75a9a6ea
OpenGL: Fix blit from non-multisample to multisample texture (#3596)
* OpenGL: Fix blit from non-multisample to multisample texture

* New approach for multisample copy using compute shaders
2022-09-19 16:12:56 -03:00

276 lines
8.9 KiB
C#

using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.GAL;
using System;
using System.Numerics;
namespace Ryujinx.Graphics.OpenGL.Image
{
class TextureCopyMS
{
private const string ComputeShaderMSToNonMS = @"#version 450 core
layout (binding = 0, $FORMAT$) uniform uimage2DMS imgIn;
layout (binding = 1, $FORMAT$) uniform uimage2D imgOut;
layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
void main()
{
uvec2 coords = gl_GlobalInvocationID.xy;
ivec2 imageSz = imageSize(imgOut);
if (int(coords.x) >= imageSz.x || int(coords.y) >= imageSz.y)
{
return;
}
int inSamples = imageSamples(imgIn);
int samplesInXLog2 = 0;
int samplesInYLog2 = 0;
switch (inSamples)
{
case 2:
samplesInXLog2 = 1;
break;
case 4:
samplesInXLog2 = 1;
samplesInYLog2 = 1;
break;
case 8:
samplesInXLog2 = 2;
samplesInYLog2 = 1;
break;
case 16:
samplesInXLog2 = 2;
samplesInYLog2 = 2;
break;
}
int samplesInX = 1 << samplesInXLog2;
int samplesInY = 1 << samplesInYLog2;
int sampleIdx = (int(coords.x) & (samplesInX - 1)) | ((int(coords.y) & (samplesInY - 1)) << samplesInXLog2);
uvec4 value = imageLoad(imgIn, ivec2(int(coords.x) >> samplesInXLog2, int(coords.y) >> samplesInYLog2), sampleIdx);
imageStore(imgOut, ivec2(coords), value);
}";
private const string ComputeShaderNonMSToMS = @"#version 450 core
layout (binding = 0, $FORMAT$) uniform uimage2D imgIn;
layout (binding = 1, $FORMAT$) uniform uimage2DMS imgOut;
layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
void main()
{
uvec2 coords = gl_GlobalInvocationID.xy;
ivec2 imageSz = imageSize(imgIn);
if (int(coords.x) >= imageSz.x || int(coords.y) >= imageSz.y)
{
return;
}
int outSamples = imageSamples(imgOut);
int samplesInXLog2 = 0;
int samplesInYLog2 = 0;
switch (outSamples)
{
case 2:
samplesInXLog2 = 1;
break;
case 4:
samplesInXLog2 = 1;
samplesInYLog2 = 1;
break;
case 8:
samplesInXLog2 = 2;
samplesInYLog2 = 1;
break;
case 16:
samplesInXLog2 = 2;
samplesInYLog2 = 2;
break;
}
int samplesInX = 1 << samplesInXLog2;
int samplesInY = 1 << samplesInYLog2;
int sampleIdx = (int(coords.x) & (samplesInX - 1)) | ((int(coords.y) & (samplesInY - 1)) << samplesInXLog2);
uvec4 value = imageLoad(imgIn, ivec2(coords));
imageStore(imgOut, ivec2(int(coords.x) >> samplesInXLog2, int(coords.y) >> samplesInYLog2), sampleIdx, value);
}";
private readonly OpenGLRenderer _renderer;
private int[] _msToNonMSProgramHandles;
private int[] _nonMSToMSProgramHandles;
public TextureCopyMS(OpenGLRenderer renderer)
{
_renderer = renderer;
_msToNonMSProgramHandles = new int[5];
_nonMSToMSProgramHandles = new int[5];
}
public void CopyMSToNonMS(ITextureInfo src, ITextureInfo dst, int srcLayer, int dstLayer, int depth)
{
TextureCreateInfo srcInfo = src.Info;
TextureCreateInfo dstInfo = dst.Info;
int srcHandle = CreateViewIfNeeded(src);
int dstHandle = CreateViewIfNeeded(dst);
int dstWidth = dstInfo.Width;
int dstHeight = dstInfo.Height;
GL.UseProgram(GetMSToNonMSShader(srcInfo.BytesPerPixel));
for (int z = 0; z < depth; z++)
{
GL.BindImageTexture(0, srcHandle, 0, false, srcLayer + z, TextureAccess.ReadOnly, GetFormat(srcInfo.BytesPerPixel));
GL.BindImageTexture(1, dstHandle, 0, false, dstLayer + z, TextureAccess.WriteOnly, GetFormat(dstInfo.BytesPerPixel));
GL.DispatchCompute((dstWidth + 31) / 32, (dstHeight + 31) / 32, 1);
}
Pipeline pipeline = (Pipeline)_renderer.Pipeline;
pipeline.RestoreProgram();
pipeline.RestoreImages1And2();
DestroyViewIfNeeded(src, srcHandle);
DestroyViewIfNeeded(dst, dstHandle);
}
public void CopyNonMSToMS(ITextureInfo src, ITextureInfo dst, int srcLayer, int dstLayer, int depth)
{
TextureCreateInfo srcInfo = src.Info;
TextureCreateInfo dstInfo = dst.Info;
int srcHandle = CreateViewIfNeeded(src);
int dstHandle = CreateViewIfNeeded(dst);
int srcWidth = srcInfo.Width;
int srcHeight = srcInfo.Height;
GL.UseProgram(GetNonMSToMSShader(srcInfo.BytesPerPixel));
for (int z = 0; z < depth; z++)
{
GL.BindImageTexture(0, srcHandle, 0, false, srcLayer + z, TextureAccess.ReadOnly, GetFormat(srcInfo.BytesPerPixel));
GL.BindImageTexture(1, dstHandle, 0, false, dstLayer + z, TextureAccess.WriteOnly, GetFormat(dstInfo.BytesPerPixel));
GL.DispatchCompute((srcWidth + 31) / 32, (srcHeight + 31) / 32, 1);
}
Pipeline pipeline = (Pipeline)_renderer.Pipeline;
pipeline.RestoreProgram();
pipeline.RestoreImages1And2();
DestroyViewIfNeeded(src, srcHandle);
DestroyViewIfNeeded(dst, dstHandle);
}
private static SizedInternalFormat GetFormat(int bytesPerPixel)
{
return bytesPerPixel switch
{
1 => SizedInternalFormat.R8ui,
2 => SizedInternalFormat.R16ui,
4 => SizedInternalFormat.R32ui,
8 => SizedInternalFormat.Rg32ui,
16 => SizedInternalFormat.Rgba32ui,
_ => throw new ArgumentException($"Invalid bytes per pixel {bytesPerPixel}.")
};
}
private static int CreateViewIfNeeded(ITextureInfo texture)
{
// Binding sRGB textures as images doesn't work on NVIDIA,
// we need to create and bind a RGBA view for it to work.
if (texture.Info.Format == Format.R8G8B8A8Srgb)
{
int handle = GL.GenTexture();
GL.TextureView(
handle,
texture.Info.Target.Convert(),
texture.Storage.Handle,
PixelInternalFormat.Rgba8,
texture.FirstLevel,
1,
texture.FirstLayer,
texture.Info.GetLayers());
return handle;
}
return texture.Handle;
}
private static void DestroyViewIfNeeded(ITextureInfo info, int handle)
{
if (info.Handle != handle)
{
GL.DeleteTexture(handle);
}
}
private int GetMSToNonMSShader(int bytesPerPixel)
{
return GetShader(ComputeShaderMSToNonMS, _msToNonMSProgramHandles, bytesPerPixel);
}
private int GetNonMSToMSShader(int bytesPerPixel)
{
return GetShader(ComputeShaderNonMSToMS, _nonMSToMSProgramHandles, bytesPerPixel);
}
private int GetShader(string code, int[] programHandles, int bytesPerPixel)
{
int index = BitOperations.Log2((uint)bytesPerPixel);
if (programHandles[index] == 0)
{
int csHandle = GL.CreateShader(ShaderType.ComputeShader);
string format = new[] { "r8ui", "r16ui", "r32ui", "rg32ui", "rgba32ui" }[index];
GL.ShaderSource(csHandle, code.Replace("$FORMAT$", format));
GL.CompileShader(csHandle);
int programHandle = GL.CreateProgram();
GL.AttachShader(programHandle, csHandle);
GL.LinkProgram(programHandle);
GL.DetachShader(programHandle, csHandle);
GL.DeleteShader(csHandle);
GL.GetProgram(programHandle, GetProgramParameterName.LinkStatus, out int status);
if (status == 0)
{
throw new Exception(GL.GetProgramInfoLog(programHandle));
}
programHandles[index] = programHandle;
}
return programHandles[index];
}
public void Dispose()
{
for (int i = 0; i < _msToNonMSProgramHandles.Length; i++)
{
if (_msToNonMSProgramHandles[i] != 0)
{
GL.DeleteProgram(_msToNonMSProgramHandles[i]);
_msToNonMSProgramHandles[i] = 0;
}
}
for (int i = 0; i < _nonMSToMSProgramHandles.Length; i++)
{
if (_nonMSToMSProgramHandles[i] != 0)
{
GL.DeleteProgram(_nonMSToMSProgramHandles[i]);
_nonMSToMSProgramHandles[i] = 0;
}
}
}
}
}